VLDB 2026 Research / reviewers in the wild / expert
Martin Grayson
dblp:78/1769
· DBLP profile ↗
13ranked-venue papers
1as first author
8since 2021 · last 2026
0000-0002-0895-3098ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 6 since 2021Artificial intelligence and machine learning · 3 · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The ORBIT India Dataset: Understanding the Challenges of Collecting a Disability-First AI Dataset in Low-Resource EnvironmentsabstractComputer vision systems are increasingly used by blind individuals to navigate their lives, helping, for example, locate objects such as doors or chairs. Yet these recognition systems do not work for many personal objects a blind user might want to find, such as keys or a special notebook. In response, efforts created personalized recognition systems, where individuals train their phones to identify and locate things, like a coffee mug or white cane, using example images/videos. However, these tools are trained on data from high-resource contexts, not necessarily reflecting India’s material culture. This paper discusses the contribution of the ORBIT-India dataset, which extends these tools to the Indian context, home of the world’s largest blind population. The ORBIT-India dataset comprises 105,243 images from 587 videos, representing 76 unique objects. We use this experience to examine dataset collection practices translated from high- to low-resource settings, providing recommendations to support cross-geography dataset collection. Gesu India, Martin Grayson, Cecily Morrison, Daniela Massiceti, Simon Robinson 0001, Jennifer Pearson 0001, Matt Jones 0001 |
CHI | 2 |
| 2026 | Engaging Communities Meaningfully in Defining Disability Representation for AI Image GenerationabstractMedia representations of people with disabilities profoundly influence societal perceptions, yet have historically been absent, stereotyped, or inaccurate. As AI-generated visual media becomes increasingly prevalent, there is a critical opportunity to address these misrepresentations. Responding to the lack of collectively negotiated representation standards, this paper presents our human-centric approach to engaging disability communities meaningfully in AI data practices. Over three months, we worked closely with three disability organizations across the Global North and South to develop the Community Library Creator that introduces design scaffolds to support communities in defining ‘good’ representation and curating community-centric AI datasets; laying the foundations for community-specific evaluation metrics and future model adaptations. We contribute qualitative insights into the complexities of community-led data curation; discuss the value and practical challenges of intersecting human insights with AI requirements; and reflect on human-centered AI approaches that empower communities to share their perspectives and actively shape AI data practices. Anja Thieme, Rita Faia Marques, Martin Grayson, Sidhika Balachandar, Cameron Tyler Cassidy, Madiha Zahrah Choksi, Camilla Longden, Reeda Shimaz Huda, Nicholas Ileve Kalovwe, Christina Mallon, Courtney Mansperger, Daniela Massiceti, Bhaskar Mitra 0001, Ruth Mueni Nzioka, Ioana Tanase, Yuzhe You, Cecily Morrison |
CHI | 3 |
| 2025 | "Put Your Hands Up": How Joint Attention Is Initiated Between Blind Children And Their Sighted PeersabstractInitiating joint attention (JA) is a fundamental first step in social interactions. In sighted individuals, it relies predominantly on visual cues, such as gaze and hand gestures. These features can reduce opportunities for blind and visually impaired (BVI) and sighted people to interact. Understanding the strategies to navigate these challenges is necessary to develop technology that can facilitate case study of five children with mixed visual abilities engaging in activities rich with JA opportunities. In a teacher-led classroom, the children experimented with the use of an AI-powered headset designed to support BVI people in social situations. Interaction analysis established that situational complexity affects the children’s responses to initiation attempts. Furthermore, the headset adds to this complexity, affecting the frequency and reactions to attempts to initiate JA. The findings informed the creation of a JA initiation framework and suggestions for future design. Katherine Mary Jones, Martin Grayson, Cecily Morrison, Ute Leonards, Oussama Metatla |
CHI | 2 |
| 2024 | Explaining CLIP's Performance Disparities on Data from Blind/Low Vision UsersabstractLarge multi-modal models (LMMs) hold the potential to usher in a new era of automated visual assistance for people who are blind or low vision (BLV). Yet, these models have not been systematically evaluated on data captured by BLV users. We address this by empirically assessing CLIP, a widely-used LMM likely to underpin many assistive technologies. Testing 25 CLIP variants in a zero-shot classification task, we find that their accuracy is 15 percentage points lower on average for images captured by BLV users than web-crawled images. This disparity stems from CLIP's sensitivities to 1) image content (e.g. not recognizing disability objects as well as other objects); 2) image quality (e.g. not being robust to lighting variation); and 3) text content (e.g. not recognizing objects described by tactile adjectives as well as visual ones). We delve deeper with a textual analysis of three common pre-training datasets: LAION-400M, LAION-2B and DataComp-1B, showing that disability con-tent is rarely mentioned. We then provide three examples that illustrate how the performance disparities extend to three downstream models underpinned by CLIP: OWL-ViT, CLIPSeg and DALL-E2. We find that few-shot learning with as few as 5 images can mitigate CLIP's quality-of-service disparities for BLV users in some scenarios, which we discuss alongside a set of other possible mitigations. Daniela Massiceti, Camilla Longden, Agnieszka Slowik, Samuel Wills, Martin Grayson, Cecily Morrison |
CVPR | 5 |
| 2024 | Understanding Information Storage and Transfer in Multi-Modal Large Language ModelsabstractUnderstanding the mechanisms of information storage and transfer in Transformer-based models is important for driving model understanding progress. Recent work has studied these mechanisms for Large Language Models (LLMs), revealing insights on how information is stored in a model's parameters and how information flows to and from these parameters in response to specific prompts. However, these studies have not yet been extended to Multi-modal Large Language Models (MLLMs). Given their expanding capabilities and real-world use, we start by studying one aspect of these models -- how MLLMs process information in a factual visual question answering task. We use a constraint-based formulation which views a visual question as having a set of visual or textual constraints that the model's generated answer must satisfy to be correct (e.g. What movie directed by \emph{the director in this photo} has won a \emph{Golden Globe}?). Under this setting, we contribute i) a method that extends causal information tracing from pure language to the multi-modal setting, and ii) \emph{VQA-Constraints}, a test-bed of 9.7K visual questions annotated with constraints. We use these tools to study two open-source MLLMs, LLaVa and multi-modal Phi-2. Our key findings show that these MLLMs rely on MLP and self-attention blocks in much earlier layers for information storage, compared to LLMs whose mid-layer MLPs are more important. We also show that a consistent small subset of visual tokens output by the vision encoder are responsible for transferring information from the image to these causal blocks. We validate these mechanisms by introducing MultEdit a model-editing algorithm that can correct errors and insert new long-tailed information into MLLMs by targeting these causal blocks. We will publicly release our dataset and code. Samyadeep Basu, Martin Grayson, Cecily Morrison, Besmira Nushi, Soheil Feizi, Daniela Massiceti |
NeurIPS | 2 |
| 2023 | Understanding Personalized Accessibility through Teachable AI: Designing and Evaluating Find My Things for People who are Blind or Low VisionabstractThe opportunity for artificial intelligence, or AI, to enable accessibility is rapidly growing, but widely impactful applications can be challenging to build given the diversity of user need within and across disability communities. Teachable AI systems give users with disabilities a way to leverage the power of AI to personalize applications for their own specific needs, as long as the effort of providing examples is balanced with the benefit of the personalization received. As an example, this paper presents the design and evaluation of Find My Things, an end-to-end application that can be taught by people who are blind or low vision to find their personal things. Through synthesis of the design process, this paper offers design considerations for the teaching loop that is so critical to realizing the power of teachable AI for accessibility. Cecily Morrison, Martin Grayson, Rita Faia Marques, Daniela Massiceti, Camilla Longden, Linda Yilin Wen, Edward Cutrell |
ASSETS | 2 |
| 2021 | Enabling meaningful use of AI-infused educational technologies for children with blindness: Learnings from the development and piloting of the PeopleLens curriculumabstractNovel AI-infused educational technologies can give children with blindness the opportunity to explore concepts learned incidentally through vision by using alternative perceptual modalities. However, more effort is needed to support the meaningful use of such technological innovations for evaluations at scale and later wide-spread adoption. This paper presents the development and pilot evaluation of a curriculum to enable educators to support blind learners’ self-exploration of social attention using the PeopleLens technology. We reflect on these learnings to present four design guidelines for creating curricula aimed to enable meaningful use. We then consider how formulations of “success” by our participants can help us think about ways of assessing efficacy in low-incidence disability groups. We conclude by arguing for our community to widen the scope of discourse around assistive technologies from design and engineering to include supporting their meaningful use. Cecily Morrison, Edward Cutrell, Martin Grayson, Elisabeth R. B. Becker, Vasiliki Kladouchou, Linda Pring, Katherine Mary Jones, Rita Faia Marques, Camilla Longden, Abigail Sellen |
ASSETS | 3 |
| 2021 | Social Sensemaking with AI: Designing an Open-ended AI Experience with a Blind ChildabstractAI technologies are often used to aid people in performing discrete tasks with well-defined goals (e.g., recognising faces in images). Emerging technologies that provide continuous, real-time information enable more open-ended AI experiences. In partnership with a blind child, we explore the challenges and opportunities of designing human-AI interaction for a system intended to support social sensemaking. Adopting a research-through-design perspective, we reflect upon working with the uncertain capabilities of AI systems in the design of this experience. We contribute: (i) a concrete example of an open-ended AI system that enabled a blind child to extend his own capabilities; (ii) an illustration of the delta between imagined and actual use, highlighting how capabilities derive from the human-AI interaction and not the AI system alone; and (iii) a discussion of design choices to craft an ongoing human-AI interaction that addresses the challenge of uncertain outputs of AI systems. Cecily Morrison, Edward Cutrell, Martin Grayson, Anja Thieme, Alex S. Taylor, Geert Roumen, Camilla Longden, Sebastian Tschiatschek, Rita Faia Marques, Abigail Sellen |
CHI | 3 |
| 2020 | Investigating the intelligibility of a computer vision system for blind usersabstractComputer vision systems to help blind users are becoming increasingly common, yet often these systems are not intelligible. Our work investigates the intelligibility of a wearable computer vision system to help blind users locate and identify people in their vicinity. Providing a continuous stream of information, this system allows us to explore intelligibility through interaction and instructions, going beyond studies of intelligibility that focus on explaining a decision a computer vision system might make. In a study with 13 blind users, we explored whether varying instructions (either basic or enhanced) about how the system worked would change blind users' experience of the system. We found offering a more detailed set of instructions did not affect how successful users were using the system nor their perceived workload. We did, however, find evidence of significant differences in what they knew about the system and they employed different, and potentially more effective, use strategies. Our findings have important implications for researchers and designers of computer vision systems for blind users, as well as more general implications for understanding what it means to make interactive computer vision systems intelligible. Subeida Ahmed, Harshadha Balasubramanian, Simone Stumpf, Cecily Morrison, Abigail Sellen, Martin Grayson |
IUI | 6 |
| 2020 | Torino: A Tangible Programming Language Inclusive of Children with Visual DisabilitiesabstractAcross the world, policy initiatives are being developed to engage children with computer programming and computational thinking. Diversity and inclusion has been a strong force in this agenda, but children with disabilities have largely been omitted from the conversation. Currently, there are no age appropriate tools for teaching programming concepts and computational thinking to primary school children with visual disabilities. We address this gap through presenting the design and implementation of Torino, a tangible programming language for teaching programming concepts to children age 7–11 regardless of level of vision. In this paper, we: (1) describe the design process done in conjunction with children with visual disabilities; (2) articulate the design decisions made; and (3) report insights generated from an evaluation with 10 children with mixed visual abilities that considers how children are able to trace (read) and create (write) programs with Torino. We discuss key design trade-offs: (1) readability versus extensibility; and (2) size versus liveness. We conclude by reflecting upon how an inclusive design approach shaped the final result. Cecily Morrison, Nicolas Villar, Anja Thieme, Zahra Ashktorab, Eloise Taysom, Oscar Salandin, Daniel Cletheroe, Greg Saul, Alan F. Blackwell, Darren Edge, Martin Grayson |
Hum. Comput. Interact. | 11 |
| 2018 | Visualizing Ubiquitously Sensed Measures of Motor Ability in Multiple Sclerosis: Reflections on Communicating Machine Learning in PracticeabstractSophisticated ubiquitous sensing systems are being used to measure motor ability in clinical settings. Intended to augment clinical decision-making, the interpretability of the machine-learning measurements underneath becomes critical to their use. We explore how visualization can support the interpretability of machine-learning measures through the case of Assess MS, a system to support the clinical assessment of Multiple Sclerosis. A substantial design challenge is to make visible the algorithm's decision-making process in a way that allows clinicians to integrate the algorithm's result into their own decision process. To this end, we present a series of design iterations that probe the challenges in supporting interpretability in a real-world system. The key contribution of this article is to illustrate that simply making visible the algorithmic decision-making process is not helpful in supporting clinicians in their own decision-making process. It disregards that people and algorithms make decisions in different ways. Instead, we propose that visualisation can provide context to algorithmic decision-making, rendering observable a range of internal workings of the algorithm from data quality issues to the web of relationships generated in the machine-learning process. Cecily Morrison, Kit Huckvale, Robert Corish, Richard Banks, Martin Grayson, Jonas F. Dorn, Abigail Sellen, Siân E. Lindley |
ACM Trans. Interact. Intell. Syst. | 5 |
| 2017 | Enabling Collaboration in Learning Computer Programing Inclusive of Children with Vision ImpairmentsabstractWe investigate how technology can support collaborative learning by children with mixed-visual abilities. Responding to a growing need for tools inclusive of children with vision impairments (VI) for the teaching of computer programing to novice learners, we explore Torino -- a physical programing language for teaching programing constructs and computational thinking to children age 7-11. We draw insights from 12 learning sessions with Torino that involved five pairs of children with vision ranging from blindness to full-sight. Our findings show how sense-making of the technology, collaboration, and learning were enabled through an interplay of system design, programing tasks and social interactions, and how this differed between the pairs. The paper contributes insights on the role of touch, audio and visual representations in designs inclusive of people with VI, and discusses the importance and opportunities provided through the 'social' in negotiations of accessibility, for learning, and for self-perceptions of ability and self-esteem. Anja Thieme, Cecily Morrison, Nicolas Villar, Martin Grayson, Siân E. Lindley |
Conference on Designing Interactive Systems | 4 |
| 1981 | RNFREE-Keyword Free-format InputabstractAbstract This paper describes experience with a standardized data input system used in scientific FORTRAN programming, which to some extent duplicates the facilities of NAMELIST. It suggests ways a better system could be formulated and points to problems associated with current conventional input to FORTRAN programs. Martin Grayson |
Softw. Pract. Exp. | 1 |