Xiang 'Anthony' Chen

dblp:72/10926 · also Xiang Anthony Chen, Xiang Chen 0018 · DBLP profile ↗
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67ranked-venue papers
15as first author
33since 2021 · last 2026
0000-0002-8527-1744ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 64 · 15 first-author · 31 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Behavioral Indicators of Overreliance During Interaction with Conversational Language Models
abstract
LLMs are now embedded in a wide range of everyday scenarios. However, their inherent hallucinations risk hiding misinformation in fluent responses, raising concerns about overreliance on AI. Detecting overreliance is challenging, as it often arises in complex, dynamic contexts and cannot be easily captured by post-hoc task outcomes. In this work, we aim to investigate how users’ behavioral patterns correlate with overreliance. We collected interaction logs from 77 participants working with an LLM injected plausible misinformation across three real-world tasks and we assessed overreliance by whether participants detected and corrected these errors. By semantically encoding and clustering segments of user interactions, we identified five behavioral patterns linked to overreliance: users with low overreliance show careful task comprehension and fine-grained navigation; users with high overreliance show frequent copy-paste, skipping initial comprehension, repeated LLM references, coarse locating, and accepting misinformation despite hesitation. We discuss design implications for mitigation.
Chang Liu 0150, Qinyi Zhou, Xinjie Shen, Xingyu Liu 0002, Sherry Tongshuang Wu, Xiang 'Anthony' Chen
CHI6
2026 CoLyricist: Enhancing Lyric Writing with AI through Workflow-Aligned Support
abstract
We propose CoLyricist, an AI-assisted lyric writing tool designed to support the typical workflows of experienced lyricists and enhance their creative efficiency. While lyricists have unique processes, many follow common stages. Tools that fail to accommodate these stages challenge integration into creative practices. Existing research and tools lack sufficient understanding of these songwriting stages and their associated challenges, resulting in ineffective designs. Through a formative study involving semi-structured interviews with 10 experienced lyricists, we identified four key stages: Theme Setting, Ideation, Drafting Lyrics, and Melody Fitting. CoLyricist addresses these needs by incorporating tailored AI-driven support for each stage, optimizing the lyric writing process to be more seamless and efficient. To examine whether this workflow-aligned design also benefits those without prior experience, we conducted a user study with 16 participants, including both experienced and novice lyricists. Results showed that CoLyricist enhances the songwriting experience across skill levels. Novice users especially appreciated the Melody-Fitting feature, while experienced users valued the Ideation support.
Masahiro Yoshida, Songyan Zhao, Qinyi Zhou, Shiwei Hu, Xiang 'Anthony' Chen, Nanyun Peng 0001
IUI6
2026 OOPrompt: Reifying Intents into Structured Artifacts for Modular and Iterative Prompting EICS009
abstract
The rise of large language models (LLMs) has given rise to a class of prompt-based interactive systems where users primarily express their input in natural language. However, composing a prompt as a linear text string becomes unwieldy when capturing users’ multifaceted intents. We present Object-Oriented Prompting ( OOPrompt ) , an emergent interaction paradigm that enables users to create, edit, iterate, and reuse prompts as structured, manipulable artifacts, unifying and generalizing several existing point systems. We first outlined a design space from existing work and built an early prototype, which we deployed as a probe in a formative study with 20 participants. Their feedback informed an expanded OOPrompt design space. We then developed the full OOPrompt prototype and conducted a validation study to further understand OOPrompt ’s added values and trade-offs. We expect the OOPrompt design space to provide theoretical and empirical guidance to the design and engineering of prompt-based, LLM-enabled interactive systems.
Tengyou Xu, Detao Ma, Xiang 'Anthony' Chen
Proc. ACM Hum. Comput. Interact.3
2025 The GenUI Study: Exploring the Design of Generative UI Tools to Support UX Practitioners and Beyond
abstract
GenUI: good first draft, tough last mile GenUI should support roles beyond UX and further team-level activities GenUI should address practical considerations, e.g., accessibility & standards §4.1:How various roles use GenUI §4.2:How GenUI can support all roles §4.4: GenUI's challenges & areas for improvement §4.3:How GenUI can support non-UXD roles Figure 1: We conducted a formative diary study with 37 UX-related professionals who used a state-of-the-art Generative UI (GenUI) tool to conduct a week-long, individual mini-project exercise with role-specific tasks.Our findings reveal participants' workflow using the GenUI tool, how GenUI can support all and each specific roles, and existing gaps between GenUI and users' needs and expectations, which lead to design implications to inform future work on GenUI development.
Xiang 'Anthony' Chen, Tiffany Knearem, Yang Li 0058
Conference on Designing Interactive Systems1
2025 Proactive Conversational Agents with Inner Thoughts
Xingyu Liu 0002, Shitao Fang, Weiyan Shi 0001, Chien-Sheng Wu, Takeo Igarashi, Xiang 'Anthony' Chen
CHI6
2025 Empowering Medical Data Labeling for Non-Experts with DANNY: Enhancing Accuracy and Mitigating Over-Reliance on AI
Youngseung Jeon, Christopher Hwang, Xiang 'Anthony' Chen
IUI3
2025 CoSight: Exploring Viewer Contributions to Online Video Accessibility Through Descriptive Commenting
abstract
Figure 1: CoSight, a Chrome extension developed as a design probe to explore how lightweight interface nudges might encourage accessibility contributions from sighted video viewers when watching and commenting.The prototype augments YouTube video pages with features inspired by Fogg's Behavior Model [24], including color labels to highlight accessibility gaps (sparks), hints and references to guide contributions (facilitators), and reminders at key moments (signals).
Ruolin Wang, Xingyu Liu 0002, Wayne Zhang 0004, Ziqian Liao, Ziwen Li 0001, Amy Pavel, Xiang 'Anthony' Chen
UIST8
2025 Dynamic Bayesian Learning for Spatiotemporal Mechanistic Models
abstract
We develop an approach for Bayesian learning of spatiotemporal dynamical mechanistic models. Such learning consists of statistical emulation of the mechanistic system that can efficiently interpolate the output of the system from arbitrary inputs. The emulated learner can then be used to train the system from noisy data achieved by melding information from observed data with the emulated mechanistic system. This joint melding of mechanistic systems employ hierarchical state-space models with Gaussian process regression. Assuming the dynamical system is controlled by a finite collection of inputs, Gaussian process regression learns the effect of these parameters through a number of training runs, driving the stochastic innovations of the spatiotemporal state-space component. This enables efficient modeling of the dynamics over space and time. This article details exact inference with analytically accessible posterior distributions in hierarchical matrix-variate Normal and Wishart models in designing the emulator. This step obviates expensive iterative algorithms such as Markov chain Monte Carlo or variational approximations. We also show how emulation is applicable to large-scale emulation by designing a dynamic Bayesian transfer learning framework. Inference on mechanistic model parameters proceeds using Markov chain Monte Carlo as a post-emulation step using the emulator as a regression component. We demonstrate this framework through solving inverse problems arising in the analysis of ordinary and partial nonlinear differential equations and, in addition, to a black-box computer model generating spatiotemporal dynamics across a graphical model.
Sudipto Banerjee, Xiang 'Anthony' Chen, Ian Frankenburg, Daniel Zhou
J. Mach. Learn. Res.2
2024 Human I/O: Towards a Unified Approach to Detecting Situational Impairments
abstract
Situationally Induced Impairments and Disabilities (SIIDs) can significantly hinder user experience in contexts such as poor lighting, noise, and multi-tasking. While prior research has introduced algorithms and systems to address these impairments, they predominantly cater to specific tasks or environments and fail to accommodate the diverse and dynamic nature of SIIDs. We introduce Human I/O, a unified approach to detecting a wide range of SIIDs by gauging the availability of human input/output channels. Leveraging egocentric vision, multimodal sensing and reasoning with large language models, Human I/O achieves a 0.22 mean absolute error and a 82% accuracy in availability prediction across 60 in-the-wild egocentric video recordings in 32 different scenarios. Furthermore, while the core focus of our work is on the detection of SIIDs rather than the creation of adaptive user interfaces, we showcase the efficacy of our prototype via a user study with 10 participants. Findings suggest that Human I/O significantly reduces effort and improves user experience in the presence of SIIDs, paving the way for more adaptive and accessible interactive systems in the future.
Xingyu Liu 0002, Jiahao Nick Li, David Kim 0002, Xiang 'Anthony' Chen, Ruofei Du
CHI4
2024 Speed Labeling: Non-stop Scrolling for Fast Image Labeling
abstract
This study presents “Speed Labeling”, an image-labeling technique to increase the efficiency of easy binary labeling tasks where an annotator can choose a label instantly. We first conduct a formative study to identify the factors affecting the efficiency of easy image labeling: image layout and image transition. Based on these results, we designed a novel labeling technique using non- stop scrolling. In conventional image labeling, the system moves to the next image only after the user assigns a label to the previous image. To maximize efficiency, our technique continuously scrolls images without waiting for the completion of labeling, assuming that the user gives labels at a mostly constant speed. The system dynamically adjusts the scrolling speed based on the labeling speed. Subsequently, we conduct a user study to compare the proposed “non-stop scrolling” technique to the conventional “stop-and-go scrolling” technique in an easy image-labeling task. The results showed that speed labeling requires less time (faster by 7%, 305 more images labeled per man-hour) to complete the labeling task than the conventional technique without a significant increase in errors. In addition, the results showed that speed labeling makes the labeling task more enjoyable for crowd workers and makes them feel more attentive during tasks.
Chia-Ming Chang 0003, Xi Yang 0017, Xiang 'Anthony' Chen, Takeo Igarashi
Graphics Interface4
2024 From Text to Pixels: Enhancing User Understanding through Text-to-Image Model Explanations
abstract
Recent progress in Text-to-Image (T2I) models promises transformative applications in art, design, education, medicine, and entertainment. These models, exemplified by Dall-e, Imagen, and Stable Diffusion, have the potential to revolutionize various industries. However, a primary concern is their operation as a ‘black-box’ for many users. Without understanding the underlying mechanics, users are unable to harness the full potential of these models. This study focuses on bridging this gap by developing and evaluating explanation techniques for T2I models, targeting inexperienced end users. While prior works have delved into Explainable AI (XAI) methods for classification or regression tasks, T2I generation poses distinct challenges. Through formative studies with experts, we identified unique explanation goals and subsequently designed tailored explanation strategies. We then empirically evaluated these methods with a cohort of 473 participants from Amazon Mechanical Turk (AMT) across three tasks. Our results highlight users’ ability to learn new keywords through explanations, a preference for example-based explanations, and challenges in comprehending explanations that significantly shift the image’s theme. Moreover, findings suggest users benefit from a limited set of concurrent explanations. Our main contributions include a curated dataset for evaluating T2I explainability techniques, insights from a comprehensive AMT user study, and observations critical for future T2I model explainability research.
Noyan Evirgen, Ruolin Wang, Xiang 'Anthony' Chen
IUI3
2024 Majority voting of doctors improves appropriateness of AI reliance in pathology
abstract
As Artificial Intelligence (AI) making advancements in medical decision-making, there is a growing need to ensure doctors develop appropriate reliance on AI to avoid adverse outcomes. However, existing methods in enabling appropriate AI reliance might encounter challenges while being applied in the medical domain. With this regard, this work employs and provides the validation of an alternative approach – majority voting – to facilitate appropriate reliance on AI in medical decision-making. This is achieved by a multi-institutional user study involving 32 medical professionals with various backgrounds, focusing on the pathology task of visually detecting a pattern, mitoses, in tumor images. Here, the majority voting process was conducted by synthesizing decisions under AI assistance from a group of pathology doctors (pathologists). Two metrics were used to evaluate the appropriateness of AI reliance: Relative AI Reliance (RAIR) and Relative Self-Reliance (RSR). Results showed that even with groups of three pathologists, majority-voted decisions significantly increased both RAIR and RSR – by approximately 9% and 31%, respectively – compared to decisions made by one pathologist collaborating with AI. This increased appropriateness resulted in better precision and recall in the detection of mitoses. While our study is centered on pathology, we believe these insights can be extended to general high-stakes decision-making processes involving similar visual tasks.
Hongyan Gu, Chunxu Yang, Shino Magaki, Neda Zarrin-Khameh, Nelli S. Lakis, Inma Cobos, Negar Khanlou, Xinhai R. Zhang, Jasmeet Assi, Joshua T. Byers, Karam Han, Anders Meyer, Hilda Mirbaha, Carrie A. Mohila, Todd M. Stevens, Sara L. Stone, Wenzhong Yan, Mohammad Haeri, Xiang 'Anthony' Chen
Int. J. Hum. Comput. Stud.20
2024 Domain generalization across tumor types, laboratories, and species - Insights from the 2022 edition of the Mitosis Domain Generalization Challenge
Marc Aubreville, Nikolas Stathonikos, Taryn A. Donovan, Robert Klopfleisch, Jonas Ammeling, Jonathan Ganz, Frauke Wilm, Mitko Veta, Samir Jabari, Markus Eckstein, Jonas Annuscheit, Christian Krumnow, Engin Bozaba, Sercan Cayir, Hongyan Gu, Xiang 'Anthony' Chen, Mostafa Jahanifar, Adam J. Shephard, Satoshi Kondo, Satoshi Kasai, Sujatha Kotte, Vangala Saipradeep, Maxime W. Lafarge, Viktor H. Koelzer, Ziyue Wang 0005, Yongbing Zhang 0002, Sen Yang 0006, Katharina Breininger, Christof Bertram
Medical Image Anal.16
2023 GANravel: User-Driven Direction Disentanglement in Generative Adversarial Networks
abstract
Generative adversarial networks (GANs) have many application areas including image editing, domain translation, missing data imputation, and support for creative work. However, GANs are considered ‘black boxes’. Specifically, the end-users have little control over how to improve editing directions through disentanglement. Prior work focused on new GAN architectures to disentangle editing directions. Alternatively, we propose GANravel—a user-driven direction disentanglement tool that complements the existing GAN architectures and allows users to improve editing directions iteratively. In two user studies with 16 participants each, GANravel users were able to disentangle directions and outperformed the state-of-the-art direction discovery baselines in disentanglement performance. In the second user study, GANravel was used in a creative task of creating dog memes and was able to create high-quality edited images and GIFs.
Noyan Evirgen, Xiang 'Anthony' Chen
CHI2
2023 Augmenting Pathologists with NaviPath: Design and Evaluation of a Human-AI Collaborative Navigation System
abstract
Artificial Intelligence (AI) brings advancements to support pathologists in navigating high-resolution tumor images to search for pathology patterns of interest. However, existing AI-assisted tools have not realized this promised potential due to a lack of insight into pathology and HCI considerations for pathologists’ navigation workflows in practice. We first conducted a formative study with six medical professionals in pathology to capture their navigation strategies. By incorporating our observations along with the pathologists’ domain knowledge, we designed NaviPath — a human-AI collaborative navigation system. An evaluation study with 15 medical professionals in pathology indicated that: (i) compared to the manual navigation, participants saw more than twice the number of pathological patterns in unit time with NaviPath, and (ii) participants achieved higher precision and recall against the AI and the manual navigation on average. Further qualitative analysis revealed that navigation was more consistent with NaviPath, which can improve the overall examination quality.
Hongyan Gu, Chunxu Yang, Mohammad Haeri, Jing Wang 0184, Shirley Tang, Wenzhong Yan, Shujin He, Christopher Kazu Williams, Shino Magaki, Xiang 'Anthony' Chen
CHI10
2023 AVscript: Accessible Video Editing with Audio-Visual Scripts
abstract
Sighted and blind and low vision (BLV) creators alike use videos to communicate with broad audiences. Yet, video editing remains inaccessible to BLV creators. Our formative study revealed that current video editing tools make it difficult to access the visual content, assess the visual quality, and efficiently navigate the timeline. We present AVscript, an accessible text-based video editor. AVscript enables users to edit their video using a script that embeds the video’s visual content, visual errors (e.g., dark or blurred footage), and speech. Users can also efficiently navigate between scenes and visual errors or locate objects in the frame or spoken words of interest. A comparison study (N=12) showed that AVscript significantly lowered BLV creators’ mental demands while increasing confidence and independence in video editing. We further demonstrate the potential of AVscript through an exploratory study (N=3) where BLV creators edited their own footage.
Mina Huh, Saelyne Yang, Yi-Hao Peng, Xiang 'Anthony' Chen, Young-Ho Kim, Amy Pavel
CHI4
2023 Designing and Evaluating Interfaces that Highlight News Coverage Diversity Using Discord Questions
abstract
Modern news aggregators do the hard work of organizing a large news stream, creating collections for a given news story with tens of source options. This paper shows that navigating large source collections for a news story can be challenging without further guidance. In this work, we design three interfaces – the Annotated Article, the Recomposed Article, and the Question Grid – aimed at accompanying news readers in discovering coverage diversity while they read. A first usability study with 10 journalism experts confirms the designed interfaces all reveal coverage diversity and determine each interface’s potential use cases and audiences. In a second usability study, we developed and implemented a reading exercise with 95 novice news readers to measure exposure to coverage diversity. Results show that Annotated Article users are able to answer questions 34% more completely than with two existing interfaces while finding the interface equally easy to use.
Philippe Laban, Chien-Sheng Wu, Lidiya Murakhovs'ka, Xiang 'Anthony' Chen, Caiming Xiong
CHI4
2023 Visual Captions: Augmenting Verbal Communication with On-the-fly Visuals
abstract
Video conferencing solutions like Zoom, Google Meet, and Microsoft Teams are becoming increasingly popular for facilitating conversations, and recent advancements such as live captioning help people better understand each other. We believe that the addition of visuals based on the context of conversations could further improve comprehension of complex or unfamiliar concepts. To explore the potential of such capabilities, we conducted a formative study through remote interviews (N=10) and crowdsourced a dataset of over 1500 sentence-visual pairs across a wide range of contexts. These insights informed Visual Captions, a real-time system that integrates with a video conferencing platform to enrich verbal communication. Visual Captions leverages a fine-tuned large language model to proactively suggest relevant visuals in open-vocabulary conversations. We present findings from a lab study (N=26) and an in-the-wild case study (N=10), demonstrating how Visual Captions can help improve communication through visual augmentation in various scenarios.
Xingyu Liu 0002, Vladimir Kirilyuk, Xiuxiu Yuan, Alex Olwal, Peggy Chi, Xiang 'Anthony' Chen, Ruofei Du
CHI6
2023 XCreation: A Graph-based Crossmodal Generative Creativity Support Tool
abstract
Creativity Support Tools (CSTs) aid in the efficient and effective composition of creative content, such as picture books. However, many existing CSTs only allow for mono-modal creation, whereas previous studies have become theoretically and technically mature to support multi-modal innovative creations. To overcome this limitation, we introduce XCreation, a novel CST that leverages generative AI to support cross-modal storybook creation. Nevertheless, directly deploying AI models to CSTs can still be problematic as they are mostly black-box architectures that are not comprehensible to human users. Therefore, we integrate an interpretable entity-relation graph to intuitively represent picture elements and their relations, improving the usability of the underlying generative structures. Our between-subject user study demonstrates that XCreation supports continuous plot creation with increased creativity, controllability, usability, and interpretability. XCreation is applicable to various scenarios, including interactive storytelling and picture book creation, thanks to its multimodal nature.
Chunxu Yang, Qihao Liang, Xiang 'Anthony' Chen
UIST4
2023 NaCanva: Exploring and Enabling the Nature-Inspired Creativity for Children
abstract
Nature has been a plentiful source of materials, replenishment, inspiration, and creativity. Nature collage, as a crafting technique, is a fun and educational activity for children to explore nature and engage their creativity. However, the raw material collection is limited to static things such as leaves, ignoring inspiration from nature sounds and dynamic elements such as babbling creeks. Using a mobile application, we hope to encourage children's creativity by renewing collage materials collection and careful observation in nature. To explore this, we conducted a formative study with children (N=20) and a design workshop with experts (N=6) to formulate NaCanva, an AI-assisted multi-modal collage creation system for children. Drawing on the interactivity between children and nature, NaCanva enables the multi-modal material collection, including images, sound, and videos, which differs our system from traditional collages. We validated this system with a between-subject user study (N=30), and the results suggested that NaCanva unleashes children's creativity in nature collage creation by enhancing children's multidimensional observation and engagement in nature.
Danli Luo, Chao Zhang 0082, Qihang Jin, Wei Chen 0001, Yingcai Wu, Xiang 'Anthony' Chen, Guanyun Wang, Haipeng Mi
Proc. ACM Hum. Comput. Interact.8
2023 Improving Workflow Integration with xPath: Design and Evaluation of a Human-AI Diagnosis System in Pathology
abstract
Recent developments in AI have provided assisting tools to support pathologists’ diagnoses. However, it remains challenging to incorporate such tools into pathologists’ practice; one main concern is AI’s insufficient workflow integration with medical decisions. We observed pathologists’ examination and discovered that the main hindering factor to integrate AI is its incompatibility with pathologists’ workflow. To bridge the gap between pathologists and AI, we developed a human-AI collaborative diagnosis tool— xPath —that shares a similar examination process to that of pathologists, which can improve AI’s integration into their routine examination. The viability of xPath is confirmed by a technical evaluation and work sessions with 12 medical professionals in pathology. This work identifies and addresses the challenge of incorporating AI models into pathology, which can offer first-hand knowledge about how HCI researchers can work with medical professionals side-by-side to bring technological advances to medical tasks towards practical applications.
Hongyan Gu, Yuan Liang 0001, Yifan Xu 0027, Christopher Kazu Williams, Shino Magaki, Negar Khanlou, Harry Vinters, Zesheng Chen 0002, Shuo Ni, Chunxu Yang, Wenzhong Yan, Xinhai R. Zhang, Yang Li 0058, Mohammad Haeri, Xiang 'Anthony' Chen
ACM Trans. Comput. Hum. Interact.15
2023 Marvista: Exploring the Design of a Human-AI Collaborative News Reading Tool
abstract
We explore the design of Marvista—a human-AI collaborative tool that employs a suite of natural language processing models to provide end-to-end support for reading online news articles. Before reading an article, Marvista helps a user plan what to read by filtering text based on how much time one can spend and what questions one is interested to find out from the article. During reading, Marvista helps the user reflect on their understanding of each paragraph with AI-generated questions. After reading, Marvista generates an explainable human-AI summary that combines AI’s processing of the text, the user’s reading behavior, and user-generated data in the reading process. In contrast to prior work that offered (content-independent) interaction techniques or devices for reading, Marvista takes a human-AI collaborative approach that contributes text-specific guidance (content-aware) to support the entire reading process.
Xiang 'Anthony' Chen, Chien-Sheng Wu, Lidiya Murakhovs'ka, Philippe Laban, Wenhao Liu 0003, Caiming Xiong
ACM Trans. Comput. Hum. Interact.1
2022 Mobiot: Augmenting Everyday Objects into Moving IoT Devices Using 3D Printed Attachments Generated by Demonstration
abstract
Recent advancements in personal fabrication have brought novices closer to a reality, where they can automate routine tasks with mobilized everyday objects. However, the overall process remains challenging- from capturing design requirements and motion planning to authoring them to creating 3D models of mechanical parts to programming electronics, as it demands expertise.
Abul Al Arabi, Jiahao Nick Li, Xiang 'Anthony' Chen, Jeeeun Kim
CHI3
2022 Roman: Making Everyday Objects Robotically Manipulable with 3D-Printable Add-on Mechanisms
abstract
One important vision of robotics is to provide physical assistance by manipulating different everyday objects, e.g., hand tools, kitchen utensils. However, many objects designed for dexterous hand-control are not easily manipulable by a single robotic arm with a generic parallel gripper. Complementary to existing research on developing grippers and control algorithms, we present Roman, a suite of hardware design and software tool support for robotic engineers to create 3D printable mechanisms attached to everyday handheld objects, making them easier to be manipulated by conventional robotic arms. The Roman hardware comes with a versatile magnetic gripper that can snap on/off handheld objects and drive add-on mechanisms to perform tasks. Roman also provides software support to register and author control programs. To validate our approach, we designed and fabricated Roman mechanisms for 14 everyday objects/tasks presented within a design space and conducted expert interviews with robotic engineers indicating that Roman serves as a practical alternative for enabling robotic manipulation of everyday objects.
Jiahao Nick Li, Alexis Samoylov, Jeeeun Kim, Xiang 'Anthony' Chen
CHI4
2022 EmoGlass: an End-to-End AI-Enabled Wearable Platform for Enhancing Self-Awareness of Emotional Health
abstract
Often, emotional disorders are overlooked due to their lack of awareness, resulting in potential mental issues. Recent advances in sensing and inference technology provide a viable path to wearable facial-expression-based emotion recognition. However, most prior work has explored only laboratory settings and few platforms are geared towards end-users in everyday lives or provide personalized emotional suggestions to promote self-regulation. We present EmoGlass, an end-to-end wearable platform that consists of emotion detection glasses and an accompanying mobile application. Our single-camera-mounted glasses can detect seven facial expressions based on partial face images. We conducted a three-day out-of-lab study (N=15) to evaluate the performance of EmoGlass. We iterated on the design of the EmoGlass application for effective self-monitoring and awareness of users’ daily emotional states. We report quantitative and qualitative findings, based on which we discuss design recommendations for future work on sensing and enhancing awareness of emotional health.
Yufei Wu 0014, Yang Zhang 0041, Xiang 'Anthony' Chen
CHI4
2022 GANzilla: User-Driven Direction Discovery in Generative Adversarial Networks
abstract
Generative Adversarial Network (GAN) is widely adopted in numerous application areas, such as data preprocessing, image editing, and creativity support. However, GAN’s ‘black box’ nature prevents non-expert users from controlling what data a model generates, spawning a plethora of prior work that focused on algorithm-driven approaches to extract editing directions to control GAN. Complementarily, we propose a GANzilla—a user-driven tool that empowers a user with the classic scatter/gather technique to iteratively discover directions to meet their editing goals. In a study with 12 participants, GANzilla users were able to discover directions that (i) edited images to match provided examples (closed-ended tasks) and that (ii) met a high-level goal, e.g., making the face happier, while showing diversity across individuals (open-ended tasks).
Noyan Evirgen, Xiang 'Anthony' Chen
UIST2
2022 CrossA11y: Identifying Video Accessibility Issues via Cross-modal Grounding
abstract
Authors make their videos visually accessible by adding audio descriptions (AD), and auditorily accessible by adding closed captions (CC). However, creating AD and CC is challenging and tedious, especially for non-professional describers and captioners, due to the difficulty of identifying accessibility problems in videos. A video author will have to watch the video through and manually check for inaccessible information frame-by-frame, for both visual and auditory modalities. In this paper, we present CrossA11y, a system that helps authors efficiently detect and address visual and auditory accessibility issues in videos. Using cross-modal grounding analysis, CrossA11y automatically measures accessibility of visual and audio segments in a video by checking for modality asymmetries. CrossA11y then displays these segments and surfaces visual and audio accessibility issues in a unified interface, making it intuitive to locate, review, script AD/CC in-place, and preview the described and captioned video immediately. We demonstrate the effectiveness of CrossA11y through a lab study with 11 participants, comparing to existing baseline.
Xingyu Liu 0002, Ruolin Wang, Dingzeyu Li, Xiang 'Anthony' Chen, Amy Pavel
UIST4
2021 What Makes Videos Accessible to Blind and Visually Impaired People?
abstract
User-generated videos are an increasingly important source of information online, yet most online videos are inaccessible to blind and visually impaired (BVI) people. To find videos that are accessible, or understandable without additional description of the visual content, BVI people in our formative studies reported that they used a time-consuming trial-and-error approach: clicking on a video, watching a portion, leaving the video, and repeating the process. BVI people also reported video accessibility heuristics that characterize accessible and inaccessible videos. We instantiate 7 of the identified heuristics (2 audio-related, 2 video-related, and 3 audio-visual) as automated metrics to assess video accessibility. We collected a dataset of accessibility ratings of videos by BVI people and found that our automatic video accessibility metrics correlated with the accessibility ratings (Adjusted R2 = 0.642). We augmented a video search interface with our video accessibility metrics and predictions. BVI people using our augmented video search interface selected an accessible video more efficiently than when using the original search interface. By integrating video accessibility metrics, video hosting platforms could help people surface accessible videos and encourage content creators to author more accessible products, improving video accessibility for all.
Xingyu Liu 0002, Patrick Carrington, Xiang 'Anthony' Chen, Amy Pavel
CHI3
2021 Revamp: Enhancing Accessible Information Seeking Experience of Online Shopping for Blind or Low Vision Users
abstract
Online shopping has become a valuable modern convenience, but blind or low vision (BLV) users still face significant challenges using it, because of: 1) inadequate image descriptions and 2) the inability to filter large amounts of information using screen readers. To address those challenges, we propose Revamp, a system that leverages customer reviews for interactive information retrieval. Revamp is a browser integration that supports review-based question-answering interactions on a reconstructed product page. From our interview, we identified four main aspects (color, logo, shape, and size) that are vital for BLV users to understand the visual appearance of a product. Based on the findings, we formulated syntactic rules to extract review snippets, which were used to generate image descriptions and responses to users’ queries. Evaluations with eight BLV users showed that Revamp 1) provided useful descriptive information for understanding product appearance and 2) helped the participants locate key information efficiently.
Ruolin Wang, Mingrui Ray Zhang, Zhaoheng Li, Zhixiu Liu, Zihan Dang, Chun Yu, Xiang 'Anthony' Chen
CHI8
2021 OralViewer: 3D Demonstration of Dental Surgeries for Patient Education with Oral Cavity Reconstruction from a 2D Panoramic X-ray
abstract
Patient’s understanding on forthcoming dental surgeries is required by patient-centered care and helps reduce anxiety. Due to the complexity of dental surgeries and the patient-dentist expertise gap, conventional techniques of patient education are usually not effective for explaining surgical steps. In this paper, we present OralViewer—the first interactive application that enables dentist’s demonstration of dental surgeries in 3D to promote patients’ understanding. OralViewer takes a single 2D panoramic dental X-ray to reconstruct patient-specific 3D teeth structures, which are then assembled with registered gum and jaw bone models for complete oral cavity modeling. During the demonstration, OralViewer enables dentists to show surgery steps with virtual dental instruments that can animate effects on a 3D model in real-time. A technical evaluation shows that our deep learning model achieves a mean Intersection over Union (IoU) of 0.771 for 3D teeth reconstruction. A patient study with 12 participants shows OralViewer can improve patients’ understanding of surgeries. A preliminary expert study with 3 board-certified dentists further verifies the clinical validity of our system.
Yuan Liang 0001, Liang Qiu 0001, Tiancheng Lu, Zhujun Fang, Dezhan Tu, Jiawei Yang 0002, Yiting Shao, Kun Wang 0005, Xiang 'Anthony' Chen, Lei He 0001
IUI9
2021 XAlgo: a Design Probe of Explaining Algorithms' Internal States via Question-Answering
abstract
Algorithms often appear as ’black boxes’ to non-expert users. While prior work focuses on explainable representations and expert-oriented exploration, we propose and study an interactive approach using question answering to explain deterministic algorithms to non-expert users who need to understand the algorithms’ internal states (students learning algorithms, operators monitoring robots, admins troubleshooting network routing). We construct XAlgo—a formal model that first classifies the type of question based on a taxonomy and generates an answer based on a set of rules that extract information from representations of an algorithm’s internal states, the pseudocode. A design probe based on an algorithm learning scenario with 18 participants (9 for a Wizard-of-Oz XAlgo and 9 as a control group) reports findings and design implications based on what kinds of questions people ask, how well XAlgo responds, and what remain as challenges to bridge users’ gulf of algorithm understanding.
Juan Carlo Rebanal, Jordan Combitsis, Xiang 'Anthony' Chen
IUI4
2021 OmniSoft: A Design Tool for Soft Objects by Example
abstract
Softness is one of the most important factors in human tactile perception. With recent advances in 3Dprinting, there has been significant progress in fabricating compliant objects. However, existing methods typically remain inaccessible to end-users, mainly due to the separation between designing shapes and setting printing parameters to achieve desired softness, resulting in the exclusion of its customization in early design processes. In this work, we contribute an end-to-end design tool that takes a design-by-example approach: given a 3D model, a user can specify the region of interest and a level of softness, by shopping everyday objects as a reference. The tool then generates both geometry and 3D printing parameters to reproduce the desired softness, which can be fabricated using low-cost FDM 3D printing and materials for it. We also provide a data-driven pipeline to enable other compliance modeling methods to be generalized within our design tool. In two user studies, we demonstrated that users could easily locate existing reference objects’ softness to a 3D printed object. In a design session, end-users successfully used OmniSoft to design augmented functions.
Jeeeun Kim, Qingnan Zhou, Amanda Ghassaei, Xiang 'Anthony' Chen
TEI4
2021 Lessons Learned from Designing an AI-Enabled Diagnosis Tool for Pathologists
abstract
Despite the promises of data-driven artificial intelligence (AI), little is known about how we can bridge the gulf between traditional physician-driven diagnosis and a plausible future of medicine automated by AI. Specifically, how can we involve AI usefully in physicians' diagnosis workflow given that most AI is still nascent and error-prone (\eg in digital pathology)? To explore this question, we first propose a series of collaborative techniques to engage human pathologists with AI given AI's capabilities and limitations, based on which we prototype Impetus --- a tool where an AI takes various degrees of initiatives to provide various forms of assistance to a pathologist in detecting tumors from histological slides. We summarize observations and lessons learned from a study with eight pathologists and discuss recommendations for future work on human-centered medical AI systems.
Hongyan Gu, Jingbin Huang, Lauren Hung, Xiang 'Anthony' Chen
Proc. ACM Hum. Comput. Interact.4
2020 CheXplain: Enabling Physicians to Explore and Understand Data-Driven, AI-Enabled Medical Imaging Analysis
abstract
The recent development of data-driven AI promises to automate medical diagnosis; however, most AI functions as 'black boxes' to physicians with limited computational knowledge. Using medical imaging as a point of departure, we conducted three iterations of design activities to formulate CheXplain — a system that enables physicians to explore and understand AI-enabled chest X-ray analysis: (i) a paired survey between referring physicians and radiologists reveals whether, when, and what kinds of explanations are needed; (ii) a low-fidelity prototype co-designed with three physicians formulates eight key features; and (iii) a high-fidelity prototype evaluated by another six physicians provides detailed summative insights on how each feature enables the exploration and understanding of AI. We summarize by discussing recommendations for future work to design and implement explainable medical AI systems that encompass four recurring themes: motivation, constraint, explanation, and justification.
Yao Xie 0003, Melody Chen, David Kao, Ge Gao 0001, Xiang 'Anthony' Chen
CHI5
2020 OralCam: Enabling Self-Examination and Awareness of Oral Health Using a Smartphone Camera
abstract
Due to a lack of medical resources or oral health awareness, oral diseases are often left unexamined and untreated, affecting a large population worldwide. With the advent of low-cost, sensor-equipped smartphones, mobile apps offer a promising possibility for promoting oral health. However, to the best of our knowledge, no mobile health (mHealth) solutions can directly support a user to self-examine their oral health condition. This paper presents OralCam, the first interactive app that enables end-users' self-examination of five common oral conditions (diseases or early disease signals) by taking smartphone photos of one's oral cavity. OralCam allows a user to annotate additional information (e.g. living habits, pain, and bleeding) to augment the input image, and presents the output hierarchically, probabilistically and with visual explanations to help a laymen user understand examination results. Developed on our in-house dataset that consists of 3,182 oral photos annotated by dental experts, our deep learning based framework achieved an average detection sensitivity of 0.787 over five conditions with high localization accuracy. In a week-long in-the-wild user study (N=18), most participants had no trouble using OralCam and interpreting the examination results. Two expert interviews further validate the feasibility of OralCam for promoting users' awareness of oral health.
Yuan Liang 0001, Hsuan-Wei Fan, Zhujun Fang, Leiying Miao, Weibin Sun, Kun Wang 0005, Lei He 0001, Xiang 'Anthony' Chen
CHI10
2020 Romeo: A Design Tool for Embedding Transformable Parts in 3D Models to Robotically Augment Default Functionalities
abstract
Reconfiguring shapes of objects enables transforming existing passive objects with robotic functionalities, e.g., a transformable coffee cup holder can be attached to a chair's armrest, a piggy bank can reach out an arm to 'steal' coins. Despite the advance in end-user 3D design and fabrication, it remains challenging for non-experts to create such 'transformables' using existing tools due to the requirement of specific engineering knowledge such as mechanisms and robotic design.
Jiahao Nick Li, Meilin Cui, Jeeeun Kim, Xiang 'Anthony' Chen
UIST4
2020 Geno: A Developer Tool for Authoring Multimodal Interaction on Existing Web Applications
abstract
Supporting voice commands in applications presents significant benefits to users. However, adding such support to existing GUI-based web apps is effort-consuming with a high learning barrier, as shown in our formative study, due to the lack of unified support for creating multi-modal interfaces. We develop Geno---a developer tool for adding the voice input modality to existing web apps without requiring significate NLP expertise. Geno provides a unified workflow for developers to specify functionalities to support by voice (intents), create language models for detecting intents and the relevant information (parameters) from user utterances, and fulfill the intents by either programmatically invoking the corresponding functions or replaying GUI actions on the web app. Geno further supports references to GUI context in voice commands (e.g., "add this to the playlist"). In a study, developers with little NLP expertise were able to add the multi-modal support for two existing web apps using Geno.
Ritam Jyoti Sarmah, Yunpeng Ding, Cheuk Yin Phipson Lee, Toby Jia-Jun Li, Xiang 'Anthony' Chen
UIST6
2020 DualVib: Simulating Haptic Sensation of Dynamic Mass by Combining Pseudo-Force and Texture Feedback
abstract
We present DualVib, a compact handheld device that simulates the haptic sensation of manipulating dynamic mass; mass that causes haptic feedback as the user’s hand moves (e.g., shaking a jar and feeling coins rattling inside). Unlike other devices that require actual displacement of weight, DualVib dispenses with heavy and bulky mechanical structures and, instead, uses four vibration actuators. DualVib simulates a dynamic mass by simultaneously delivering two types of haptic feedback to the user’s hand: (1) pseudo-force feedback created by asymmetric vibrations that render the kinesthetic force arising from the moving mass; and (2) texture feedback through acoustic vibrations that render the object’s surface vibrations correlated with mass material properties. By means of our user study, we found out that DualVib allowed users to more effectively distinguish dynamic masses when compared to using either pseudo-force or texture feedback alone. We also report qualitative feedback from users who experienced five virtual reality applications with our device.
Yudai Tanaka, Arata Horie, Xiang 'Anthony' Chen
VRST3
2019 Robiot: A Design Tool for Actuating Everyday Objects with Automatically Generated 3D Printable Mechanisms
abstract
Users can now easily communicate digital information with an Internet of Things; in contrast, there remains a lack of support to automate physical tasks that involve legacy static objects, e.g. adjusting a desk lamp's angle for optimal brightness, turning on/off a manual faucet when washing dishes, sliding a window to maintain a preferred indoor temperature. Automating these simple physical tasks has the potential to improve people's quality of life, which is particularly important for people with a disability or in situational impairment.
Jiahao Nick Li, Jeeeun Kim, Xiang 'Anthony' Chen
UIST3
2018 Thermorph: Democratizing 4D Printing of Self-Folding Materials and Interfaces
abstract
We develop a novel method printing complex self-folding geometries. We demonstrated that with a desktop fused deposition modeling (FDM) 3D printer, off-the-shelf printing filaments and a design editor, we can print flat thermoplastic composites and trigger them to self-fold into 3D with arbitrary bending angles. This is a suitable technique, called Thermorph, to prototype hollow and foldable 3D shapes without losing key features. We describe a new curved folding origami design algorithm, compiling given arbitrary 3D models to 2D unfolded models in G-Code for FDM printers. To demonstrate the Thermorph platform, we designed and printed complex self-folding geometries (up to 70 faces), including 15 self-curved geometric primitives and 4 self-curved applications, such as chairs, the simplified Stanford Bunny and flowers. Compared to the standard 3D printing, our method saves up to 60% - 87% of the printing time for all shapes chosen.
Byoungkwon An, Ye Tao 0001, Jianzhe Gu, Tingyu Cheng, Xiang 'Anthony' Chen, Youngwook Do, Shigeo Takahashi, Hsiang-Yun Wu, Lining Yao
CHI5
2018 Medley: A Library of Embeddables to Explore Rich Material Properties for 3D Printed Objects
abstract
In our everyday life, we interact with and benefit from objects with a wide range of material properties. In contrast, personal fabrication machines (e.g., desktop 3D printers) currently only support a much smaller set of materials. Our goal is to close the gap between current limitations and the future of multi-material printing by enabling people to explore the reuse of material from everyday objects into their custom designs. To achieve this, we develop a library of embeddables--everyday objects that can be cut, worked and embedded into 3D printable designs. We describe a design space that characterizes the geometric and material properties of embeddables. We then develop Medley---a design tool whereby users can import a 3D model, search for embeddables with desired material properties, and interactively edit and integrate their geometry to fit into the original design. Medley also supports the final fabrication and embedding process, including instructions for carving or cutting the objects, and generating optimal paths for inserting embeddables. To validate the expressiveness of our library, we showcase numerous examples augmented by embeddables that go beyond the objects' original printed materials.
Xiang 'Anthony' Chen, Stelian Coros, Scott E. Hudson
CHI1
2018 Forte: User-Driven Generative Design
abstract
Low-cost fabrication machines (e.g., 3D printers) offer the promise of creating custom-designed objects by a range of users. To maximize performance, generative design methods such as topology optimization can automatically optimize properties of a design based on high-level specifications. Though promising, such methods require people to map their design ideas--often unintuitively--to a small number of mathematical input parameters, and the relationship between those parameters and a generated design is often unclear, making it difficult to iterate a design. We present Forte, a sketch-based, real-time interactive tool for people to directly express and iterate on their designs via 2D topology optimization. Users can ask the system to add structures, provide a variation with better performance, or optimize internal material layouts. Users can globally control how much to 'deviate' from the initial sketch, or perform local suggestive editing, which interactively prompts the system to update based on the new information. Design sessions with 10 participants demonstrate that Forte empowers designers to create and explore a range of optimized designs with custom forms and styles.
Xiang 'Anthony' Chen, Ye Tao 0001, Guanyun Wang, Runchang Kang, Tovi Grossman, Stelian Coros, Scott E. Hudson
CHI1
2018 WrisText: One-handed Text Entry on Smartwatch using Wrist Gestures
abstract
We present WrisText - a one-handed text entry technique for smartwatches using the joystick-like motion of the wrist. A user enters text by whirling the wrist of the watch hand, towards six directions which each represent a key in a circular keyboard, and where the letters are distributed in an alphabetical order. The design of WrisText was an iterative process, where we first conducted a study to investigate optimal key size, and found that keys needed to be 55º or wider to achieve over 90% striking accuracy. We then computed an optimal keyboard layout, considering a joint optimization problem of striking accuracy, striking comfort, word disambiguation. We evaluated the performance of WrisText through a five-day study with 10 participants in two text entry scenarios: hand-up and hand-down. On average, participants achieved a text entry speed of 9.9 WPM across all sessions, and were able to type as fast as 15.2 WPM by the end of the last day.
Jun Gong 0002, Zheer Xu, Qifan Guo, Teddy Seyed, Xiang 'Anthony' Chen, Xiaojun Bi 0001, Xing-Dong Yang
CHI5
2018 Orecchio: Extending Body-Language through Actuated Static and Dynamic Auricular Postures
abstract
In this paper, we propose using the auricle - the visible part of the ear - as a means of expressive output to extend body language to convey emotional states. With an initial exploratory study, we provide an initial set of dynamic and static auricular postures. Using these results, we examined the relationship between emotions and auricular postures, noting that dynamic postures involving stretching the top helix in fast (e.g., 2Hz) and slow speeds (1Hz) conveyed intense and mild pleasantness while static postures involving bending the side or top helix towards the center of the ear were associated with intense and mild unpleasantness. Based on the results, we developed a prototype (called Orrechio) with miniature motors, custom-made robotic arms and other electronic components. A preliminary user evaluation showed that participants feel more comfortable using expressive auricular postures with people they are familiar with, and that it is a welcome addition to the vocabulary of human body language.
Da-Yuan Huang, Teddy Seyed, Linjun Li, Jun Gong 0002, Zhihao Yao 0004, Yuchen Jiao, Xiang 'Anthony' Chen, Xing-Dong Yang
UIST7
2017 Facade: Auto-generating Tactile Interfaces to Appliances
abstract
Common appliances have shifted toward flat interface panels, making them inaccessible to blind people. Although blind people can label appliances with Braille stickers, doing so generally requires sighted assistance to identify the original functions and apply the labels. We introduce Facade - a crowdsourced fabrication pipeline to help blind people independently make physical interfaces accessible by adding a 3D printed augmentation of tactile buttons overlaying the original panel. Facade users capture a photo of the appliance with a readily available fiducial marker (a dollar bill) for recovering size information. This image is sent to multiple crowd workers, who work in parallel to quickly label and describe elements of the interface. Facade then generates a 3D model for a layer of tactile and pressable buttons that fits over the original controls. Finally, a home 3D printer or commercial service fabricates the layer, which is then aligned and attached to the interface by the blind person. We demonstrate the viability of Facade in a study with 11 blind participants.
Anhong Guo, Jeeeun Kim, Xiang 'Anthony' Chen, Tom Yeh, Scott E. Hudson, Jennifer Mankoff, Jeffrey P. Bigham
CHI3
2017 Improv: An Input Framework for Improvising Cross-Device Interaction by Demonstration
abstract
As computing devices become increasingly ubiquitous, it is now possible to combine the unique capabilities of different devices or Internet of Things to accomplish a task. However, there is currently a high technical barrier for creating cross-device interaction. This is especially challenging for end users who have limited technical expertise—end users would greatly benefit from custom cross-device interaction that best suits their needs. In this article, we present Improv, a cross-device input framework that allows a user to easily leverage the capability of additional devices to create new input methods for an existing, unmodified application, e.g., creating custom gestures on a smartphone to control a desktop presentation application. Instead of requiring developers to anticipate and program these cross-device behaviors in advance, Improv enables end users to improvise them on the fly by simple demonstration, for their particular needs and devices at hand. We showcase a range of scenarios where Improv is used to create a diverse set of useful cross-device input. Our study with 14 participants indicated that on average it took a participant 10 seconds to create a cross-device input technique. In addition, Improv achieved 93.7% accuracy in interpreting user demonstration of a target UI behavior by looking at the raw input events from a single example.
Xiang 'Anthony' Chen, Yang Li 0058
ACM Trans. Comput. Hum. Interact.1
2016 Facade: Auto-generating Tactile Interfaces to Appliances
abstract
Digital keypads have proliferated on common appliances, from microwaves and refrigerators to printers and remote controls. For blind people, such interfaces are inaccessible. We conducted a formative study with 6 blind people which demonstrated a need for custom designs for tactile labels without dependence on sighted assistance. To address this need, we introduce Facade - a crowdsourced fabrication pipeline to make physical interfaces accessible by adding a 3D printed augmentation of tactile buttons overlaying the original panel. Blind users capture a photo of an inaccessible interface with a standard marker for absolute measurements using perspective transformation. Then this image is sent to multiple crowd workers, who work in parallel to quickly label and describe elements of the interface. These labels are then used to generate 3D models for a layer of tactile and pressable buttons that fits over the original controls. Users can customize the shape and labels of the buttons using a web interface. Finally, a consumer-grade 3D printer fabricates the layer, which is then attached to the interface using adhesives. Such fabricated overlay is an inexpensive ($10) and more general solution to making physical interfaces accessible.
Anhong Guo, Jeeeun Kim, Xiang 'Anthony' Chen, Tom Yeh, Scott E. Hudson, Jennifer Mankoff, Jeffrey P. Bigham
ASSETS3
2016 Snap-To-It: A User-Inspired Platform for Opportunistic Device Interactions
abstract
The ability to quickly interact with any nearby appliance from a mobile device would allow people to perform a wide range of one-time tasks (e.g., printing a document in an unfamiliar office location). However, users currently lack this capability, and must instead manually configure their devices for each appliance they want to use. To address this problem, we created Snap-To-It, a system that allows users to opportunistically interact with any appliance simply by taking a picture of it. Snap-To-It shares the image of the appliance a user wants to interact with over a local area network. Appliances then analyze this image (along with the user's location and device orientation) to see if they are being "selected," and deliver the corresponding control interface to the user's mobile device. Snap-To-It's design was informed by two technology probes that explored how users would like to select and interact with appliances using their mobile phone. These studies highlighted the need to be able to select hardware and software via a camera, and identified several novel use cases not supported by existing systems (e.g., interacting with disconnected objects, transferring settings between appliances). In this paper, we show how Snap-To-It's design is informed by our probes and how developers can utilize our system. We then show that Snap-To-It can identify appliances with over 95.3% accuracy, and demonstrate through a two-month deployment that our approach is robust to gradual changes to the environment.
Adrian A. de Freitas, Michael Nebeling, Xiang 'Anthony' Chen, Jackie Yang, Akshaye Shreenithi Kirupa Karthikeyan Ranithangam, Anind K. Dey
CHI3
2016 Twist 'n' Knock: A One-handed Gesture for Smart Watches
Vikram Kamath Cannanure, Xiang 'Anthony' Chen, Jennifer Mankoff
Graphics Interface2
2016 SweepSense: Ad Hoc Configuration Sensing Using Reflected Swept-Frequency Ultrasonics
abstract
Devices can be made more intelligent if they have the ability to sense their surroundings and physical configuration. However, adding extra, special purpose sensors increases size, price and build complexity. Instead, we use speakers and microphones already present in a wide variety of devices to open new sensing opportunities. Our technique sweeps through a range of inaudible frequencies and measures the intensity of reflected sound to deduce information about the immediate environment, chiefly the materials and geometry of proximate surfaces. We offer several example uses, two of which we implemented as self-contained demos, and conclude with an evaluation that quantifies their performance and demonstrates high accuracy.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
IUI2
2016 Reprise: A Design Tool for Specifying, Generating, and Customizing 3D Printable Adaptations on Everyday Objects
abstract
Everyday tools and objects often need to be customized for an unplanned use or adapted for specific user, such as adding a bigger pull to a zipper or a larger grip for a pen. The advent of low-cost 3D printing offers the possibility to rapidly construct a wide range of such adaptations. However, while 3D printers are now affordable enough for even home use, the tools needed to design custom adaptations normally require skills that are beyond users with limited 3D modeling experience.
Xiang 'Anthony' Chen, Jeeeun Kim, Jennifer Mankoff, Tovi Grossman, Stelian Coros, Scott E. Hudson
UIST1
2016 Bootstrapping User-Defined Body Tapping Recognition with Offline-Learned Probabilistic Representation
abstract
To address the increasing functionality (or information) overload of smartphones, prior research has explored a variety of methods to extend the input vocabulary of mobile devices. In particular, body tapping has been previously proposed as a technique that allows the user to quickly access a target functionality by simply tapping at a specific location of the body with a smartphone. Though compelling, prior work often fell short in enabling users' unconstrained tapping locations or behaviors. To address this problem, we developed a novel recognition method that combines both offline-before the system sees any user-defined gestures and online learning to reliably recognize arbitrary, user-defined body tapping gestures, only using a smartphone's built-in sensors. Our experiment indicates that our method significantly outperforms baseline approaches in several usage conditions. In particular, provided only with a single sample per location, our accuracy is 30.8% over an SVM baseline and 24.8% over a template matching method. Based on these findings, we discuss how our approach can be generalized to other user-defined gesture problems.
Xiang 'Anthony' Chen, Yang Li 0058
UIST1
2016 VizLens: A Robust and Interactive Screen Reader for Interfaces in the Real World
abstract
The world is full of physical interfaces that are inaccessible to blind people, from microwaves and information kiosks to thermostats and checkout terminals. Blind people cannot independently use such devices without at least first learning their layout, and usually only after labeling them with sighted assistance. We introduce VizLens - an accessible mobile application and supporting backend that can robustly and interactively help blind people use nearly any interface they encounter. VizLens users capture a photo of an inaccessible interface and send it to multiple crowd workers, who work in parallel to quickly label and describe elements of the interface to make subsequent computer vision easier. The VizLens application helps users recapture the interface in the field of the camera, and uses computer vision to interactively describe the part of the interface beneath their finger (updating 8 times per second). We show that VizLens provides accurate and usable real-time feedback in a study with 10 blind participants, and our crowdsourcing labeling workflow was fast (8 minutes), accurate (99.7%), and cheap ($1.15). We then explore extensions of VizLens that allow it to (i) adapt to state changes in dynamic interfaces, (ii) combine crowd labeling with OCR technology to handle dynamic displays, and (iii) benefit from head-mounted cameras. VizLens robustly solves a long-standing challenge in accessibility by deeply integrating crowdsourcing and computer vision, and foreshadows a future of increasingly powerful interactive applications that would be currently impossible with either alone.
Anhong Guo, Xiang 'Anthony' Chen, Samuel White, Chieko Asakawa, Jeffrey P. Bigham
UIST2
2015 Typing on Glasses: Adapting Text Entry to Smart Eyewear
abstract
Text entry for smart eyewear is generally limited to speech-based input due to constraints of the input channels. However, many smart eyewear devices are now including a side touchpad making gesture-based text entry feasible. The Swipeboard technique, recently proposed for ultra-small touch screens such as smart watches, may be particularly suitable for smart eyewear: unlike other recent text-entry techniques for small devices, it supports eyes-free input. We investigate the limitations and feasibility of implementing Swipeboard on smart eyewear, using the side touch pad for input. Our first study reveals usability and recognition problems of using the side touch pad to perform the required gestures. To address these problems, we propose SwipeZone, which replaces diagonal gestures with zone-specific swipes. In a text entry study, we show that our redesign achieved a WPM rate of 8.73, 15.2% higher than Swipeboard, with a statistically significant improvement in the last half of the study blocks.
Tovi Grossman, Xiang 'Anthony' Chen, George W. Fitzmaurice
MobileHCI2
2015 Encore: 3D Printed Augmentation of Everyday Objects with Printed-Over, Affixed and Interlocked Attachments
abstract
One powerful aspect of 3D printing is its ability to extend, repair, or more generally modify everyday objects. However, nearly all existing work implicitly assumes that whole objects are to be printed from scratch. Designing objects as extensions or enhancements of existing ones is a laborious process in most of today's 3D authoring tools. This paper presents a framework for 3D printing to augment existing objects that covers a wide range of attachment options. We illustrate the framework through three exemplar attachment techniques -- print-over, print-to-affix and print-through, implemented in Encore, a design tool that supports a set of analysis metrics relating to viability, durability and usability that are visualized for the user to explore design options and tradeoffs. Encore also generates 3D models for production, addressing issues such as support jigs and contact geometry between the attached part and the original object. Our validation helps to illustrate the strengths and weaknesses of each technique. For example, print-over is stronger than print-to-affix with adhesives, and all the techniques' strengths are affected by surface curvature.
Xiang 'Anthony' Chen, Stelian Coros, Jennifer Mankoff, Scott E. Hudson
UIST1
2015 3D Printed Hair: Fused Deposition Modeling of Soft Strands, Fibers, and Bristles
abstract
We introduce a technique for furbricating 3D printed hair, fibers and bristles, by exploiting the stringing phenomena inherent in 3D printers using fused deposition modeling. Our approach offers a range of design parameters for controlling the properties of single strands and also of hair bundles. We further detail a list of post-processing techniques for refining the behavior and appearance of printed strands. We provide several examples of output, demonstrating the immediate feasibility of our approach using a low cost, commodity printer. Overall, this technique extends the capabilities of 3D printing in a new and interesting way, without requiring any new hardware.
Gierad Laput, Xiang 'Anthony' Chen, Chris Harrison 0001
UIST2
2014 Duet: exploring joint interactions on a smart phone and a smart watch
abstract
The emergence of smart devices (e.g., smart watches and smart eyewear) is redefining mobile interaction from the solo performance of a smart phone, to a symphony of multiple devices. In this paper, we present Duet -- an interactive system that explores a design space of interactions between a smart phone and a smart watch. Based on the devices' spatial configurations, Duet coordinates their motion and touch input, and extends their visual and tactile output to one another. This transforms the watch into an active element that enhances a wide range of phone-based interactive tasks, and enables a new class of multi-device gestures and sensing techniques. A technical evaluation shows the accuracy of these gestures and sensing techniques, and a subjective study on Duet provides insights, observations, and guidance for future work.
Xiang 'Anthony' Chen, Tovi Grossman, Daniel J. Wigdor, George W. Fitzmaurice
CHI1
2014 Around-body interaction: sensing & interaction techniques for proprioception-enhanced input with mobile devices
abstract
The space around the body provides a large interaction volume that can allow for big interactions on small mobile devices. However, interaction techniques making use of this opportunity are underexplored, primarily focusing on distributing information in the space around the body. We demonstrate three types of around-body interaction including canvas, modal and context-aware interactions in six demonstration applications. We also present a sensing solution using standard smartphone hardware: a phone's front camera, accelerometer and inertia measurement units. Our solution allows a person to interact with a mobile device by holding and positioning it between a normal field of view and its vicinity around the body. By leveraging a user's proprioceptive sense, around-body Interaction opens a new input channel that enhances conventional interaction on a mobile device without requiring additional hardware.
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison 0001, Jennifer Mankoff, Scott E. Hudson
Mobile HCI1
2014 Swipeboard: a text entry technique for ultra-small interfaces that supports novice to expert transitions
abstract
Ultra-small smart devices, such as smart watches, have become increasingly popular in recent years. Most of these devices rely on touch as the primary input modality, which makes tasks such as text entry increasingly difficult as the devices continue to shrink. In the sole pursuit of entry speed, the ultimate solution is a shorthand technique (e.g., Morse code) that sequences tokens of input (e.g., key, tap, swipe) into unique representations of each character. However, learning such techniques is hard, as it often resorts to rote memory. Our technique, Swipeboard, leverages our spatial memory of a QWERTY keyboard to learn, and eventually master a shorthand, eyes-free text entry method designed for ultra-small interfaces. Characters are entered with two swipes; the first swipe specifies the region where the character is located, and the second swipe specifies the character within that region. Our study showed that with less than two hours' training, Tested on a reduced word set, Swipeboard users achieved 19.58 words per minute (WPM), 15% faster than an existing baseline technique.
Xiang 'Anthony' Chen, Tovi Grossman, George W. Fitzmaurice
UIST1
2014 Air+touch: interweaving touch & in-air gestures
abstract
We present Air+Touch, a new class of interactions that interweave touch events with in-air gestures, offering a unified input modality with expressiveness greater than each input modality alone. We demonstrate how air and touch are highly complementary: touch is used to designate targets and segment in-air gestures, while in-air gestures add expressivity to touch events. For example, a user can draw a circle in the air and tap to trigger a context menu, do a finger 'high jump' between two touches to select a region of text, or drag and in-air 'pigtail' to copy text to the clipboard. Through an observational study, we devised a basic taxonomy of Air+Touch interactions, based on whether the in-air component occurs before, between or after touches. To illustrate the potential of our approach, we built four applications that showcase seven exemplar Air+Touch interactions we created.
Xiang 'Anthony' Chen, Julia Schwarz, Chris Harrison 0001, Jennifer Mankoff, Scott E. Hudson
UIST1
2014 Sensing techniques for tablet+stylus interaction
abstract
We explore grip and motion sensing to afford new techniques that leverage how users naturally manipulate tablet and stylus devices during pen + touch interaction. We can detect whether the user holds the pen in a writing grip or tucked between his fingers. We can distinguish bare-handed inputs, such as drag and pinch gestures produced by the nonpreferred hand, from touch gestures produced by the hand holding the pen, which necessarily impart a detectable motion signal to the stylus. We can sense which hand grips the tablet, and determine the screen's relative orientation to the pen. By selectively combining these signals and using them to complement one another, we can tailor interaction to the context, such as by ignoring unintentional touch inputs while writing, or supporting contextually-appropriate tools such as a magnifier for detailed stroke work that appears when the user pinches with the pen tucked between his fingers. These and other techniques can be used to impart new, previously unanticipated subtleties to pen + touch interaction on tablets.
Ken Hinckley, Michel Pahud, Hrvoje Benko, Pourang Irani, François Guimbretière, Marcel Gavriliu, Xiang 'Anthony' Chen, Fabrice Matulic, William Buxton, Andrew D. Wilson
UIST7
2014 Skin buttons: cheap, small, low-powered and clickable fixed-icon laser projectors
abstract
Smartwatches are a promising new interactive platform, but their small size makes even basic actions cumbersome. Hence, there is a great need for approaches that expand the interactive envelope around smartwatches, allowing human input to escape the small physical confines of the device. We propose using tiny projectors integrated into the smartwatch to render icons on the user's skin. These icons can be made touch sensitive, significantly expanding the interactive region without increasing device size. Through a series of experiments, we show that these 'skin buttons' can have high touch accuracy and recognizability, while being low cost and power-efficient.
Gierad Laput, Robert Xiao, Xiang 'Anthony' Chen, Scott E. Hudson, Chris Harrison 0001
UIST3
2013 Motion and context sensing techniques for pen computing
Ken Hinckley, Xiang 'Anthony' Chen, Hrvoje Benko
Graphics Interface2
2012 Spalendar: visualizing a group's calendar events over a geographic space on a public display
abstract
Portable paper calendars (i. e., day planners and organizers) have greatly influenced the design of group electronic calendars. Both use time units (hours/days/weeks/etc.) to organize visuals, with useful information (e.g., event types, locations, attendees) usually presented as - perhaps abbreviated or even hidden - text fields within those time units. The problem is that, for a group, this visual sorting of individual events into time buckets conveys only limited information about the social network of people. For example, people's whereabouts cannot be read 'at a glance' but require examining the text. Our goal is to explore an alternate visualization that can reflect and illustrate group members' calendar events. Our main idea is to display the group's calendar events as spatiotemporal activities occurring over a geographic space animated over time, all presented on a highly interactive public display. In particular, our Spalendar (Spatial Calendar) design animates people's past, present and forthcoming movements between event locations as well as their static locations. Detail of people's events, their movements and their locations is progressively revealed and controlled by the viewer's proximity to the display, their identity, and their gestural interactions with it, all of which are tracked by the public display.
Xiang 'Anthony' Chen, Sebastian Boring, Sheelagh Carpendale, Anthony Tang 0001, Saul Greenberg
AVI1
2012 The fat thumb: using the thumb's contact size for single-handed mobile interaction
abstract
Modern mobile devices allow a rich set of multi-finger interactions that combine modes into a single fluid act, for example, one finger for panning blending into a two-finger pinch gesture for zooming. Such gestures require the use of both hands: one holding the device while the other is interacting. While on the go, however, only one hand may be available to both hold the device and interact with it. This mostly limits interaction to a single-touch (i.e., the thumb), forcing users to switch between input modes explicitly. In this paper, we contribute the Fat Thumb interaction technique, which uses the thumb's contact size as a form of simulated pressure. This adds a degree of freedom, which can be used, for example, to integrate panning and zooming into a single interaction. Contact size determines the mode (i.e., panning with a small size, zooming with a large one), while thumb movement performs the selected mode. We discuss nuances of the Fat Thumb based on the thumb's limited operational range and motor skills when that hand holds the device. We compared Fat Thumb to three alternative techniques, where people had to precisely pan and zoom to a predefined region on a map and found that the Fat Thumb technique compared well to existing techniques.
Sebastian Boring, David Ledo, Xiang 'Anthony' Chen, Nicolai Marquardt, Anthony Tang 0001, Saul Greenberg
Mobile HCI3
2012 Extending a mobile device's interaction space through body-centric interaction
abstract
Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body. To achieve this goal, we explore such interaction in a bottom-up path of prototypes and implementations. From our experiences, as well as by examining related work, we discuss and present three recurring themes that characterize how these interactions can be realized. We illustrate how these themes can inform the design of Body-Centric Interactions by applying them to the design of a novel mobile browser application. Overall, we contribute a class of mobile input techniques where interactions are extended beyond the small screen, and are instead driven by a person's movement of the device on and around the body.
Xiang 'Anthony' Chen, Nicolai Marquardt, Anthony Tang 0001, Sebastian Boring, Saul Greenberg
Mobile HCI1
2012 Body-centric interaction with mobile devices
abstract
Most current mobile technologies require on-screen operations for interacting with devices' visual contents. However, as a trade-off for mobility, screens usually provide limited space for interactions. To address this problem, I explore Body-Centric Interaction (BCI) -- a design theme that extends a mobile device's interaction space from screen space to body space. My research methodology follows several steps. First, I use a generative bottom-up method -- sketches and proof of concept implementations -- to frame the breadth of the design space. Second, I populate the space with related work, which also unifies what has been done. Third -- which is work in progress -- I explore the depth of promising BCI methods, with the goal of developing, refining and testing particular mobile interaction techniques.
Xiang 'Anthony' Chen
TEI1