Yang Li 0058

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78ranked-venue papers
13as first author
22since 2021 · last 2026
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 52 · 7 first-author · 13 since 2021Artificial intelligence and machine learning · 20 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 9 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 3 · 1 since 2021
YearPublicationVenuePosition
2026 Detecting early cognitive decline from saccades in natural ball game viewing
Wei Qiang, Xucheng Zhang, Yang Li 0058, Xiangmin Fan, Wenjing Bao, Wei Sun 0050, Feng Tian 0001
Virtual Real. Intell. Hardw.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 Systems3
2025 Tapping Beyond Hands: Assisting No-Handed Touch Interaction under Situational Impairments
abstract
For individuals in situations where their hands are occupied, no-handed touch interaction represents a significant yet underexplored area. In this paper, we investigate touch performance on screens using body parts (the nose, tongue, chin, elbow, and toe) rather than the hand. Experiments were conducted with 37 participants to analyze their touch interaction, where they selected targets using various body parts under different conditions. We employed the Dual-Gaussian model and Ternary-Gaussian model to describe the touch endpoints of these body parts. Based on the statistical criterion derived from the models, we proposed a no-handed assistive technology, which achieved up to a 24.4% improvement in tapping speed and a 58.47% increase in tapping accuracy. Additionally, this paper provides HCI developers with design guidelines for optimizing no-handed touch interaction interfaces.
Jin Huang 0009, Hao Zhang 0120, Yang Li 0058, Juan Liu 0008, Yulong Bian, Chenglei Yang, Xiangxu Meng
ICME4
2024 Generating Automatic Feedback on UI Mockups with Large Language Models
abstract
Feedback on user interface (UI) mockups is crucial in design. However, human feedback is not always readily available. We explore the potential of using large language models for automatic feedback. Specifically, we focus on applying GPT-4 to automate heuristic evaluation, which currently entails a human expert assessing a UI’s compliance with a set of design guidelines. We implemented a Figma plugin that takes in a UI design and a set of written heuristics, and renders automatically-generated feedback as constructive suggestions. We assessed performance on 51 UIs using three sets of guidelines, compared GPT-4-generated design suggestions with those from human experts, and conducted a study with 12 expert designers to understand fit with existing practice. We found that GPT-4-based feedback is useful for catching subtle errors, improving text, and considering UI semantics, but feedback also decreased in utility over iterations. Participants described several uses for this plugin despite its imperfect suggestions.
Peitong Duan, Jeremy Warner, Yang Li 0058, Björn Hartmann
CHI3
2024 Automatic Macro Mining from Interaction Traces at Scale
abstract
Macros are building block tasks of our everyday smartphone activity (e.g., "login", or "booking a flight"). Effectively extracting macros is important for understanding mobile interaction and enabling task automation. These macros are however difficult to extract at scale as they can be comprised of multiple steps yet hidden within programmatic components of mobile apps. In this paper, we introduce a novel approach based on Large Language Models (LLMs) to automatically extract semantically meaningful macros from both random and user-curated mobile interaction traces. The macros produced by our approach are automatically tagged with natural language descriptions and are fully executable. We conduct multiple studies to validate the quality of extracted macros, including user evaluation, comparative analysis against human-curated tasks, and automatic execution of these macros. These experiments and analyses demonstrate the effectiveness of our approach and the usefulness of extracted macros in various downstream applications.
Forrest Huang, Gang Li 0021, Yang Li 0058
CHI4
2024 On Scaling Up a Multilingual Vision and Language Model
abstract
We explore the boundaries of scaling up a multilingual vision and language model, both in terms of size of the components and the breadth of its training task mixture. Our model achieves new levels of performance on a wide-range of varied and complex tasks, including multiple image-based captioning and question-answering tasks, image-based document understanding and few-shot (in-context) learning, as well as object detection, video question answering, and video captioning. Our model advances the state-of-the-art on most vision-and-language benchmarks considered (20+ of them). Finally, we observe emerging capabilities, such as complex counting and multilingual object detection, tasks that are not explicitly in the training mix.
Xi Chen 0071, Josip Djolonga, Piotr Padlewski, Basil Mustafa, Soravit Changpinyo, Carlos Riquelme, Sebastian Goodman, Xiao Wang 0038, Yi Tay, Siamak Shakeri, Mostafa Dehghani 0001, Daniel Salz, Mario Lucic, Michael Tschannen, Arsha Nagrani, Hexiang Hu, Mandar Joshi, Bo Pang 0001, Ceslee Montgomery, Paulina Pietrzyk, Marvin Ritter, A. J. Piergiovanni, Matthias Minderer, Filip Pavetic, Austin Waters, Gang Li 0021, Ibrahim Alabdulmohsin, Lucas Beyer, Julien Amelot, Kenton Lee, Andreas Steiner 0001, Yang Li 0058, Daniel Keysers, Anurag Arnab, Yuanzhong Xu, Keran Rong, Alexander Kolesnikov 0003, Mojtaba Seyedhosseini, Anelia Angelova, Xiaohua Zhai, Neil Houlsby, Radu Soricut
CVPR33
2024 Rich Human Feedback for Text-to-Image Generation
abstract
Recent Text-to-Image (T2I) generation models such as Stable Diffusion and Imagen have made significant progress in generating high-resolution images based on text descriptions. However, many generated images still suffer from issues such as artifacts/implausibility, misalignment with text descriptions, and low aesthetic quality. Inspired by the success of Reinforcement Learning with Human Feedback (RLHF) for large language models, prior works collected human-provided scores as feedback on generated images and trained a reward model to improve the T2I generation. In this paper, we enrich the feedback signal by (i) marking image regions that are implausible or misaligned with the text, and (ii) annotating which words in the text prompt are misrepresented or missing on the image. We collect such rich human feedback on 18K generated images (RichHF-18K) and train a multimodal transformer to predict the rich feedback automatically. We show that the predicted rich human feedback can be leveraged to improve image generation, for example, by selecting high-quality training data to finetune and improve the generative models, or by creating masks with predicted heatmaps to inpaint the problematic regions. Notably, the improvements generalize to models (Muse) beyond those used to generate the images on which human feedback data were collected (Stable Diffusion variants). The RichHF-18K data set will be released in our GitHub repository: https://github.com/google-research/google-research/tree/master/richhf_18k.
Youwei Liang, Junfeng He, Gang Li 0021, Peizhao Li, Arseniy Klimovskiy, Nicholas Carolan, Jiao Sun, Jordi Pont-Tuset, Sarah Young, Feng Yang 0008, Junjie Ke, Krishnamurthy Dvijotham, Katie Collins, Yiwen Luo, Yang Li 0058, Kai Kohlhoff, Deepak Ramachandran, Vidhya Navalpakkam
CVPR15
2024 UniAR: A Unified model for predicting human Attention and Responses on visual content
abstract
Progress in human behavior modeling involves understanding both implicit, early-stage perceptual behavior, such as human attention, and explicit, later-stage behavior, such as subjective preferences or likes. Yet most prior research has focused on modeling implicit and explicit human behavior in isolation; and often limited to a specific type of visual content. We propose UniAR -- a unified model of human attention and preference behavior across diverse visual content. UniAR leverages a multimodal transformer to predict subjective feedback, such as satisfaction or aesthetic quality, along with the underlying human attention or interaction heatmaps and viewing order. We train UniAR on diverse public datasets spanning natural images, webpages, and graphic designs, and achieve SOTA performance on multiple benchmarks across various image domains and behavior modeling tasks. Potential applications include providing instant feedback on the effectiveness of UIs/visual content, and enabling designers and content-creation models to optimize their creation for human-centric improvements.
Peizhao Li, Junfeng He, Gang Li 0021, Rachit Bhargava, Shaolei Shen, Nachiappan Valliappan, Youwei Liang, Hongxiang Gu, Venky Ramachandran, Golnaz Farhadi, Yang Li 0058, Kai Kohlhoff, Vidhya Navalpakkam
NeurIPS11
2024 UICrit: Enhancing Automated Design Evaluation with a UI Critique Dataset
abstract
Automated UI evaluation can be beneficial for the design process; for example, to compare different UI designs, or conduct automated heuristic evaluation. LLM-based UI evaluation, in particular, holds the promise of generalizability to a wide variety of UI types and evaluation tasks. However, current LLM-based techniques do not yet match the performance of human evaluators. We hypothesize that automatic evaluation can be improved by collecting a targeted UI feedback dataset and then using this dataset to enhance the performance of general-purpose LLMs. We present a targeted dataset of 3,059 design critiques and quality ratings for 983 mobile UIs, collected from seven designers, each with at least a year of professional design experience. We carried out an in-depth analysis to characterize the dataset’s features. We then applied this dataset to achieve a 55% performance gain in LLM-generated UI feedback via various few-shot and visual prompting techniques. We also discuss future applications of this dataset, including training a reward model for generative UI techniques, and fine-tuning a tool-agnostic multi-modal LLM that automates UI evaluation.
Peitong Duan, Chin-Yi Cheng, Gang Li 0021, Björn Hartmann, Yang Li 0058
UIST5
2024 Evaluating the effects of user motion and viewing mode on target selection in augmented reality
abstract
Target selection is a crucial task in augmented reality (AR). Recent evidence suggests that user motion can significantly influence target selection. However, no systematic research has been conducted on target selection within varied intensity user motions and AR settings. This paper was carried out to investigate the effects of four user motions (i.e., standing, walking, running, and jumping) and two viewing modes (i.e., viewpoint-dependent and viewpoint-independent) on user performance of target selection in AR. Two typical selection techniques (i.e., virtual hand and ray-casting) were utilized for short-range and long-range selection tasks, respectively. Our results indicate that the target selection performance decreased as the intensity of user motion increased, and users demonstrated better performance in the viewpoint-independent mode than in the viewpoint-dependent mode. We also observed that users took a longer amount of time to select targets when using the ray-casting technique than the virtual hand technique. We conclude with a set of design guidelines to improve the AR target selection performance of users while in motion.
Yang Li 0058, Juan Liu 0008, Jin Huang 0009, Yang Zhang 0116, Xiaolan Peng, Yulong Bian, Feng Tian 0001
Int. J. Hum. Comput. Stud.1
2023 Enabling Conversational Interaction with Mobile UI using Large Language Models
abstract
Conversational agents show the promise to allow users to interact with mobile devices using language. However, to perform diverse UI tasks with natural language, developers typically need to create separate datasets and models for each specific task, which is expensive and effort-consuming. Recently, pre-trained large language models (LLMs) have been shown capable of generalizing to various downstream tasks when prompted with a handful of examples from the target task. This paper investigates the feasibility of enabling versatile conversational interactions with mobile UIs using a single LLM. We designed prompting techniques to adapt an LLM to mobile UIs. We experimented with four important modeling tasks that address various scenarios in conversational interaction. Our method achieved competitive performance on these challenging tasks without requiring dedicated datasets and training, offering a lightweight and generalizable approach to enable language-based mobile interaction.
Bryan Wang, Gang Li 0021, Yang Li 0058
CHI3
2023 Spotlight: Mobile UI Understanding using Vision-Language Models with a Focus
Gang Li 0021, Yang Li 0058
ICLR2
2023 PLay: Parametrically Conditioned Layout Generation using Latent Diffusion
abstract
Layout design is an important task in various design fields, including user interfaces, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user test. Moreover, it brings a novel and interactive experience to professional layout design processes.
Chin-Yi Cheng, Forrest Huang, Gang Li 0021, Yang Li 0058
ICML4
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.13
2022 Learning to Denoise Raw Mobile UI Layouts for Improving Datasets at Scale
abstract
The layout of a mobile screen is a critical data source for UI design research and semantic understanding of the screen. However, UI layouts in existing datasets are often noisy, have mismatches with their visual representation, or consists of generic or app-specific types that are difficult to analyze and model. In this paper, we propose the CLAY pipeline that uses a deep learning approach for denoising UI layouts, allowing us to automatically improve existing mobile UI layout datasets at scale. Our pipeline takes both the screenshot and the raw UI layout, and annotates the raw layout by removing incorrect nodes and assigning a semantically meaningful type to each node. To experiment with our data-cleaning pipeline, we create the CLAY dataset of 59,555 human-annotated screen layouts, based on screenshots and raw layouts from Rico, a public mobile UI corpus. Our deep models achieve high accuracy with F1 scores of 82.7% for detecting layout objects that do not have a valid visual representation and 85.9% for recognizing object types, which significantly outperforms a heuristic baseline. Our work lays a foundation for creating large-scale high quality UI layout datasets for data-driven mobile UI research and reduces the need of manual labeling efforts that are prohibitively expensive.
Gang Li 0021, Gilles Baechler, Manuel Tragut, Yang Li 0058
CHI4
2022 Predicting and Explaining Mobile UI Tappability with Vision Modeling and Saliency Analysis
abstract
UI designers often correct false affordances and improve the discoverability of features when users have trouble determining if elements are tappable. We contribute a novel system that models the perceived tappability of mobile UI elements with a vision-based deep neural network and helps provide design insights with dataset-level and instance-level explanations of model predictions. Our system retrieves designs from similar mobile UI examples from our dataset using the latent space of our model. We also contribute a novel use of an interpretability algorithm, XRAI, to generate a heatmap of UI elements that contribute to a given tappability prediction. Through several examples, we show how our system can help automate elements of UI usability analysis and provide insights for designers to iterate their designs. In addition, we share findings from an exploratory evaluation with professional designers to learn how AI-based tools can aid UI design and evaluation for tappability issues.
Eldon Schoop, Xin Zhou 0018, Gang Li 0021, Zhourong Chen, Björn Hartmann, Yang Li 0058
CHI6
2021 Spacewalker: Rapid UI Design Exploration Using Lightweight Markup Enhancement and Crowd Genetic Programming
abstract
User interface design is a complex task that involves designers examining a wide range of options. We present Spacewalker, a tool that allows designers to rapidly search a large design space for an optimal web UI with integrated support. Designers first annotate each attribute they want to explore in a typical HTML page, using a simple markup extension we designed. Spacewalker then parses the annotated HTML specification, and intelligently generates and distributes various configurations of the web UI to crowd workers for evaluation. We enhanced a genetic algorithm to accommodate crowd worker responses from pairwise comparison of UI designs, which is crucial for obtaining reliable feedback. Based on our experiments, Spacewalker allows designers to effectively search a large design space of a UI, using the language they are familiar with, and improve their design rapidly at a minimal cost.
Mingyuan Zhong 0001, Gang Li 0021, Yang Li 0058
CHI3
2021 TapNet: The Design, Training, Implementation, and Applications of a Multi-Task Learning CNN for Off-Screen Mobile Input
abstract
To make off-screen interaction without specialized hardware practical, we investigate using deep learning methods to process the common built-in IMU sensor (accelerometers and gyroscopes) on mobile phones into a useful set of one-handed interaction events. We present the design, training, implementation and applications of TapNet, a multi-task network that detects tapping on the smartphone. With phone form factor as auxiliary information, TapNet can jointly learn from data across devices and simultaneously recognize multiple tap properties, including tap direction and tap location. We developed two datasets consisting of over 135K training samples, 38K testing samples, and 32 participants in total. Experimental evaluation demonstrated the effectiveness of the TapNet design and its significant improvement over the state of the art. Along with the datasets, codebase1, and extensive experiments, TapNet establishes a new technical foundation for off-screen mobile input.
Michael Xuelin Huang, Yang Li 0058, Nazneen Nazneen, Alexander Chao, Shumin Zhai
CHI2
2021 Learnable Fourier Features for Multi-dimensional Spatial Positional Encoding
abstract
Attentional mechanisms are order-invariant. Positional encoding is a crucial component to allow attention-based deep model architectures such as Transformer to address sequences or images where the position of information matters. In this paper, we propose a novel positional encoding method based on learnable Fourier features. Instead of hard-coding each position as a token or a vector, we represent each position, which can be multi-dimensional, as a trainable encoding based on learnable Fourier feature mapping, modulated with a multi-layer perceptron. The representation is particularly advantageous for a spatial multi-dimensional position, e.g., pixel positions on an image, where $L_2$ distances or more complex positional relationships need to be captured. Our experiments based on several public benchmark tasks show that our learnable Fourier feature representation for multi-dimensional positional encoding outperforms existing methods by both improving the accuracy and allowing faster convergence.
Yang Li 0058, Si Si, Gang Li 0021, Cho-Jui Hsieh, Samy Bengio
NeurIPS1
2021 Large-Scale Modeling of Mobile User Click Behaviors Using Deep Learning
abstract
Modeling tap or click sequences of users on a mobile device can improve our understandings of interaction behavior and offers opportunities for UI optimization by recommending next element the user might want to click on. We analyzed a large-scale dataset of over 20 million clicks from more than 4,000 mobile users who opted in. We then designed a deep learning model that predicts the next element that the user clicks given the user’s click history, the structural information of the UI screen, and the current context such as the time of the day. We thoroughly investigated the deep model by comparing it with a set of baseline methods based on the dataset. The experiments show that our model achieves 48% and 71% accuracy (top-1 and top-3) for predicting next clicks based on a held-out dataset of test users, which significantly outperformed all the baseline methods with a large margin. We discussed a few scenarios for integrating the model in mobile interaction and how users can potentially benefit from the model.
Xin Zhou 0018, Yang Li 0058
RecSys2
2021 HelpViz: Automatic Generation of Contextual Visual Mobile Tutorials from Text-Based Instructions
abstract
We present HelpViz, a tool for generating contextual visual mobile tutorials from text-based instructions that are abundant on the web. HelpViz transforms text instructions to graphical tutorials in batch, by extracting a sequence of actions from each text instruction through an instruction parsing model, and executing the extracted actions on a simulation infrastructure that manages an array of Android emulators. The automatic execution of each instruction produces a set of graphical and structural assets, including images, videos, and metadata such as clicked elements for each step. HelpViz then synthesizes a tutorial by combining parsed text instructions with the generated assets, and contextualizes the tutorial to user interaction by tracking the user’s progress and highlighting the next step. Our experiments with HelpViz indicate that our pipeline improved tutorial execution robustness and that participants preferred tutorials generated by HelpViz over text-based instructions. HelpViz promises a cost-effective approach for generating contextual visual tutorials for mobile interaction at scale.
Mingyuan Zhong 0001, Gang Li 0021, Peggy Chi, Yang Li 0058
UIST4
2021 Screen2Words: Automatic Mobile UI Summarization with Multimodal Learning
abstract
Mobile User Interface Summarization generates succinct language descriptions of mobile screens for conveying important contents and functionalities of the screen, which can be useful for many language-based application scenarios. We present Screen2Words, a novel screen summarization approach that automatically encapsulates essential information of a UI screen into a coherent language phrase. Summarizing mobile screens requires a holistic understanding of the multi-modal data of mobile UIs, including text, image, structures as well as UI semantics, motivating our multi-modal learning approach. We collected and analyzed a large-scale screen summarization dataset annotated by human workers. Our dataset contains more than 112k language summarization across ∼ 22k unique UI screens. We then experimented with a set of deep models with different configurations. Our evaluation of these models with both automatic accuracy metrics and human rating shows that our approach can generate high-quality summaries for mobile screens. We demonstrate potential use cases of Screen2Words and open-source our dataset and model to lay the foundations for further bridging language and user interfaces.
Bryan Wang, Gang Li 0021, Xin Zhou 0018, Zhourong Chen, Tovi Grossman, Yang Li 0058
UIST6
2020 Mapping Natural Language Instructions to Mobile UI Action Sequences
abstract
We present a new problem: grounding natural language instructions to mobile user interface actions, and create three new datasets for it.For full task evaluation, we create PIX-ELHELP, a corpus that pairs English instructions with actions performed by people on a mobile UI emulator.To scale training, we decouple the language and action data by (a) annotating action phrase spans in HowTo instructions and (b) synthesizing grounded descriptions of actions for mobile user interfaces.We use a Transformer to extract action phrase tuples from long-range natural language instructions.A grounding Transformer then contextually represents UI objects using both their content and screen position and connects them to object descriptions.Given a starting screen and instruction, our model achieves 70.59% accuracy on predicting complete ground-truth action sequences in PIXELHELP.
Yang Li 0058, Jiacong He, Xin Zhou 0018, Yuan Zhang 0001, Jason Baldridge
ACL1
2020 Modeling Human Visual Search Performance on Realistic Webpages Using Analytical and Deep Learning Methods
abstract
Modeling visual search not only offers an opportunity to predict the usability of an interface before actually testing it on real users but also advances scientific understanding about human behavior. In this work, we first conduct a set of analyses on a large-scale dataset of visual search tasks on realistic webpages. We then present a deep neural network that learns to predict the scannability of webpage content, i.e., how easy it is for a user to find a specific target. Our model leverages both heuristic-based features such as target size and unstructured features such as raw image pixels. This approach allows us to model complex interactions that might be involved in a realistic visual search task, which can not be achieved by traditional analytical models. We analyze the model behavior to offer our insights into how the salience map learned by the model aligns with human intuition.
Arianna Yuan, Yang Li 0058
CHI2
2020 Personalized Flight Itinerary Ranking at Fliggy
abstract
Flight itinerary ranking is critical for Online Travel Agencies (OTAs) since more and more customers book flights online. Currently, most OTAs still adopt rule-based strategies. However, rule-based methods are not able to model context-aware information and user preferences. To this end, a novel Personalized Flight itinerary Ranking Network (PFRN) is proposed in this paper. In PFRN, a Listwise Feature Encoding (LFE) structure is proposed to capture global context-aware information and mutual influences among inputs. Besides, we utilize behaviors of both individual user and group users sharing the same intention to express user preferences. Then a User Attention Mechanism is proposed to rank flight itineraries based on the user preferences effectively and efficiently. Offline experiments on real-world datasets from Amadeus and Fliggy show the superior performance of the proposed PFRN. Moreover, PFRN has been successfully deployed on online system for searching itineraries at Fliggy and achieved significant improvements.
Jinhong Huang, Yang Li 0058, Bufeng Zhang, Jin Huang 0009
CIKM2
2020 Widget Captioning: Generating Natural Language Description for Mobile User Interface Elements
abstract
Natural language descriptions of user interface (UI) elements such as alternative text are crucial for accessibility and language-based interaction in general.Yet, these descriptions are constantly missing in mobile UIs.We propose widget captioning, a novel task for automatically generating language descriptions for UI elements from multimodal input including both the image and the structural representations of user interfaces.We collected a largescale dataset for widget captioning with crowdsourcing.Our dataset contains 162,859 language phrases created by human workers for annotating 61,285 UI elements across 21,750 unique UI screens.We thoroughly analyze the dataset, and train and evaluate a set of deep model configurations to investigate how each feature modality as well as the choice of learning strategies impact the quality of predicted captions.The task formulation and the dataset as well as our benchmark models contribute a solid basis for this novel multimodal captioning task that connects language and user interfaces.
Yang Li 0058, Gang Li 0021, Luheng He, Jingjie Zheng, Zhiwei Guan
EMNLP (1)1
2020 Multi-Stage Influence Function
abstract
Multi-stage training and knowledge transfer, from a large-scale pretraining task to various finetuning tasks, have revolutionized natural language processing and computer vision resulting in state-of-the-art performance improvements. In this paper, we develop a multi-stage influence function score to track predictions from a finetuned model all the way back to the pretraining data. With this score, we can identify the pretraining examples in the pretraining task that contribute most to a prediction in the finetuning task. The proposed multi-stage influence function generalizes the original influence function for a single model in (Koh &Liang, 2017), thereby enabling influence computation through both pretrained and finetuned models. We study two different scenarios with the pretrained embedding fixed or updated in the finetuning tasks. We test our proposed method in various experiments to show its effectiveness and potential applications.
Hongge Chen, Si Si, Yang Li 0058, Ciprian Chelba, Sanjiv Kumar, Duane S. Boning, Cho-Jui Hsieh
NeurIPS3
2019 Modeling Mobile Interface Tappability Using Crowdsourcing and Deep Learning
abstract
Tapping is an immensely important gesture in mobile touchscreen interfaces, yet people still frequently are required to learn which elements are tappable through trial and error. Predicting human behavior for this everyday gesture can help mobile app designers understand an important aspect of the usability of their apps without having to run a user study. In this paper, we present an approach for modeling tappability of mobile interfaces at scale. We conducted large-scale data collection of interface tappability over a rich set of mobile apps using crowdsourcing and computationally investigated a variety of signifiers that people use to distinguish tappable versus not-tappable elements. Based on the dataset, we developed and trained a deep neural network that predicts how likely a user will perceive an interface element as tappable versus not tappable. Using the trained tappability model, we developed TapShoe, a tool that automatically diagnoses mismatches between the tappability of each element as perceived by a human user---predicted by our model, and the intended or actual tappable state of the element specified by the developer or designer. Our model achieved reasonable accuracy: mean precision 90.2% and recall 87.0%, in matching human perception on identifying tappable UI elements. The tappability model and TapShoe were well received by designers via an informal evaluation with 7 professional interaction designers.
Amanda Swearngin, Yang Li 0058
CHI2
2019 You Look Twice: GaterNet for Dynamic Filter Selection in CNNs
abstract
The concept of conditional computation for deep nets has been proposed previously to improve model performance by selectively using only parts of the model conditioned on the sample it is processing. In this paper, we investigate input-dependent dynamic filter selection in deep convolutional neural networks (CNNs). The problem is interesting because the idea of forcing different parts of the model to learn from different types of samples may help us acquire better filters in CNNs, improve the model generalization performance and potentially increase the interpretability of model behavior. We propose a novel yet simple framework called GaterNet, which involves a backbone and a gater network. The backbone network is a regular CNN that performs the major computation needed for making a prediction, while a global gater network is introduced to generate binary gates for selectively activating filters in the backbone network based on each input. Extensive experiments on CIFAR and ImageNet datasets show that our models consistently outperform the original models with a large margin. On CIFAR-10, our model also improves upon state-of-the-art results.
Zhourong Chen, Yang Li 0058, Samy Bengio, Si Si
CVPR2
2019 Learning to Screen for Fast Softmax Inference on Large Vocabulary Neural Networks
Patrick H. Chen, Si Si, Sanjiv Kumar, Yang Li 0058, Cho-Jui Hsieh
ICLR (Poster)4
2019 Area Attention
abstract
Existing attention mechanisms are trained to attend to individual items in a collection (the memory) with a predefined, fixed granularity, e.g., a word token or an image grid. We propose area attention: a way to attend to areas in the memory, where each area contains a group of items that are structurally adjacent, e.g., spatially for a 2D memory such as images, or temporally for a 1D memory such as natural language sentences. Importantly, the shape and the size of an area are dynamically determined via learning, which enables a model to attend to information with varying granularity. Area attention can easily work with existing model architectures such as multi-head attention for simultaneously attending to multiple areas in the memory. We evaluate area attention on two tasks: neural machine translation (both character and token-level) and image captioning, and improve upon strong (state-of-the-art) baselines in all the cases. These improvements are obtainable with a basic form of area attention that is parameter free.
Yang Li 0058, Lukasz Kaiser, Samy Bengio, Si Si
ICML1
2019 Cluster-GCN: An Efficient Algorithm for Training Deep and Large Graph Convolutional Networks
abstract
Graph convolutional network (GCN) has been successfully applied to many graph-based applications; however, training a large-scale GCN remains challenging. Current SGD-based algorithms suffer from either a high computational cost that exponentially grows with number of GCN layers, or a large space requirement for keeping the entire graph and the embedding of each node in memory. In this paper, we propose Cluster-GCN, a novel GCN algorithm that is suitable for SGD-based training by exploiting the graph clustering structure. Cluster-GCN works as the following: at each step, it samples a block of nodes that associate with a dense subgraph identified by a graph clustering algorithm, and restricts the neighborhood search within this subgraph. This simple but effective strategy leads to significantly improved memory and computational efficiency while being able to achieve comparable test accuracy with previous algorithms. To test the scalability of our algorithm, we create a new Amazon2M data with 2 million nodes and 61 million edges which is more than 5 times larger than the previous largest publicly available dataset (Reddit). For training a 3-layer GCN on this data, Cluster-GCN is faster than the previous state-of-the-art VR-GCN (1523 seconds vs 1961 seconds) and using much less memory (2.2GB vs 11.2GB). Furthermore, for training 4 layer GCN on this data, our algorithm can finish in around 36 minutes while all the existing GCN training algorithms fail to train due to the out-of-memory issue. Furthermore, Cluster-GCN allows us to train much deeper GCN without much time and memory overhead, which leads to improved prediction accuracy---using a 5-layer Cluster-GCN, we achieve state-of-the-art test F1 score 99.36 on the PPI dataset, while the previous best result was 98.71 by~\citezhang2018gaan.
Wei-Lin Chiang, Xuanqing Liu, Si Si, Yang Li 0058, Samy Bengio, Cho-Jui Hsieh
KDD4
2019 Robustness Verification of Tree-based Models
abstract
We study the robustness verification problem of tree based models, including random forest (RF) and gradient boosted decision tree (GBDT). Formal robustness verification of decision tree ensembles involves finding the exact minimal adversarial perturbation or a guaranteed lower bound of it. Existing approaches cast this verification problem into a mixed integer linear programming (MILP) problem, which finds the minimal adversarial distortion in exponential time so is impractical for large ensembles. Although this verification problem is NP-complete in general, we give a more precise complexity characterization. We show that there is a simple linear time algorithm for verifying a single tree, and for tree ensembles the verification problem can be cast as a max-clique problem on a multi-partite boxicity graph. For low dimensional problems when boxicity can be viewed as constant, this reformulation leads to a polynomial time algorithm. For general problems, by exploiting the boxicity of the graph, we devise an efficient verification algorithm that can give tight lower bounds on robustness of decision tree ensembles, and allows iterative improvement and any-time termination. On RF/GBDT models trained on a variety of datasets, we significantly outperform the lower bounds obtained by relaxing the MILP formulation into a linear program (LP), and are hundreds times faster than solving MILPs to get the exact minimal adversarial distortion. Our proposed method is capable of giving tight robustness verification bounds on large GBDTs with hundreds of deep trees.
Hongge Chen, Huan Zhang 0001, Si Si, Yang Li 0058, Duane S. Boning, Cho-Jui Hsieh
NeurIPS4
2019 A Unified Framework for Data Poisoning Attack to Graph-based Semi-supervised Learning
abstract
In this paper, we proposed a general framework for data poisoning attacks to graph-based semi-supervised learning (G-SSL). In this framework, we first unify different tasks, goals and constraints into a single formula for data poisoning attack in G-SSL, then we propose two specialized algorithms to efficiently solve two important cases --- poisoning regression tasks under $\ell_2$-norm constraint and classification tasks under $\ell_0$-norm constraint. In the former case, we transform it into a non-convex trust region problem and show that our gradient-based algorithm with delicate initialization and update scheme finds the (globally) optimal perturbation. For the latter case, although it is an NP-hard integer programming problem, we propose a probabilistic solver that works much better than the classical greedy method. Lastly, we test our framework on real datasets and evaluate the robustness of G-SSL algorithms. For instance, on the MNIST binary classification problem (50000 training data with 50 labeled), flipping two labeled data is enough to make the model perform like random guess (around 50\% error).
Xuanqing Liu, Si Si, Jerry Zhu, Yang Li 0058, Cho-Jui Hsieh
NeurIPS4
2019 Gesture interaction in virtual reality
abstract
With the development of virtual reality (VR) and human-computer interaction technology, how to use natural and efficient interaction methods in the virtual environment has become a hot topic of research. Gesture is one of the most important communication methods of human beings, which can effectively express users’ demands. In the past few decades, gesture-based interaction has made significant progress. This article focuses on the gesture interaction technology and discusses the definition and classification of gestures, input devices for gesture interaction, and gesture interaction recognition technology. The application of gesture interaction technology in virtual reality is studied, the existing problems in the current gesture interaction are summarized, and the future development is prospected.
Yang Li 0058, Jin Huang 0009, Feng Tian 0001, Hongan Wang, Guozhong Dai
Virtual Real. Intell. Hardw.1
2019 Influence of multi-modality on moving target selection in virtual reality
abstract
Background Owing to recent advances in virtual reality (VR) technologies, effective user interaction with dynamic content in 3D scenes has become a research hotspot. Moving target selection is a basic interactive task in which the user performance research in tasks is significant to user interface design in VR. Different from the existing static target selection studies, the moving target selection in VR is affected by the change in target speed, angle and size, and lack of research on some key factors. Methods This study designs an experimental scenario in which the users play badminton under the condition of VR. By adding seven kinds of modal clues such as vision, audio, haptics, and their combinations, five kinds of moving speed and four kinds of serving angles, and the effect of these factors on the performance and subjective feelings in moving target selection in VR, is studied. Results The results show that the moving speed of the shuttlecock has a significant impact on the user performance. The angle of service has a significant impact on hitting rate, but has no significant impact on the hitting distance. The acquisition of the user performance by the moving target is mainly influenced by vision under the combined modalities; adding additional modalities can improve user performance. Although the hitting distance of the target is increased in the trimodal condition, the hitting rate decreases. Conclusion This study analyses the results of user performance and subjective perception, and then provides suggestions on the combination of modality clues in different scenarios.
Yang Li 0058, Jin Huang 0009, Feng Tian 0001, Hongan Wang, Guozhong Dai
Virtual Real. Intell. Hardw.1
2018 Investigating Cursor-based Interactions to Support Non-Visual Exploration in the Real World
abstract
The human visual system processes complex scenes to focus attention on relevant items. However, blind people cannot visually skim for an area of interest. Instead, they use a combination of contextual information, knowledge of the spatial layout of their environment, and interactive scanning to find and attend to specific items. In this paper, we define and compare three cursor-based interactions to help blind people attend to items in a complex visual scene: window cursor (move their phone to scan), finger cursor (point their finger to read), and touch cursor (drag their finger on the touchscreen to explore). We conducted a user study with 12 participants to evaluate the three techniques on four tasks, and found that: window cursor worked well for locating objects on large surfaces, finger cursor worked well for accessing control panels, and touch cursor worked well for helping users understand spatial layouts. A combination of multiple techniques will likely be best for supporting a variety of everyday tasks for blind users.
Anhong Guo, Saige McVea, Xu Wang 0016, Patrick Clary, Kenneth J. Goldman, Yang Li 0058, Jeffrey P. Bigham
ASSETS6
2018 Doppio: Tracking UI Flows and Code Changes for App Development
abstract
Developing interactive systems often involves a large set of callback functions for handling user interaction, which makes it challenging to manage UI behaviors, create descriptive documentation, and track code revisions. We developed Doppio, a tool that automatically tracks and visualizes UI flows and their changes based on source code. For each input event listener of a widget, e.g., onClick of an Android View class, Doppio captures and associates its UI output from a program execution with its code snippet from the codebase. It automatically generates a screenflow diagram organized by the callback methods and interaction flow, where developers can review the code and UI revisions interactively. Doppio, as an IDE plugin, is seamlessly integrated into a common development workflow. Our studies show that our tool is able to generate quality visual documentation and helped participants understand unfamiliar source code and track changes.
Pei-Yu Chi, Sen-Po Hu, Yang Li 0058
CHI3
2018 Predicting Human Performance in Vertical Menu Selection Using Deep Learning
abstract
Predicting human performance in interaction tasks allows designers or developers to understand the expected performance of a target interface without actually testing it with real users. In this work, we present a deep neural net to model and predict human performance in performing a sequence of UI tasks. In particular, we focus on a dominant class of tasks, i.e., target selection from a vertical list or menu. We experimented with our deep neural net using a public dataset collected from a desktop laboratory environment and a dataset collected from hundreds of touchscreen smartphone users via crowdsourcing. Our model significantly outperformed previous methods on these datasets. Importantly, our method, as a deep model, can easily incorporate additional UI attributes such as visual appearance and content semantics without changing model architectures. By understanding about how a deep learning model learns from human behaviors, our approach can be seen as a vehicle to discover new patterns about human behaviors to advance analytical modeling.
Yang Li 0058, Samy Bengio, Gilles Bailly
CHI1
2018 Analysis and Modeling of Grid Performance on Touchscreen Mobile Devices
abstract
Touchscreen mobile devices can afford rich interaction behaviors but they are complex to model. Scrollable two-dimensional grids are a common user interface on mobile devices that allow users to access a large number of items on a small screen by direct touch. By analyzing touch input and eye gaze of users during grid interaction, we reveal how multiple performance components come into play in such a task, including navigation, visual search and pointing. These findings inspired us to design a novel predictive model that combines these components for modeling grid tasks. We realized these model components by employing both traditional analytical methods and data-driven machine learning approaches. In addition to showing high accuracy achieved by our model in predicting human performance on a test dataset, we demonstrate how such a model can lead to a significant reduction in interaction time when used in a predictive user interface.
Ken Pfeuffer, Yang Li 0058
CHI2
2018 M3 Gesture Menu: Design and Experimental Analyses of Marking Menus for Touchscreen Mobile Interaction
abstract
Despite their learning advantages in theory, marking menus have faced adoption challenges in practice, even on today's touchscreen-based mobile devices. We address these challenges by designing, implementing, and evaluating multiple versions of M3 Gesture Menu (M3), a reimagination of marking menus targeted at mobile interfaces. M3 is defined on a grid rather than in a radial space, relies on gestural shapes rather than directional marks, and has constant and stationary space use. Our first controlled experiment on expert performance showed M3 was faster and less error-prone by a factor of two than traditional marking menus. A second experiment on learning demonstrated for the first time that users could successfully transition to recall-based execution of a dozen commands after three ten-minute practice sessions with both M3 and Multi-Stroke Marking Menu. Together, M3, with its demonstrated resolution, learning, and space use benefits, contributes to the design and understanding of menu selection in the mobile-first era of end-user computing.
Jingjie Zheng, Xiaojun Bi 0001, Yang Li 0058, Shumin Zhai
CHI4
2018 GroupReduce: Block-Wise Low-Rank Approximation for Neural Language Model Shrinking
abstract
Model compression is essential for serving large deep neural nets on devices with limited resources or applications that require real-time responses. For advanced NLP problems, a neural language model usually consists of recurrent layers (e.g., using LSTM cells), an embedding matrix for representing input tokens, and a softmax layer for generating output tokens. For problems with a very large vocabulary size, the embedding and the softmax matrices can account for more than half of the model size. For instance, the bigLSTM model achieves state-of-the-art performance on the One-Billion-Word (OBW) dataset with around 800k vocabulary, and its word embedding and softmax matrices use more than 6GBytes space, and are responsible for over 90\% of the model parameters. In this paper, we propose GroupReduce, a novel compression method for neural language models, based on vocabulary-partition (block) based low-rank matrix approximation and the inherent frequency distribution of tokens (the power-law distribution of words). We start by grouping words into $c$ blocks based on their frequency, and then refine the clustering iteratively by constructing weighted low-rank approximation for each block, where the weights are based the frequencies of the words in the block. The experimental results show our method can significantly outperform traditional compression methods such as low-rank approximation and pruning. On the OBW dataset, our method achieved 6.6x compression rate for the embedding and softmax matrices, and when combined with quantization, our method can achieve 26x compression rate without losing prediction accuracy.
Patrick H. Chen, Si Si, Yang Li 0058, Ciprian Chelba, Cho-Jui Hsieh
NeurIPS3
2017 Rico: A Mobile App Dataset for Building Data-Driven Design Applications
abstract
Data-driven models help mobile app designers understand best practices and trends, and can be used to make predictions about design performance and support the creation of adaptive UIs. This paper presents Rico, the largest repository of mobile app designs to date, created to support five classes of data-driven applications: design search, UI layout generation, UI code generation, user interaction modeling, and user perception prediction. To create Rico, we built a system that combines crowdsourcing and automation to scalably mine design and interaction data from Android apps at runtime. The Rico dataset contains design data from more than 9.7k Android apps spanning 27 categories. It exposes visual, textual, structural, and interactive design properties of more than 72k unique UI screens. To demonstrate the kinds of applications that Rico enables, we present results from training an autoencoder for UI layout similarity, which supports query- by-example search over UIs.
Biplab Deka, Zifeng Huang, Chad Franzen, Joshua Hibschman, Daniel Afergan, Yang Li 0058, Jeffrey Nichols 0001, Ranjitha Kumar
UIST6
2017 ZIPT: Zero-Integration Performance Testing of Mobile App Designs
abstract
To evaluate the performance of mobile app designs, designers and researchers employ techniques such as A/B, usability, and analytics-driven testing. While these are all useful strategies for evaluating known designs, comparing many divergent solutions to identify the most performant remains a costly and difficult problem. This paper introduces a design performance testing approach that leverages existing app implementations and crowd workers to enable comparative testing at scale. This approach is manifest in ZIPT, a zero-integration performance testing platform that allows designers to collect detailed design and interaction data over any Android app -- including apps they do not own and did not build. Designers can deploy scripted tests via ZIPT to collect aggregate user performance metrics (e.g., completion rate, time on task) and qualitative feedback over third-party apps. Through case studies, we demonstrate that designers can use ZIPT's aggregate data and visualizations to understand the relative performance of interaction patterns found in the wild, and identify usability issues in existing Android apps.
Biplab Deka, Zifeng Huang, Chad Franzen, Jeffrey Nichols 0001, Yang Li 0058, Ranjitha Kumar
UIST5
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.2
2016 Enhancing Cross-Device Interaction Scripting with Interactive Illustrations
abstract
Cross-device interactions involve input and output on multiple computing devices. Implementing and reasoning about interactions that cover multiple devices with a diversity of form factors and capabilities can be complex. To assist developers in programming cross-device interactions, we created DemoScript, a technique that automatically analyzes a cross-device interaction program while it is being written. DemoScript visually illustrates the step-by-step execution of a selected portion or the entire program with a novel, automatically generated cross-device storyboard visualization. In addition to helping developers understand the behavior of the program, DemoScript also allows developers to revise their program by interactively manipulating the cross-device storyboard. We evaluated DemoScript with 8 professional programmers and found that DemoScript significantly improved development efficiency by helping developers interpret and manage cross-device interaction; it also encourages testing to think through the script in a development process.
Pei-Yu Chi, Yang Li 0058, Björn Hartmann
CHI2
2016 Gesture morpher: video-based retargeting of multi-touch interactions
abstract
We present Gesture Morpher, a tool for prototyping and testing multi-touch interactions based on video recordings of target application behaviors, e.g., a sequence of screenshots recorded by a screen capture tool. Gesture Morpher extracts continuous behaviors from video recordings, such as transformations of UI content, and suggests a set of multi-touch interactions that are suitable for achieving these behaviors. Designers can easily test different interactions on a touch device with visual response that is automatically synthesized from the video recording, all without any programming. We discuss a range of multi-touch interaction scenarios Gesture Morpher supports, our method for extracting continuous interaction behaviors from video recordings, and techniques for associating touch-input with the output effect extracted from the videos.
Ramik Sadana, Yang Li 0058
MobileHCI2
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
UIST2
2016 Using Audio Cues to Support Motion Gesture Interaction on Mobile Devices
abstract
Motion gestures are an underutilized input modality for mobile interaction despite numerous potential advantages. Negulescu et al. found that the lack of feedback on attempted motion gestures made it difficult for participants to diagnose and correct errors, resulting in poor recognition performance and user frustration. In this article, we describe and evaluate a training and feedback technique, Glissando , which uses audio characteristics to provide feedback on the system’s interpretation of user input. This technique enables feedback by verbally confirming correct gestures and notifying users of errors in addition to providing continuous feedback by manipulating the pitch of distinct musical notes mapped to each of three dimensional axes in order to provide both spatial and temporal information.
Sarah Morrison-Smith, Megan Hofmann, Yang Li 0058, Jaime Ruiz 0002
ACM Trans. Appl. Percept.3
2016 Beyond the Touchscreen: An Exploration of Extending Interactions on Commodity Smartphones
abstract
Most smartphones today have a rich set of sensors that could be used to infer input (e.g., accelerometer, gyroscope, microphone); however, the primary mode of interaction is still limited to the front-facing touchscreen and several physical buttons on the case. To investigate the potential opportunities for interactions supported by built-in sensors, we present the implementation and evaluation of BeyondTouch, a family of interactions to extend and enrich the input experience of a smartphone. Using only existing sensing capabilities on a commodity smartphone, we offer the user a wide variety of additional inputs on the case and the surface adjacent to the smartphone. Although most of these interactions are implemented with machine learning methods, compact and robust rule-based detection methods can also be applied for recognizing some interactions by analyzing physical characteristics of tapping events on the phone. This article is an extended version of Zhang et al. [2015], which solely covered gestures implemented by machine learning methods. We extended our previous work by adding gestures implemented with rule-based methods, which works well with different users across devices without collecting any training data. We outline the implementation of both machine learning and rule-based methods for these interaction techniques and demonstrate empirical evidence of their effectiveness and usability. We also discuss the practicality of BeyondTouch for a variety of application scenarios and compare the two different implementation methods.
Cheng Zhang 0011, Anhong Guo, Dingtian Zhang, Yang Li 0058, Caleb Southern, Rosa I. Arriaga, Gregory D. Abowd
ACM Trans. Interact. Intell. Syst.4
2015 Weave: Scripting Cross-Device Wearable Interaction
abstract
We present Weave, a framework for developers to create cross-device wearable interaction by scripting. Weave provides a set of high-level APIs, based on JavaScript, for developers to easily distribute UI output and combine sensing events and user input across mobile and wearable devices. Weave allows developers to focus on their target interaction behaviors and manipulate devices regarding their capabilities and affordances, rather than low-level specifications. Weave also contributes an integrated authoring environment for developers to program and test cross-device behaviors, and when ready, deploy these behaviors to its runtime environment on users' ad-hoc network of devices. An evaluation of Weave with 12 participants on a range of tasks revealed that Weave significantly reduced the effort of developers for creating and iterating on cross-device interaction.
Pei-Yu Chi, Yang Li 0058
CHI2
2015 Gesture On: Enabling Always-On Touch Gestures for Fast Mobile Access from the Device Standby Mode
abstract
A significant percentage of mobile interaction involves short-period usages that originate from the standby mode-users wake up a device by pressing the power button, unlock the device by authenticating themselves, and then search for a target app or functionality on the device. These additional steps preceding a target task imposes significant overhead on users for each mobile device access. To address the issue, we developed Gesture On, a system that enables gesture shortcuts in the standby mode by which a user can draw a gesture on the touchscreen before the screen is turned on. Based on the gesture, our system directly brings up a target item onto the screen that bypasses all these additional steps in a mobile access. This paper examines several challenges in realizing Gesture On, including robustly rejecting accidental touches when the device is in standby, battery consumption incurred for continuous sensing and gesture-based user authentication methods for automatically device unlocking. Our analyses based on a set of user data indicated that Gesture On demonstrates a feasible approach for leveraging the standby mode for fast access to mobile content.
Hao Lü, Yang Li 0058
CHI2
2015 3D model-based continuous emotion recognition
abstract
We propose a real-time 3D model-based method that continuously recognizes dimensional emotions from facial expressions in natural communications. In our method, 3D facial models are restored from 2D images, which provide crucial clues for the enhancement of robustness to overcome large changes including out-of-plane head rotations, fast head motions and partial facial occlusions. To accurately recognize the emotion, a novel random forest-based algorithm which simultaneously integrates two regressions for 3D facial tracking and continuous emotion estimation is constructed. Moreover, via the reconstructed 3D facial model, temporal information and user-independent emotion presentations are also taken into account through our image fusion process. The experimental results show that our algorithm can achieve state-of-the-art result with higher Pearson's correlation coefficient of continuous emotion recognition in real time.
Hui Chen 0020, Jiangdong Li, Fengjun Zhang, Yang Li 0058, Hongan Wang
CVPR4
2015 Emotional Tone-Based Audio Continuous Emotion Recognition
Hui Chen 0020, Yang Li 0058, Fengjun Zhang
MMM (2)3
2014 Gesturemote: interacting with remote displays through touch gestures
abstract
We present Gesturemote, a technique for interacting with remote displays through touch gestures on a handheld touch surface. By combining a variety of different touch gestures and connecting them smoothly, Gesturemote supports a wide range of interaction behaviors, from low pixel-level interaction such as pointing and clicking, to medium-level interaction such as structured navigation of a user interface, to high-level interaction such as invoking a function directly (e.g. shortcuts). Gesturemote requires no visual attention to use and thus is eyes-free. We received positive initial feedback for Gesturemote from the participants in an interview where we walked them through the design. In addition, we investigated the usability of our gesture-based target acquisition technique by comparing it with a trackpad in a target acquisition task. The results indicate that Gesturemote performs better when visual search is required and is preferable to a general-purpose trackpad.
Hao Lü, Matei Negulescu, Yang Li 0058
AVI3
2014 Gesture script: recognizing gestures and their structure using rendering scripts and interactively trained parts
abstract
Gesture-based interactions have become an essential part of the modern user interface. However, it remains challenging for developers to create gestures for their applications. This paper studies unistroke gestures, an important category of gestures defined by their single-stroke trajectories. We present Gesture Script, a tool for creating unistroke gesture recognizers. Gesture Script enhances example-based learning with interactive declarative guidance through rendering scripts and interactively trained parts. The structural information from the rendering scripts allows Gesture Script to synthesize gesture variations and generate a more accurate recognizer that also automatically extracts gesture attributes needed by applications. The results of our study with developers show that Gesture Script preserves the threshold of familiar example based gesture tools, while raising the ceiling of the recognizers created in such tools.
Hao Lü, James Fogarty, Yang Li 0058
CHI3
2014 InkAnchor: enhancing informal ink-based note taking on touchscreen mobile phones
abstract
Although touchscreen mobile phones are widely used for recording informal text notes (e.g., grocery lists, reminders and directions), the lack of efficient mechanisms for combining informal graphical content with text is a persistent challenge. In this paper, we present InkAnchor, a digital ink editor that allows users to easily create ink-based notes by finger drawing and writing on a mobile phone touchscreen. InkAnchor incorporates flexible anchoring, focus-plus-context input, content chunking, and lightweight editing mechanisms to support the capture of informal notes and annotations. We describe the design and evaluation of InkAnchor through a series of user studies, which revealed that the integrated support enabled by InkAnchor is a significant improvement over current mobile note taking applications on a range of mobile note-taking tasks.
Yang Li 0058, Edward Lank
CHI2
2014 GestKeyboard: enabling gesture-based interaction on ordinary physical keyboard
abstract
Stroke gestures are intuitive and efficient but often require gesture-capable input hardware such as a touchscreen. In this paper, we present GestKeyboard, a novel technique for gesturing over an ordinary, unmodified physical keyboard that remains the major input modality for existing desktop and laptop computers. We discuss an exploratory study for understanding the design space of gesturing on a physical keyboard and our algorithms for detecting gestures in a modeless way, without interfering with the keyboard's major functionality such as text entry and shortcuts activation. We explored various features for detecting gestures from a keyboard event stream. Our experiment based on the data collected from 10 participants indicated it is feasible to reliably detect gestures from normal keyboard use, 95% detection accuracy within a maximum latency of 200ms.
Haimo Zhang, Yang Li 0058
CHI2
2014 Teaching motion gestures via recognizer feedback
abstract
When using motion gestures, 3D movements of a mobile phone, as an input modality, one significant challenge is how to teach end users the movement parameters necessary to successfully issue a command. Is a simple video or image depicting movement of a smartphone sufficient? Or do we need three-dimensional depictions of movement on external screens to train users? In this paper, we explore mechanisms to teach end users motion gestures, examining two factors. The first factor is how to represent motion gestures: as icons that describe movement, video that depicts movement using the smartphone screen, or a Kinect-based teaching mechanism that captures and depicts the gesture on an external display in three-dimensional space. The second factor we explore is recognizer feedback, i.e. a simple representation of the proximity of a motion gesture to the desired motion gesture based on a distance metric extracted from the recognizer. We show that, by combining video with recognizer feedback, participants master motion gestures equally quickly as end users that learn using a Kinect. These results demonstrate the viability of training end users to perform motion gestures using only the smartphone display.
Ankit Kamal, Yang Li 0058, Edward Lank
IUI2
2014 Hierarchical route maps for efficient navigation
abstract
One of the difficulties with standard route maps is accessing to multi-scale routing information. The user needs to display maps in both a large scale to see details and a small scale to see an overview, but this requires tedious interaction such as zooming in and out. We propose to use a hierarchical structure for a route map, called a "Route Tree", to address this problem, and describe an algorithm to automatically construct such a structure. A Route Tree is a hierarchical grouping of all small route segments to allow quick access to meaningful large and small-scale views. We propose two Route Tree applications, "RouteZoom" for interactive map browsing and "TreePrint" for route information printing, to show the applicability and usability of the structure. We conducted a preliminary user study on RouteZoom, and the results showed that RouteZoom significantly lowers the interaction cost for obtaining information from a map compared to a traditional interactive map.
Yang Li 0058, Daisuke Sakamoto, Takeo Igarashi
IUI2
2014 Reflection: enabling event prediction as an on-device service for mobile interaction
abstract
By knowing which upcoming action a user might perform, a mobile application can optimize its user interface for accomplishing the task. However, it is technically challenging for developers to implement event prediction in their own application. We created Reflection, an on-device service that answers queries from a mobile application regarding which actions the user is likely to perform at a given time. Any application can register itself and communicate with Reflection via a simple API. Reflection continuously learns a prediction model for each application based on its evolving event history. It employs a novel method for prediction by 1) combining multiple well-designed predictors with an online learning method, and 2) capturing event patterns not only within but also across registered applications--only possible as an infrastructure solution. We evaluated Reflection with two sets of large-scale, in situ mobile event logs, which showed our infrastructure approach is feasible.
Yang Li 0058
UIST1
2014 Detecting tapping motion on the side of mobile devices by probabilistically combining hand postures
abstract
We contribute a novel method for detecting finger taps on the different sides of a smartphone, using the built-in motion sensors of the device. In particular, we discuss new features and algorithms that infer side taps by probabilistically combining estimates of tap location and the hand pose--the hand holding the device. Based on a dataset collected from 9 participants, our method achieved 97.3% precision and 98.4% recall on tap event detection against ambient motion. For detecting single-tap locations, our method outperformed an approach that uses inferred hand postures deterministically by 3% and an approach that does not use hand posture inference by 17%. For inferring the location of two consecutive side taps from the same direction, our method outperformed the two baseline approaches by 6% and 17% respectively. We discuss our insights into designing the detection algorithm and the implication on side tap-based interaction behaviors.
William McGrath, Yang Li 0058
UIST2
2014 Optimistic Programming of Touch Interaction
abstract
Touch-sensitive surfaces have become a predominant input medium for computing devices. In particular, multitouch capability of these devices has given rise to developing rich interaction vocabularies for “real” direct manipulation of user interfaces. However, the richness and flexibility of touch interaction often comes with significant complexity for programming these behaviors. Particularly, finger touches, though intuitive, are imprecise and lead to ambiguity. Touch input often involves coordinated movements of multiple fingers as opposed to the single pointer of a traditional WIMP interface. It is challenging in not only detecting the intended motion carried out by these fingers but also in determining the target objects being manipulated due to multiple focus points. Currently, developers often need to build touch behaviors by dealing with raw touch events that is effort consuming and error-prone. In this article, we present Touch, a tool that allows developers to easily specify their desired touch behaviors by demonstrating them live on a touch-sensitive device or selecting them from a list of common behaviors. Developers can then integrate these touch behaviors into their application as resources and via an API exposed by our runtime framework. The integrated tool support enables developers to think and program optimistically about how these touch interactions should behave, without worrying about underlying complexity and technical details in detecting target behaviors and invoking application logic. We discuss the design of several novel inference algorithms that underlie these tool supports and evaluate them against a multitouch dataset that we collected from end users. We also demonstrate the usefulness of our system via an example application.
Yang Li 0058, Hao Lü, Haimo Zhang
ACM Trans. Comput. Hum. Interact.1
2013 FFitts law: modeling finger touch with fitts' law
abstract
Fitts' law has proven to be a strong predictor of pointing performance under a wide range of conditions. However, it has been insufficient in modeling small-target acquisition with finger-touch based input on screens. We propose a dual-distribution hypothesis to interpret the distribution of the endpoints in finger touch input. We hypothesize the movement endpoint distribution as a sum of two independent normal distributions. One distribution reflects the relative precision governed by the speed-accuracy tradeoff rule in the human motor system, and the other captures the absolute precision of finger touch independent of the speed-accuracy tradeoff effect. Based on this hypothesis, we derived the FFitts model - an expansion of Fitts' law for finger touch input. We present three experiments in 1D target acquisition, 2D target acquisition and touchscreen keyboard typing tasks respectively. The results showed that FFitts law is more accurate than Fitts' law in modeling finger input on touchscreens. At 0.91 or a greater R2 value, FFitts' index of difficulty is able to account for significantly more variance than conventional Fitts' index of difficulty based on either a nominal target width or an effective target width in all the three experiments.
Xiaojun Bi 0001, Yang Li 0058, Shumin Zhai
CHI2
2013 Gesture studio: authoring multi-touch interactions through demonstration and declaration
abstract
The prevalence of multi-touch devices opens the space for rich interactions. However, the complexity for creating multi-touch interactions hinders this potential. In this paper, we present Gesture Studio, a tool for creating multi-touch interaction behaviors by combining the strength of two distinct but complementary approaches: programming by demonstration and declaration. We employ an intuitive video-authoring metaphor for developers to demonstrate touch gestures, compose complicated behaviors, test these behaviors in the tool and export them as source code that can be integrated into the developers' project.
Hao Lü, Yang Li 0058
CHI2
2013 CrowdLearner: rapidly creating mobile recognizers using crowdsourcing
abstract
Mobile applications can offer improved user experience through the use of novel modalities and user context. However, these new input dimensions often require recognition-based techniques, with which mobile app developers or designers may not be familiar. Furthermore, the recruiting, data collection and labeling, necessary for using these techniques, are usually time-consuming and expensive. We present CrowdLearner, a framework based on crowdsourcing to automatically generate recognizers using mobile sensor input such as accelerometer or touchscreen readings. CrowdLearner allows a developer to easily create a recognition task, distribute it to the crowd, and monitor its progress as more data becomes available. We deployed CrowdLearner to a crowd of 72 mobile users over a period of 2.5 weeks. We evaluated the system by experimenting with 6 recognition tasks concerning motion gestures, touchscreen gestures, and activity recognition. The experimental results indicated that CrowdLearner enables a developer to quickly acquire a usable recognizer for their specific application by spending a moderate amount of money, often less than $10, in a short period of time, often in the order of 2 hours. Our exploration also revealed challenges and provided insights into the design of future crowdsourcing systems for machine learning tasks.
Shahriyar Amini, Yang Li 0058
UIST2
2013 Open project: a lightweight framework for remote sharing of mobile applications
abstract
The form factor of mobile devices remains small while their computing power grows at an accelerated rate. Prior work has explored expanding the output space by leveraging free displays in the environment. However, existing solutions often do not scale. In this paper we discuss Open Project, an end-to-end framework that allows a user to "project" a native mobile application onto a display using a phone camera, leveraging interaction spaces ranging from a PC monitor to a public wall-sized display. Any display becomes projectable instantaneously by simply accessing the lightweight Open Project server via a web browser. By distributing computation load onto each projecting mobile device, our framework easily scales for hosting many projection sessions and devices simultaneously. Our performance experiments and user studies indicated that Open Project supported a variety of useful collaborative, sharing scenarios and performed reliably in diverse settings.
Matei Negulescu, Yang Li 0058
UIST2
2012 Gesture-based interaction: a new dimension for mobile user interfaces
abstract
Today, smart phones with touchscreens and sensors are the predominant, fastest growing class of consumer computing devices. However, because these devices are used in diverse situations, and have unique capabilities and form factors, they also raise new user interface challenges, and at the same time, offer great opportunities for impactful HCI research.
Yang Li 0058
AVI1
2012 Tap, swipe, or move: attentional demands for distracted smartphone input
abstract
Smartphones are frequently used in environments where the user is distracted by another task, for example by walking or by driving. While the typical interface for smartphones involves hardware and software buttons and surface gestures, researchers have recently posited that, for distracted environments, benefits may exist in using motion gestures to execute commands. In this paper, we examine the relative cognitive demands of motion gestures and surface taps and gestures in two specific distracted scenarios: a walking scenario, and an eyes-free seated scenario. We show, first, that there is no significant difference in reaction time for motion gestures, taps, or surface gestures on smartphones. We further show that motion gestures result in significantly less time looking at the smartphone during walking than does tapping on the screen, even with interfaces optimized for eyes-free input. Taken together, these results show that, despite somewhat lower throughput, there may be benefits to making use of motion gestures as a modality for distracted input on smartphones.
Matei Negulescu, Jaime Ruiz 0002, Yang Li 0058, Edward Lank
AVI3
2012 Gesture coder: a tool for programming multi-touch gestures by demonstration
abstract
Multi-touch gestures have become popular on a wide range of touchscreen devices, but the programming of these gestures remains an art. It is time-consuming and error-prone for a developer to handle the complicated touch state transitions that result from multiple fingers and their simultaneous movements. In this paper, we present Gesture Coder, which by learning from a few examples given by the developer automatically generates code that recognizes multi-touch gestures, tracks their state changes and invokes corresponding application actions. Developers can easily test the generated code in Gesture Coder, refine it by adding more examples, and once they are satisfied with its performance integrate the code into their applications. We evaluated our learning algorithm exhaustively with various conditions over a large set of noisy data. Our results show that it is sufficient for rapid prototyping and can be improved with higher quality and more training data. We also evaluated Gesture Coder's usability through a within-subject study in which we asked participants to implement a set of multi-touch interactions with and without Gesture Coder. The results show overwhelmingly that Gesture Coder significantly lowers the threshold of programming multi-touch gestures.
Hao Lü, Yang Li 0058
CHI2
2012 Bootstrapping personal gesture shortcuts with the wisdom of the crowd and handwriting recognition
abstract
Personal user-defined gesture shortcuts have shown great potential for accessing the ever-growing amount of data and computing power on touchscreen mobile devices. However, their lack of scalability is a major challenge for their wide adoption. In this paper, we present Gesture Marks, a novel approach to touch-gesture interaction that allows a user to access applications and websites using gestures without having to define them first. It offers two distinctive solutions to address the problem of scalability. First, it leverages the "wisdom of the crowd", a continually evolving library of gesture shortcuts that are collected from the user population, to infer the meaning of gestures that a user never defined himself. Second, it combines an extensible template-based gesture recognizer with a specialized handwriting recognizer to even better address handwriting-based gestures, which are a common form of gesture shortcut. These approaches effectively bootstrap a user's personal gesture library, alleviating the need to define most gestures manually. Our work was motivated and validated via a series of user studies, and the findings from these studies add to the body of knowledge on gesture-based interaction.
Tom Ouyang, Yang Li 0058
CHI2
2011 Experimental analysis of touch-screen gesture designs in mobile environments
abstract
Direct-touch interaction on mobile phones revolves around screens that compete for visual attention with users' real-world tasks and activities. This paper investigates the impact of these situational impairments on touch-screen interaction. We probe several design factors for touch-screen gestures, under various levels of environmental demands on attention, in comparison to the status-quo approach of soft buttons. We find that in the presence of environmental distractions, gestures can offer significant performance gains and reduced attentional load, while performing as well as soft buttons when the user's attention is focused on the phone. In fact, the speed and accuracy of bezel gestures did not appear to be significantly affected by environment, and some gestures could be articulated eyes-free, with one hand. Bezel-initiated gestures offered the fastest performance, and mark-based gestures were the most accurate. Bezel-initiated marks therefore may offer a promising approach for mobile touch-screen interaction that is less demanding of the user's attention.
Andrew Bragdon, Eugene Nelson, Yang Li 0058, Ken Hinckley
CHI3
2011 Deep shot: a framework for migrating tasks across devices using mobile phone cameras
abstract
A user task often spans multiple heterogeneous devices, e.g., working on a PC in the office and continuing the work on a laptop or a mobile phone while commuting on a shuttle. However, there is a lack of support for users to easily migrate their tasks across devices. To address this problem, we created Deep Shot, a framework for capturing the user's work state that is needed for a task (e.g., the specific part of a webpage being viewed) and resuming it on a different device. In particular, Deep Shot supports two novel and intuitive interaction techniques, deep shooting and deep posting, for pulling and pushing work states, respectively, using a mobile phone camera. In addition, Deep Shot provides a concise API for developers to leverage its services and make their application states migratable. We demonstrated that Deep Shot can be used to support a range of everyday tasks migrating across devices. An evaluation consisting of a series of experiments showed that our framework and techniques are feasible.
Tsung-Hsiang Chang, Yang Li 0058
CHI2
2011 Gesture avatar: a technique for operating mobile user interfaces using gestures
abstract
Finger-based touch input has become a major interaction modality for mobile user interfaces. However, due to the low precision of finger input, small user interface components are often difficult to acquire and operate on a mobile device. It is even harder when the user is on the go and unable to pay close attention to the interface. In this paper, we present Gesture Avatar, a novel interaction technique that allows users to operate existing arbitrary user interfaces using gestures. It leverages the visibility of graphical user interfaces and the casual interaction of gestures. Gesture Avatar can be used to enhance a range of mobile interactions. A user study we conducted showed that compared to Shift (an alternative technique for target acquisition tasks), Gesture Avatar performed at a much lower error rate on various target sizes and significantly faster on small targets (1mm). It also showed that using Gesture Avatar while walking did not significantly impact its performance, which makes it suitable for mobile uses.
Hao Lü, Yang Li 0058
CHI2
2011 DoubleFlip: a motion gesture delimiter for mobile interaction
abstract
To make motion gestures more widely adopted on mobile devices it is important that devices be able to distinguish between motion intended for mobile interaction and every-day motion. In this paper, we present DoubleFlip, a unique motion gesture designed as an input delimiter for mobile motion-based interaction. The DoubleFlip gesture is distinct from regular motion of a mobile device. Based on a collection of 2,100 hours of motion data captured from 99 users, we found that our DoubleFlip recognizer is extremely resistant to false positive conditions, while still achieving a high recognition rate. Since DoubleFlip is easy to perform and unlikely to be accidentally invoked, it provides an always-active input event for mobile interaction.
Jaime Ruiz 0002, Yang Li 0058
CHI2
2011 User-defined motion gestures for mobile interaction
abstract
Modern smartphones contain sophisticated sensors to monitor three-dimensional movement of the device. These sensors permit devices to recognize motion gestures - deliberate movements of the device by end-users to invoke commands. However, little is known about best-practices in motion gesture design for the mobile computing paradigm. To address this issue, we present the results of a guessability study that elicits end-user motion gestures to invoke commands on a smartphone device. We demonstrate that consensus exists among our participants on parameters of movement and on mappings of motion gestures onto commands. We use this consensus to develop a taxonomy for motion gestures and to specify an end-user inspired motion gesture set. We highlight the implications of this work to the design of smartphone applications and hardware. Finally, we argue that our results influence best practices in design for all gestural interfaces.
Jaime Ruiz 0002, Yang Li 0058, Edward Lank
CHI2
2010 Protractor: a fast and accurate gesture recognizer
abstract
Protractor is a novel gesture recognizer that can be easily implemented and quickly customized for different users. Protractor uses a nearest neighbor approach, which recognizes an unknown gesture based on its similarity to each of the known gestures, e.g., training samples or examples given by a user. In particular, it employs a novel method to measure the similarity between gestures, by calculating a minimum angular distance between them with a closed-form solution. As a result, Protractor is more accurate, naturally covers more gesture variation, runs significantly faster and uses much less memory than its peers. This makes Protractor suitable for mobile computing, which is limited in processing power and memory. An evaluation on both a previously published gesture data set and a newly collected gesture data set indicates that Protractor outperforms its peers in many aspects.
Yang Li 0058
CHI1
2010 Gesture search: a tool for fast mobile data access
abstract
Modern mobile phones can store a large amount of data, such as contacts, applications and music. However, it is difficult to access specific data items via existing mobile user interfaces. In this paper, we present Gesture Search, a tool that allows a user to quickly access various data items on a mobile phone by drawing gestures on its touch screen. Gesture Search contributes a unique way of combining gesture-based interaction and search for fast mobile data access. It also demonstrates a novel approach for coupling gestures with standard GUI interaction. A real world deployment with mobile phone users showed that Gesture Search enabled fast, easy access to mobile data in their day-to-day lives. Gesture Search has been released to public and is currently in use by hundreds of thousands of mobile users. It was rated positively by users, with a mean of 4.5 out of 5 for over 5000 ratings.
Yang Li 0058
UIST1