EDBT 2026 Demo / reviewers in the wild / expert
Meng Xia 0002
dblp:144/6655-2
· DBLP profile ↗
37ranked-venue papers
8as first author
32since 2021 · last 2026
0000-0002-2676-9032ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 22 · 4 first-author · 20 since 2021Applied, interdisciplinary, general and emerging computing · 12 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 2 first-author · 8 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 5 since 2021Systems, architecture and hardware · 5 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ArguMath: AI-Simulated Environment for Pre-service Teacher Training in Orchestrating Classroom Mathematics Argumentation
Jiwon Chun, Yuling Zhuang, Armanto Sutedjo, Colin Xu, Rong Ren, Meng Xia 0002 |
AIED (5) | 6 |
| 2026 | Evaluating a Data-Driven Redesign Process for Intelligent Tutoring Systems
Qianru Lyu, Conrad Borchers, Meng Xia 0002, Karen Xiao, Paulo Carvalho 0004, Kenneth R. Koedinger, Vincent Aleven |
AIED (3) | 3 |
| 2026 | InterFlow: Designing Unobtrusive AI to Empower Interviewers in Semi-Structured Interviews
Yu Zhang 0097, Sriram Suresh, Zhicong Lu, Can Liu 0003, Meng Xia 0002 |
CHI | 6 |
| 2026 | ClassAid: A Real-time Instructor-AI-Student Orchestration System for Classroom Programming ActivitiesabstractGenerative AI is reshaping education, but it also raises concerns about instability and overreliance. In programming classrooms, we aim to leverage its feedback capabilities while reinforcing the educator’s role in guiding student–AI interactions. We developed ClassAid, a real-time orchestration system that integrates TA Agents to provide personalized support and an AI-driven dashboard that visualizes student–AI interactions, enabling instructors to dynamically adjust TA Agent modes. Instructors can configure the Agent to provide technical feedback (direct coding solutions), heuristic feedback (hint-based guidance), automatic feedback (autonomously selecting technical or heuristic support), or silent operation (no AI support). We evaluated ClassAid through three aspects: (1) the TA Agents’ performance, (2) feedback from 54 students and one instructor during a classroom deployment, and (3) interviews with eight educators. Results demonstrate that dynamic instructor control over AI supports effective real-time personalized feedback and provides design implications for integrating AI into authentic educational settings. Gefei Zhang 0002, Guodao Sun, Meng Xia 0002, Ronghua Liang |
CHI | 3 |
| 2026 | MemeBridge: A Dataset for Benchmarking and Mitigating the Bidirectional Cultural Gap in Meme InterpretationabstractCommunicating across cultures is inherently challenging, especially through culturally dense and ambiguous formats like memes. While people expect large language models (LLMs) hold promise for bridging such gaps, existing benchmark datasets often fail to capture the cultural context necessary for accurate interpretation. To address this, we introduce MemeBridge, a curated dataset centered on U.S.-originated memes, designed to capture two complementary perspectives: (1) how Chinese participants interpret these memes, and (2) how U.S. participants anticipate how people from other cultures might misunderstand them. Here, context refers to implicit cultural knowledge—background beliefs, norms, and shared assumptions that shape meme comprehension. The dataset was constructed via a multi-stage crowdsourcing pipeline with rigorous validation, including human agreement checks and GPT-based classification verification. Each meme is annotated with sentiment, emotion, cultural significance, and knowledge type, providing rich supervision for downstream tasks. Notably, we observe that the anticipated misunderstandings from U.S. participants are often inaccurate, highlighting the asymmetries in cultural understanding and the challenges of adopting perspectives beyond one's own. This bidirectional framing -- focusing on both expression and perception -- enables more nuanced benchmarking of cross-cultural comprehension. Our probing of multiple LLMs reveals that while models developed in different cultural contexts exhibit partial cross-cultural understanding, they often struggle with sophisticated interpretations. By contrast, fine-tuning with MemeBridge improves model performance, underscoring the value of culturally grounded resources for training and evaluating LLMs in globally diverse settings. Hangxiao Zhu, Suliu Qin, Zhuoyan Li, Ming Jiang 0018, Yu Zhang 0044, Meng Xia 0002 |
KDD (1) | 6 |
| 2026 | VizQStudio: Iterative Visualization Literacy MCQs Design With Simulated StudentsabstractMultiple-choice questions (MCQs) are a widely used educational tool, particularly in domains such as visualization literacy that require broad conceptual coverage and support diverse real-world applications. However, designing high-quality visualization literacy MCQs remains challenging, as instructors must coordinate multimodal elements (e.g., charts, question stems, and distractors), address diverse visualization tasks, and accommodate learners with heterogeneous backgrounds. Existing visualization literacy assessments primarily rely on standardized, fixed item banks, offering limited support for iterative question design that adapts to differences in learners' abilities, backgrounds, and reasoning strategies. To address these challenges, we present VizQStudio, a visual analytics system that supports instructors in iteratively designing and refining visualization literacy MCQs using MLLM-powered simulated students. Instructors can specify diverse student profiles spanning demographics, knowledge levels, and learning-related traits. The system then visualizes how simulated students reason about and respond to different question components, helping instructors explore potential misconceptions, difficulty calibration, and design trade-offs prior to classroom deployment. We investigate VizQStudio through a mixed-method evaluation, including expert interviews, case studies, a classroom deployment, and a large-scale online study. Our results indicate that MCQs designed with VizQStudio can support measurable learning gains and, within our exploratory online sample, yielded observed post-test outcomes similar to established benchmark questions, while enabling greater flexibility and scalability during the design process. Overall, this work reframes MLLM-based student simulation in assessment authoring as a design-time, exploratory aid. By examining both its value and limitations in realistic instructional settings, we surface design insights that inform how future systems can support instructor-centered, iterative, and responsible uses of AI for multimodal assessment design in visualization literacy and related domains. Zixin Chen, Yuhang Zeng, Sicheng Song, Yanna Lin, Huamin Qu, Meng Xia 0002 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | TutorUp: What If Your Students Were Simulated? Training Tutors to Address Engagement Challenges in Online LearningabstractCHI ’25, Yokohama, Japan Sitong Pan, Robin Schmucker, Bernardo García Bulle Bueno, Salome Aguilar Llanes, Fernanda Albo Alarcón, Hangxiao Zhu, Adam Teo, Meng Xia 0002 |
CHI | 8 |
| 2025 | CPVis: Evidence-based Multimodal Learning Analytics for Evaluation in Collaborative Programming
Gefei Zhang 0002, Shenming Ji, Yicao Li, Jingwei Tang, Jihong Ding, Meng Xia 0002, Guodao Sun, Ronghua Liang |
CHI | 6 |
| 2025 | PlanGlow: Personalized Study Planning with an Explainable and Controllable LLM-Driven System
Jiwon Chun, Yankun Zhao, Meng Xia 0002 |
L@S | 4 |
| 2025 | The Jade Gateway to Trust: Exploring How Socio-Cultural Perspectives Shape Trust Within Chinese NFT CommunitiesabstractToday's world is witnessing an unparalleled rate of technological transformation. The emergence of non-fungible tokens (NFTs) has transformed how we handle digital assets and value. These tokens have captured the interest of scholars and businesspeople alike. However, NFTs have recently seen a sharp decline in popularity. While cryptocurrency volatility and monetary policies greatly influenced NFT market trends, the community aspects of NFT projects--particularly trust-based interactions--also play a crucial role in NFT adoption and sustainability. From a social computing perspective, understanding these trust dynamics offers valuable insights for the development of both the NFT ecosystem and the broader digital economy. China presents a compelling context for examining these dynamics, offering a unique intersection of technological innovation and traditional cultural values. Through an in-depth qualitative study of Chinese NFT communities, we examine how socio-cultural factors influence trust formation and development. We analyzed discussions from eight prominent WeChat groups dedicated to NFTs and conducted 21 semi-structured interviews with three types of NFT community members. We found that trust in Chinese NFT communities is significantly molded by local cultural values. To be precise, Confucian virtues, such as benevolence, propriety , and integrity , play a crucial role in shaping these trust relationships. Our research identifies three critical trust dimensions in China's NFT market: (1) technological , (2) institutional , and (3) social . We examined the challenges in cultivating each dimension. Based on these insights, we developed tailored trust-building guidelines for Chinese NFT stakeholders. These guidelines address trust issues that factor into NFT's declining popularity and could offer valuable strategies for CSCW researchers, developers, and designers aiming to enhance trust in global NFT communities. Our research urges CSCW scholars to take into account the unique socio-cultural contexts when developing trust-enhancing strategies for digital innovations and online interactions. Yifan Cao 0001, Reza Hadi Mogavi, Meng Xia 0002, Leo Yu-Ho Lo, Xiaoqing Zhang 0018, Mei-Jia Lou, Lennart E. Nacke, Yang Wang 0020, Huamin Qu |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2025 | StuGPTViz: A Visual Analytics Approach to Understand Student-ChatGPT InteractionsabstractThe integration of Large Language Models (LLMs), especially ChatGPT, into education is poised to revolutionize students' learning experiences by introducing innovative conversational learning methodologies. To empower students to fully leverage the capabilities of ChatGPT in educational scenarios, understanding students' interaction patterns with ChatGPT is crucial for instructors. However, this endeavor is challenging due to the absence of datasets focused on student-ChatGPT conversations and the complexities in identifying and analyzing the evolutional interaction patterns within conversations. To address these challenges, we collected conversational data from 48 students interacting with ChatGPT in a master's level data visualization course over one semester. We then developed a coding scheme, grounded in the literature on cognitive levels and thematic analysis, to categorize students' interaction patterns with ChatGPT. Furthermore, we present a visual analytics system, StuGPTViz, that tracks and compares temporal patterns in student prompts and the quality of ChatGPT's responses at multiple scales, revealing significant pedagogical insights for instructors. We validated the system's effectiveness through expert interviews with six data visualization instructors and three case studies. The results confirmed StuGPTViz's capacity to enhance educators' insights into the pedagogical value of ChatGPT. We also discussed the potential research opportunities of applying visual analytics in education and developing AI-driven personalized learning solutions. Zixin Chen, Jiachen Wang 0001, Meng Xia 0002, Kento Shigyo, Dingdong Liu, Rong Zhang 0011, Huamin Qu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | Exploring Spatial Hybrid User Interface for Visual SensemakingabstractWe built a spatial hybrid system that combines a personal computer (PC) and virtual reality (VR) for visual sensemaking, addressing limitations in both environments. Although VR offers immense potential for interactive data visualization (e.g., large display space and spatial navigation), it can also present challenges such as imprecise interactions and user fatigue. At the same time, a PC offers precise and familiar interactions but has limited display space and interaction modality. Therefore, we iteratively designed a spatial hybrid system (PC+VR) to complement these two environments by enabling seamless switching between PC and VR environments. To evaluate the system's effectiveness and user experience, we compared it to using a single computing environment (i.e., PC-only and VR-only). Our study results (N=18) showed that spatial PC+VR could combine the benefits of both devices to outperform user preference for VR-only without a negative impact on performance from device switching overhead. Finally, we discussed future design implications. Wai Tong, Haobo Li 0003, Meng Xia 0002, Kamkwai Wong, Ting-Chuen Pong, Huamin Qu, Yalong Yang 0001 |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2025 | VisTellAR: Embedding Data Visualization to Short-Form Videos Using Mobile Augmented RealityabstractWith the rise of short-form video platforms and the increasing availability of data, we see the potential for people to share short-form videos embedded with data in situ (e.g., daily steps when running) to increase the credibility and expressiveness of their stories. However, creating and sharing such videos in situ is challenging since it involves multiple steps and skills (e.g., data visualization creation and video editing), especially for amateurs. By conducting a formative study (N=10) using three design probes, we collected the motivations and design requirements. We then built VisTellAR, a mobile AR authoring tool, to help amateur video creators embed data visualizations in short-form videos in situ. A two-day user study shows that participants (N=12) successfully created various videos with data visualizations in situ and they confirmed the ease of use and learning. AR pre-stage authoring was useful to assist people in setting up data visualizations in reality with more designs in camera movements and interaction with gestures and physical objects to storytelling. Wai Tong, Kento Shigyo, Linping Yuan, Mingming Fan 0001, Ting-Chuen Pong, Huamin Qu, Meng Xia 0002 |
IEEE Trans. Vis. Comput. Graph. | 7 |
| 2025 | Transforming cinematography lighting education in the metaverseabstractLighting education is a foundational component of cinematography education. However, many art schools do not have expensive soundstages for traditional cinematography lessons. Migrating physical setups to virtual experiences is a potential solution driven by metaverse initiatives. Yet there is still a lack of knowledge on the design of a VR system for teaching cinematography. We first analyzed the educational needs for cinematography lighting education by conducting interviews with six cinematography professionals from academia and industry. Accordingly, we presented Art Mirror, a VR soundstage for teachers and students to emulate cinematography lighting in virtual scenarios. We evaluated Art Mirror from the aspects of usability, realism, presence, sense of agency, and collaboration. Sixteen participants were invited to take a cinematography lighting course and assess the design elements of Art Mirror. Our results demonstrate that Art Mirror is usable and useful for cinematography lighting education, which sheds light on the design of VR cinematography education. Wai Tong, Zheng Wei 0003, Meng Xia 0002, Lik-Hang Lee, Huamin Qu |
Vis. Informatics | 4 |
| 2024 | Ruffle &Riley: Insights from Designing and Evaluating a Large Language Model-Based Conversational Tutoring SystemabstractAbstract Conversational tutoring systems (CTSs) offer learning experiences through interactions based on natural language. They are recognized for promoting cognitive engagement and improving learning outcomes, especially in reasoning tasks. Nonetheless, the cost associated with authoring CTS content is a major obstacle to widespread adoption and to research on effective instructional design. In this paper, we discuss and evaluate a novel type of CTS that leverages recent advances in large language models (LLMs) in two ways: First, the system enables AI-assisted content authoring by inducing an easily editable tutoring script automatically from a lesson text. Second, the system automates the script orchestration in a learning-by-teaching format via two LLM-based agents (Ruffle&Riley) acting as a student and a professor. The system allows for free-form conversations that follow the ITS-typical inner and outer loop structure. We evaluate Ruffle&Riley’s ability to support biology lessons in two between-subject online user studies ( $$N = 200$$ N = 200 ) comparing the system to simpler QA chatbots and reading activity. Analyzing system usage patterns, pre/post-test scores and user experience surveys, we find that Ruffle&Riley users report high levels of engagement, understanding and perceive the offered support as helpful. Even though Ruffle&Riley users require more time to complete the activity, we did not find significant differences in short-term learning gains over the reading activity. Our system architecture and user study provide various insights for designers of future CTSs. We further open-source our system to support ongoing research on effective instructional design of LLM-based learning technologies. Robin Schmucker, Meng Xia 0002, Amos Azaria, Tom M. Mitchell |
AIED (1) | 2 |
| 2024 | Ruffle&Riley: From Lesson Text to Conversational TutoringabstractConversational tutoring systems (CTSs) offer learning experiences driven by natural language interactions. They are recognized for promoting cognitive engagement and improving learning outcomes, especially in reasoning tasks. Ruffle&Riley is a novel type of CTS that explores the potential of LLMs for efficient AI-assisted content authoring and for facilitating structured free-form conversational tutoring. This interactive event enables participants to engage with the LLM-based CTS introduced in our recent AIED2024 paper in two ways: (1) Attendees will interact with the web application using their personal devices. (2) Attendees will learn how to import learning materials into the system and generate custom tutoring scripts through a detailed tutorial. Ruffle&Riley is an extendable, open-source framework that promotes research on effective instructional design of LLM-based learning technologies. The interactive event will foster related discussions. Robin Schmucker, Meng Xia 0002, Amos Azaria, Tom M. Mitchell |
L@S | 2 |
| 2024 | From reader to experiencer: Design and evaluation of a VR data story for promoting the situation awareness of public health threats
Qian Zhu 0010, Linping Yuan, Zian Xu, Leni Yang, Meng Xia 0002, Hai-Ning Liang, Xiaojuan Ma |
Int. J. Hum. Comput. Stud. | 5 |
| 2023 | Involving Teachers in the Data-Driven Improvement of Intelligent Tutors: A Prototyping Study
Meng Xia 0002, Yun Huang 0002, Jonathan Sewall, Vincent Aleven |
AIED | 1 |
| 2023 | What Makes Problem-Solving Practice Effective? Comparing Paper and AI TutoringabstractAbstract In numerous studies, intelligent tutoring systems (ITSs) have proven effective in helping students learn mathematics. Prior work posits that their effectiveness derives from efficiently providing eventually-correct practice opportunities. Yet, there is little empirical evidence on how learning processes with ITSs compare to other forms of instruction. The current study compares problem-solving with an ITS versus solving the same problems on paper. We analyze the learning process and pre-post gain data from N = 97 middle school students practicing linear graphs in three curricular units. We find that (i) working with the ITS, students had more than twice the number of eventually-correct practice opportunities than when working on paper and (ii) omission errors on paper were associated with lower learning gains. Yet, contrary to our hypothesis, tutor practice did not yield greater learning gains, with tutor and paper comparing differently across curricular units. These findings align with tutoring allowing students to grapple with challenging steps through tutor assistance but not with eventually-correct opportunities driving learning gains. Gaming-the-system, lack of transfer to an unfamiliar test format, potentially ineffective tutor design, and learning affordances of paper can help explain this gap. This study provides first-of-its-kind quantitative evidence that ITSs yield more learning opportunities than equivalent paper-and-pencil practice and reveals that the relation between opportunities and learning gains emerges only when the instruction is effective. Conrad Borchers, Paulo Carvalho 0004, Meng Xia 0002, Pinyang Liu, Kenneth R. Koedinger, Vincent Aleven |
EC-TEL | 3 |
| 2023 | NFTeller: Dual-centric Visual Analytics for Assessing Market Performance of NFT CollectiblesabstractNon-fungible tokens (NFTs) have recently gained widespread popularity as an alternative investment. However, the lack of assessment criteria has caused intense volatility in NFT marketplaces. Identifying attributes impacting the market performance of NFT collectibles is crucial but challenging due to the massive amount of heterogeneous and multi-modal data in NFT transactions, e.g., social media texts, numerical trading data, and images. To address this challenge, we introduce an interactive dual-centric visual analytics system, NFTeller, to facilitate users’ analysis. First, we collaborate with five domain experts to distill static and dynamic impact attributes and collect relevant data. Next, we derive six analysis tasks and develop NFTeller to present the evolution of NFT transactions and correlate NFTs’ market performance with impact attributes. Notably, we create an augmented chord diagram with a radial stacked bar chart to explore intersections between NFT collection projects and whale accounts. Finally, we conduct three case studies and interview domain experts to evaluate the effectiveness and usability of this system. As such, we gain in-depth insights into assessing NFT collectibles and detecting opportune moments for investment. Yifan Cao 0001, Meng Xia 0002, Kento Shigyo, Furui Cheng, Qianhang Yu, Xingxing Yang 0005, Yang Wang 0020, Wei Zeng 0004, Huamin Qu |
VINCI | 2 |
| 2023 | Towards an Understanding of Distributed Asymmetric Collaborative Visualization on Problem-solvingabstractThis paper provided empirical knowledge of the user experience for using collaborative visualization in a distributed asymmetrical setting through controlled user studies. With the ability to access various computing devices, such as Virtual Reality (VR) head-mounted displays, scenarios emerge when collaborators have to or prefer to use different computing environments in different places. However, we still lack an understanding of using VR in an asymmetric setting for collaborative visualization. To get an initial understanding and better inform the designs for asymmetric systems, we first conducted a formative study with 12 pairs of participants. All participants collaborated in asymmetric (PC-VR) and symmetric settings (PC-PC and VR-VR). We then improved our asymmetric design based on the key findings and observations from the first study. Another ten pairs of participants collaborated with enhanced PC-VR and PC-PC conditions in a follow-up study. We found that a well-designed asymmetric collaboration system could be as effective as a symmetric system. Surprisingly, participants using PC perceived less mental demand and effort in the asymmetric setting (PC-VR) compared to the symmetric setting (PC-PC). We provided fine-grained discussions about the trade-offs between different collaboration settings. Wai Tong, Meng Xia 0002, Kamkwai Wong, Doug A. Bowman, Ting-Chuen Pong, Huamin Qu, Yalong Yang 0001 |
VR | 2 |
| 2023 | Exploring Interactions with Printed Data Visualizations in Augmented RealityabstractThis paper presents a design space of interaction techniques to engage with visualizations that are printed on paper and augmented through Augmented Reality. Paper sheets are widely used to deploy visualizations and provide a rich set of tangible affordances for interactions, such as touch, folding, tilting, or stacking. At the same time, augmented reality can dynamically update visualization content to provide commands such as pan, zoom, filter, or detail on demand. This paper is the first to provide a structured approach to mapping possible actions with the paper to interaction commands. This design space and the findings of a controlled user study have implications for future designs of augmented reality systems involving paper sheets and visualizations. Through workshops ( N=20) and ideation, we identified 81 interactions that we classify in three dimensions: 1) commands that can be supported by an interaction, 2) the specific parameters provided by an (inter)action with paper, and 3) the number of paper sheets involved in an interaction. We tested user preference and viability of 11 of these interactions with a prototype implementation in a controlled study ( N=12, HoloLens 2) and found that most of the interactions are intuitive and engaging to use. We summarized interactions (e.g., tilt to pan) that have strong affordance to complement "point" for data exploration, physical limitations and properties of paper as a medium, cases requiring redundancy and shortcuts, and other implications for design. Wai Tong, Chen Zhu-Tian, Meng Xia 0002, Leo Yu-Ho Lo, Linping Yuan, Benjamin Bach, Huamin Qu |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2022 | AlgoSolve: Supporting Subgoal Learning in Algorithmic Problem-Solving with Learnersourced MicrotasksabstractDesigning solution plans before writing code is critical for successful algorithmic problem-solving. Novices, however, often plan on-the-fly during implementation, resulting in unsuccessful problem-solving due to lack of mental organization of the solution. Research shows that subgoal learning helps learners develop more complete solution plans by enhancing their understanding of the high-level solution structure. However, expert-created materials such as subgoal labels are necessary to provide learning benefits from subgoal learning, which are a scarce resource in self-learning due to limited availability and high cost. We propose a learnersourcing workflow that collects high-quality subgoal labels from learners by helping them improve their label quality. We implemented the workflow into AlgoSolve, a prototype interface that supports subgoal learning for algorithmic problems. A between-subjects study with 63 problem-solving novices revealed that AlgoSolve helped learners create higher-quality labels and more complete solution plans, compared to a baseline method known to be effective in subgoal learning. Kabdo Choi, Hyungyu Shin, Meng Xia 0002, Juho Kim 0001 |
CHI | 3 |
| 2022 | Mobile-Friendly Content Design for MOOCs: Challenges, Requirements, and Design OpportunitiesabstractMost video-based learning content is designed for desktops without considering mobile environments. We (1) investigate the gap between mobile learners’ challenges and video engineers’ considerations using mixed methods and (2) provide design guidelines for creating mobile-friendly MOOC videos. To uncover learners’ challenges, we conducted a survey (n=134) and interviews (n=21), and evaluated the mobile adequacy of current MOOCs by analyzing 41,722 video frames from 101 video lectures. Interview results revealed low readability and situationally-induced impairments as major challenges. The content analysis showed a low guideline compliance rate for key design factors. We then interviewed 11 video production engineers to investigate design factors they mainly consider. The engineers mainly focus on the size and amount of content while lacking consideration for color, complex images, and situationally-induced impairments. Finally, we present and validate guidelines for designing mobile-friendly MOOCs, such as providing adaptive and customizable visual design and context-aware accessibility support. Jeongyeon Kim, Yubin Choi, Meng Xia 0002, Juho Kim 0001 |
CHI | 3 |
| 2022 | "It Feels Like Taking a Gamble": Exploring Perceptions, Practices, and Challenges of Using Makeup and Cosmetics for People with Visual ImpairmentsabstractMakeup and cosmetics offer the potential for self-expression and the reshaping of social roles for visually impaired people. However, there exist barriers to conducting a beauty regime because of the reliance on visual information and color variances in makeup. We present a content analysis of 145 YouTube videos to demonstrate visually impaired individuals’ unique practices before, during, and after doing makeup. Based on the makeup practices, we then conducted semi-structured interviews with 12 visually impaired people to discuss their perceptions of and challenges with the makeup process in more depth. Overall, through our findings and discussion, we present novel perceptions of makeup from visually impaired individuals (e.g., broader representations of blindness and beauty). The existing challenges provide opportunities for future research to address learning barriers, insufficient feedback, and physical and environmental barriers, making the experience of doing makeup more accessible to people with visual impairments. Franklin Mingzhe Li, Franchesca Spektor, Meng Xia 0002, Mina Huh, Peter Cederberg, Yuqi Gong, Kristen Shinohara, Patrick Carrington |
CHI | 3 |
| 2022 | AQX: Explaining Air Quality Forecast for Verifying Domain Knowledge using Feature Importance VisualizationabstractAir pollution forecast has become critical because of its direct impact on human health and its increased production caused by rapid industrialization. Machine learning (ML) solutions are being drastically explored in this domain because they can potentially produce highly accurate results with access to historical data. However, experts in the environmental area are skeptical about adopting ML solutions in real-world applications and policy making due to their black-box nature. In contrast, despite having low accuracy sometimes, the existing traditional simulation model (e.g., CMAQ) are widely used and follows well-defined and transparent equations. Therefore, presenting the knowledge learned by the ML model can make it transparent as well as comprehensible. In addition, validating the ML model’s learning with the existing domain knowledge might aid in addressing their skepticism, building appropriate trust, and better utilizing ML models. In collaboration with three experts with an average of five years of research experience in the air pollution domain, we identified that feature (meteorological feature like wind) contribution, towards the final forecast as the major information to be verified with domain knowledge. In addition, the accuracy of ML models compared with traditional simulation models and raw wind trajectories are essential for domain experts to validate the feature contribution. Based on the identified information, we designed and developed AQX, a visual analytics system to help experts validate and verify the ML model’s learning with their domain knowledge. The system includes multiple coordinated views to present the contributions of input features at different levels of aggregation in both temporal and spatial dimensions. It also provides a performance comparison of ML and traditional models in terms of accuracy and spatial map, along with the animation of raw wind trajectories for the input period. We further demonstrated two case studies and conducted expert interviews with two domain experts to show the effectiveness and usefulness of AQX. Reshika Palaniyappan Velumani, Meng Xia 0002, Jun Han 0010, Chaoli Wang 0001, Alexis Kai-Hon Lau, Huamin Qu |
IUI | 2 |
| 2022 | Understanding Distributed Tutorship in Online Language TutoringabstractWith the rise of the gig economy, online language tutoring platforms are becoming increasingly popular. They provide temporary and flexible jobs for native speakers as tutors and allow language learners to have one-on-one speaking practices on demand. However, the lack of stable relationships hinders tutors and learners from building long-term trust. “Distributed tutorship”—temporally discontinuous learning experience with different tutors—has been underexplored yet has many implications for modern learning platforms. In this paper, we analyzed tutorship sequences of 15,959 learners and found that around 40% of learners change to new tutors every session; 44% learners change to new tutors while reverting to previous tutors sometimes; only 16% learners change to new tutors and then fix on one tutor. We also found suggestive evidence that higher distributedness—higher diversity and lower continuity in tutorship—is correlated to slower improvements in speaking performance scores with a similar number of sessions. We further surveyed 519 and interviewed 40 learners and found that more learners preferred fixed tutorship while some do not have it due to various reasons. Finally, we conducted semi-structured interviews with three tutors and one product manager to discuss the implications for improving the continuity in learning under distributed tutorship. Meng Xia 0002, Yankun Zhao, Mehmet Hamza Erol, Jihyeong Hong, Juho Kim 0001 |
LAK | 1 |
| 2022 | BlockLens: Visual Analytics of Student Coding Behaviors in Block-Based Programming EnvironmentsabstractBlock-based programming environments have been widely used to introduce K-12 students to coding. To guide students effectively, instructors and platform owners often need to understand behaviors like how students solve certain questions or where they get stuck and why. However, it is challenging for them to effectively analyze students' coding data. To this end, we propose BlockLens, a novel visual analytics system to assist instructors and platform owners in analyzing students' block-based coding behaviors, mistakes, and problem-solving patterns. BlockLens enables the grouping of students by question progress and performance, identification of common problem-solving strategies and pitfalls, and presentation of insights at multiple granularity levels, from a high-level overview of all students to a detailed analysis of one student's behavior and performance. A usage scenario using real-world data demonstrates the usefulness of BlockLens in facilitating the analysis of K-12 students' programming behaviors. Sean Tsung, Huan Wei, Haotian Li 0001, Yong Wang 0021, Meng Xia 0002, Huamin Qu |
L@S | 5 |
| 2022 | RLens: A Computer-aided Visualization System for Supporting Reflection on Language Learning under Distributed TutorshipabstractWith the rise of the gig economy, online language tutoring platforms are becoming increasingly popular. These platforms provide temporary and flexible jobs for native speakers as tutors and allow language learners to have one-on-one speaking practices on demand, on which learners occasionally practice the language with different tutors. With such distributed tutorship, learners can hold flexible schedules and receive diverse feedback. However, learners face challenges in consistently tracking their learning progress because different tutors provide feedback from diverse standards and perspectives, and hardly refer to learners' previous experiences with other tutors. We present RLens, a visualization system for facilitating learners' learning progress reflection by grouping different tutors' feedback, tracking how each feedback type has been addressed across learning sessions, and visualizing the learning progress. We validate our design through a between-subjects study with 40 real-world learners. Results show that learners can successfully analyze their progress and common language issues under distributed tutorship with RLens, while most learners using the baseline interface had difficulty achieving reflection tasks. We further discuss design considerations of computer-aided systems for supporting learning under distributed tutorship. Meng Xia 0002, Yankun Zhao, Jihyeong Hong, Mehmet Hamza Erol, Juho Kim 0001 |
L@S | 1 |
| 2022 | Persua: A Visual Interactive System to Enhance the Persuasiveness of Arguments in Online DiscussionabstractPersuading people to change their opinions is a common practice in online discussion forums on topics ranging from political campaigns to relationship consultation. Enhancing people's ability to write persuasive arguments could not only practice their critical thinking and reasoning but also contribute to the effectiveness and civility in online communication. It is, however, not an easy task in online discussion settings where written words are the primary communication channel. In this paper, we derived four design goals for a tool that helps users improve the persuasiveness of arguments in online discussions through a survey with 123 online forum users and interviews with five debating experts. To satisfy these design goals, we analyzed and built a labeled dataset of fine-grained persuasive strategies (i.e., logos, pathos, ethos, and evidence) in 164 arguments with high ratings on persuasiveness from ChangeMyView, a popular online discussion forum. We then designed an interactive visual system, Persua, which provides example-based guidance on persuasive strategies to enhance the persuasiveness of arguments. In particular, the system constructs portfolios of arguments based on different persuasive strategies applied to a given discussion topic. It then presents concrete examples based on the difference between the portfolios of user input and high-quality arguments in the dataset. A between-subjects study shows suggestive evidence that Persua encourages users to submit more times for feedback and helps users improve more on the persuasiveness of their arguments than a baseline system. Finally, a set of design considerations was summarized to guide future intelligent systems that improve the persuasiveness in text. Meng Xia 0002, Qian Zhu 0010, Xingbo Wang 0001, Fei Nie, Huamin Qu, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | Bias-Aware Design for Informed Decisions: Raising Awareness of Self-Selection Bias in User Ratings and ReviewsabstractPeople often take user ratings/reviews into consideration when shopping for products or services online. However, such user-generated data contains self-selection bias that could affect people's decisions and it is hard to resolve this issue completely by algorithms. In this work, we propose to raise people's awareness of the self-selection bias by making three types of information concerning user ratings/reviews transparent. We distill these three pieces of information, i.e., reviewers' experience, the extremity of emotion, and reported aspect(s), from the definition of self-selection bias and exploration of related literature. We further conduct an online survey to assess people's perceptions of the usefulness of such information and identify the exact facets (e.g., negative emotion) people care about in their decision process. Then, we propose a visual design to make such details behind user reviews transparent and integrate the design into an experimental website for evaluation. The results of a between-subjects study demonstrate that our bias-aware design significantly increases people's awareness of bias and their satisfaction with decision-making. We further offer a series of design implications for improving information transparency and awareness of bias in user-generated content. Qian Zhu 0010, Leo Yu-Ho Lo, Meng Xia 0002, Zixin Chen, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2021 | QLens: Visual Analytics of MUlti-step Problem-solving Behaviors for Improving Question DesignabstractWith the rapid development of online education in recent years, there has been an increasing number of learning platforms that provide students with multi-step questions to cultivate their problem-solving skills. To guarantee the high quality of such learning materials, question designers need to inspect how students' problem-solving processes unfold step by step to infer whether students' problem-solving logic matches their design intent. They also need to compare the behaviors of different groups (e.g., students from different grades) to distribute questions to students with the right level of knowledge. The availability of fine-grained interaction data, such as mouse movement trajectories from the online platforms, provides the opportunity to analyze problem-solving behaviors. However, it is still challenging to interpret, summarize, and compare the high dimensional problem-solving sequence data. In this paper, we present a visual analytics system, QLens, to help question designers inspect detailed problem-solving trajectories, compare different student groups, distill insights for design improvements. In particular, QLens models problem-solving behavior as a hybrid state transition graph and visualizes it through a novel glyph-embedded Sankey diagram, which reflects students' problem-solving logic, engagement, and encountered difficulties. We conduct three case studies and three expert interviews to demonstrate the usefulness of QLens on real-world datasets that consist of thousands of problem-solving traces. Meng Xia 0002, Reshika Palaniyappan Velumani, Yong Wang 0021, Huamin Qu, Xiaojuan Ma |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Predicting student performance in interactive online question pools using mouse interaction featuresabstractModeling student learning and further predicting the performance is a well-established task in online learning and is crucial to personalized education by recommending different learning resources to different students based on their needs. Interactive online question pools (e.g., educational game platforms), an important component of online education, have become increasingly popular in recent years. However, most existing work on student performance prediction targets at online learning platforms with a well-structured curriculum, predefined question order and accurate knowledge tags provided by domain experts. It remains unclear how to conduct student performance prediction in interactive online question pools without such well-organized question orders or knowledge tags by experts. In this paper, we propose a novel approach to boost student performance prediction in interactive online question pools by further considering student interaction features and the similarity between questions. Specifically, we introduce new features (e.g., think time, first attempt, and first drag-and-drop) based on student mouse movement trajectories to delineate students' problem-solving details. In addition, heterogeneous information network is applied to integrating students' historical problem-solving information on similar questions, enhancing student performance predictions on a new question. We evaluate the proposed approach on the dataset from a real-world interactive question pool using four typical machine learning models. The result shows that our approach can achieve a much higher accuracy for student performance prediction in interactive online question pools than the traditional way of only using the statistical features (e.g., students' historical question scores) in various models. We further discuss the performance consistency of our approach across different prediction models and question classes, as well as the importance of the proposed interaction features in detail. Huan Wei, Haotian Li 0001, Meng Xia 0002, Yong Wang 0021, Huamin Qu |
LAK | 3 |
| 2020 | Using Information Visualization to Promote Students' Reflection on "Gaming the System" in Online Learningabstract"Gaming the system" is the phenomenon where students attempt to perform well by systematically exploiting properties of the learning system, rather than learning the material. Frequent gaming tends to cause bad learning outcomes. Though existing studies tackle the problem by redesigning the system workflow to change students' behaviors automatically, gaming students discover new ways to game. We instead propose a novel way, reflective nudge, to reflectively influence students' attitudes by conveying reasons not to game via information visualizations. Particularly, we identify three common gaming contexts and involve students and instructors in co-designing three context-specific persuasive visualizations. We deploy our information visualizations in a real online learning platform. Through embedded surveys and in-person interviews, we find some evidence that the designs can promote students' reflection on gaming, and suggestive data that two of them can reduce gaming compared with control groups. Furthermore, we present insights into reflective nudge designs and practical issues concerning deployment. Meng Xia 0002, Yuya Asano, Joseph Jay Williams, Huamin Qu, Xiaojuan Ma |
L@S | 1 |
| 2020 | SeqDynamics: Visual Analytics for Evaluating Online Problem-solving DynamicsabstractAbstract Problem‐solving dynamics refers to the process of solving a series of problems over time, from which a student's cognitive skills and non‐cognitive traits and behaviors can be inferred. For example, we can derive a student's learning curve (an indicator of cognitive skill) from the changes in the difficulty level of problems solved, or derive a student's self‐regulation patterns (an example of non‐cognitive traits and behaviors) based on the problem‐solving frequency over time. Few studies provide an integrated overview of both aspects by unfolding the problem‐solving process. In this paper, we present a visual analytics system named SeqDynamics that evaluates students ‘problem‐solving dynamics from both cognitive and non‐cognitive perspectives. The system visualizes the chronological sequence of learners’ problem‐solving behavior through a set of novel visual designs and coordinated contextual views, enabling users to compare and evaluate problem‐solving dynamics on multiple scales. We present three scenarios to demonstrate the usefulness of SeqDynamics on a real‐world dataset which consists of thousands of problem‐solving traces. We also conduct five expert interviews to show that SeqDynamics enhances domain experts’ understanding of learning behavior sequences and assists them in completing evaluation tasks efficiently. Meng Xia 0002, David Chuan-En Lin, Ta Ying Cheng, Huamin Qu, Xiaojuan Ma |
Comput. Graph. Forum | 1 |
| 2019 | PeerLens: Peer-inspired Interactive Learning Path Planning in Online Question PoolabstractOnline question pools like LeetCode provide hands-on exercises of skills and knowledge. However, due to the large volume of questions and the intent of hiding the tested knowledge behind them, many users find it hard to decide where to start or how to proceed based on their goals and performance. To overcome these limitations, we present PeerLens, an interactive visual analysis system that enables peer-inspired learning path planning. PeerLens can recommend a customized, adaptable sequence of practice questions to individual learners, based on the exercise history of other users in a similar learning scenario. We propose a new way to model the learning path by submission types and a novel visual design to facilitate the understanding and planning of the learning path. We conducted a within-subject experiment to assess the efficacy and usefulness of PeerLens in comparison with two baseline systems. Experiment results show that users are more confident in arranging their learning path via PeerLens and find it more informative and intuitive. Meng Xia 0002, Mingfei Sun 0001, Huan Wei, Qing Chen 0001, Yong Wang 0021, Lei Shi 0002, Huamin Qu, Xiaojuan Ma |
CHI | 1 |
| 2019 | EnsembleLens: Ensemble-based Visual Exploration of Anomaly Detection Algorithms with Multidimensional DataabstractThe results of anomaly detection are sensitive to the choice of detection algorithms as they are specialized for different properties of data, especially for multidimensional data. Thus, it is vital to select the algorithm appropriately. To systematically select the algorithms, ensemble analysis techniques have been developed to support the assembly and comparison of heterogeneous algorithms. However, challenges remain due to the absence of the ground truth, interpretation, or evaluation of these anomaly detectors. In this paper, we present a visual analytics system named EnsembleLens that evaluates anomaly detection algorithms based on the ensemble analysis process. The system visualizes the ensemble processes and results by a set of novel visual designs and multiple coordinated contextual views to meet the requirements of correlation analysis, assessment and reasoning of anomaly detection algorithms. We also introduce an interactive analysis workflow that dynamically produces contextualized and interpretable data summaries that allow further refinements of exploration results based on user feedback. We demonstrate the effectiveness of EnsembleLens through a quantitative evaluation, three case studies with real-world data and interviews with two domain experts. Meng Xia 0002, Xing Mu, Yun Wang 0012, Nan Cao 0001 |
IEEE Trans. Vis. Comput. Graph. | 2 |