EDBT 2026 Demo / reviewers in the wild / expert
Krzysztof Z. Gajos
dblp:g/KrzysztofZGajos · also Krzysztof Gajos
· DBLP profile ↗
84ranked-venue papers
13as first author
21since 2021 · last 2026
0000-0002-1897-9048ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 71 · 11 first-author · 20 since 2021Artificial intelligence and machine learning · 11 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 7 · 1 first-authorSystems, architecture and hardware · 3Applied, interdisciplinary, general and emerging computing · 3Software engineering, systems software and programming languages · 1Databases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Funding AI for Good: A Call for Meaningful EngagementabstractArtificial Intelligence for Social Good (AI4SG) is a growing area that explores AI’s potential to address social issues, such as public health. Yet prior work has shown limited evidence of its tangible benefits for intended communities, and projects frequently face real-world deployment and sustainability challenges. While existing HCI literature on AI4SG initiatives primarily focuses on the mechanisms of funded projects and their outcomes, much less attention has been given to the upstream funding agendas that influence project approaches. In this work, we conducted a reflexive thematic analysis of 35 funding documents, representing about $410 million USD in total investments. We uncovered a spectrum of conceptual framings of AI4SG and the approaches that funding rhetoric promoted: from biasing towards technology capacities (more techno-centric) to emphasizing contextual understanding of the social problems at hand alongside technology capacities (more balanced). Drawing on our findings on how funding documents construct AI4SG, we offer recommendations for funders to embed more balanced approaches in future funding call designs. We further discuss implications for how the HCI community can positively shape AI4SG funding design processes. Hongjin Lin, Anna Kawakami, Catherine D'Ignazio, Kenneth Holstein, Krzysztof Z. Gajos |
CHI | 5 |
| 2026 | "It just requires so much more creativity": Barriers and Workarounds to Gathering Information for AI ContestationabstractGathering information about AI systems is essential for contesting their use; it forms the basis of arguments about how and to what extent AI is causing harm. Information thus plays a central role for advocates like lawyers, journalists, and auditors contesting harmful AI systems. However, there is little systematic understanding of how these actors, many of whom are newly encountering AI in their advocacy work, access and use information effectively in this process. Understanding this information work can offer valuable insights for supporting effective contestation of harmful AI systems—work that is typically taken on by underresourced advocacy groups to begin with. To better understand information work in AI contestation, we interviewed 18 advocates in the United States (US) who have contested the use of AI in high-stakes domains, such as public benefits and housing. We characterize advocates’ strategies for accessing information that is useful for contestation, including a range of creative yet resource-intensive and risky workarounds that they use to overcome opacity. We discuss implications of our findings for the effectiveness of popular transparency policy strategies in the US and offer additional ways to support the social fabric that makes advocates’ information work effective. Sohini Upadhyay, Dasha Pruss, Alicia DeVrio, Krzysztof Z. Gajos, Naveena Karusala |
CHI | 4 |
| 2026 | Offline Reinforcement Learning for Adaptive Support in AI-Assisted Decision-MakingabstractAI decision-support tools typically offer a fixed type of assistance, like AI recommendations and explanations, regardless of the specific decision, individual, or broader context. This fixed design has been shown to hinder both human-AI decision accuracy and human skill improvement in the task. We posit that AI assistance needs to be dynamic, changing in response to contextual factors (e.g., AI uncertainty, task difficulty), individual differences, and specified objectives (e.g., decision accuracy, skill improvement). To enable such adaptive support, we propose reinforcement learning (RL) as a general approach for modeling human-AI decision-making to optimize human-AI interaction for diverse objectives. RL enables optimizing various objectives in AI-assisted decision-making by tailoring and adaptively providing decision support to humans - the right type of assistance, to the right person, at the right time. We instantiated our approach with two objectives: human-AI accuracy on the decision-making task and human skill improvement (i.e., learning about the task) and learned decision support policies from previous human-AI interaction data. We compared the optimized policies against several baselines in AI-assisted decision-making. Across two experiments (N = 316 and N = 964), our results consistently demonstrated that people interacting with policies optimized for accuracy achieve significantly higher accuracy - and even human-AI complementarity - compared to those interacting with any other type of AI support. Our results further indicated that human learning was more difficult to optimize than accuracy. While the policies learned the best available actions to optimize learning, participants who interacted with learning-optimized policies showed significant learning improvement only at times. Our research (1) demonstrates offline RL to be a promising approach to model the dynamics of human-AI decision-making, leading to policies that may optimize various objectives and provide novel insights about the AI-assisted decision-making space, and (2) emphasizes the importance of considering skill improvement and other human-centric objectives beyond accuracy in AI-assisted decision-making, opening up the novel research challenge of optimizing human-AI interaction for such objectives. Zana Buçinca, Siddharth Swaroop, Amanda E. Paluch, Susan A. Murphy, Krzysztof Z. Gajos |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2025 | Contrastive Explanations That Anticipate Human Misconceptions Can Improve Human Decision-Making Skills
Zana Buçinca, Siddharth Swaroop, Amanda E. Paluch, Finale Doshi-Velez, Krzysztof Z. Gajos |
CHI | 5 |
| 2025 | Personalising AI Assistance Based on Overreliance Rate in AI-Assisted Decision Making
Siddharth Swaroop, Zana Buçinca, Krzysztof Z. Gajos, Finale Doshi-Velez |
IUI | 3 |
| 2025 | Counterfactual Explanations May Not Be the Best Algorithmic Recourse Approach
Sohini Upadhyay, Himabindu Lakkaraju, Krzysztof Z. Gajos |
IUI | 3 |
| 2025 | To Recommend or Not to Recommend: Designing and Evaluating AI-Enabled Decision Support for Time-Critical Medical EventsabstractAI-enabled decision-support systems aim to help medical providers rapidly make decisions with limited information during medical emergencies. A critical challenge in developing these systems is supporting providers in interpreting the system output to make optimal treatment decisions. In this study, we designed and evaluated an AI-enabled decision-support system to aid providers in treating patients with traumatic injuries. We first conducted user research with physicians to identify and design information types and AI outputs for a decision-support display. We then conducted an online experiment with 35 medical providers from six health systems to evaluate two human-AI interaction strategies: (1) AI information synthesis and (2) AI information and recommendations. We found that providers were more likely to make correct decisions when AI information and recommendations were provided compared to receiving no AI support. We also identified two socio-technical barriers to providing AI recommendations during time-critical medical events: (1) an accuracy-time trade-off in providing recommendations and (2) polarizing perceptions of recommendations between providers. We discuss three implications for developing AI-enabled decision support used in time-critical events, contributing to the limited research on human-AI interaction in this context. Angela Mastrianni, Mary S. Kim, Travis M. Sullivan, Genevieve J. Sippel, Randall S. Burd, Krzysztof Z. Gajos, Aleksandra Sarcevic |
Proc. ACM Hum. Comput. Interact. | 6 |
| 2025 | Bridging Ontologies of Neurological Conditions: Towards Patient-Centered Data Practices in Digital Phenotyping Research and DesignabstractAmidst the increasing datafication of healthcare, deep digital phenotyping is being explored in clinical research to gather comprehensive data that can improve understanding of neurological conditions. However, participants currently do not have access to this data due to researchers' apprehension around whether such data is interpretable or useful. This study focuses on patient perspectives on the potential of deep digital phenotyping data to benefit people with neurodegenerative diseases, such as ataxias, Parkinson's disease, and multiple system atrophy. We present an interview study (n=12) to understand how people with these conditions currently track their symptoms and how they envision interacting with their deep digital phenotyping data. We describe how participants envision the utility of this deep digital phenotyping data in relation to multiple stages of disease and stakeholders, especially its potential to bridge different and sometimes conflicting understandings of their condition. Looking towards a future in which patients have increased agency over their data and can use it to inform their care, we contribute implications for shaping patient-driven clinical research practices and deep digital phenotyping tools that serve a multiplicity of patient needs. Jianna So, Faye X. Yang, Krzysztof Z. Gajos, Naveena Karusala, Anoopum S. Gupta |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2024 | Hevelius Report: Visualizing Web-Based Mobility Test Data For Clinical Decision and Learning SupportabstractHevelius, a web-based computer mouse test, measures arm movement and has been shown to accurately evaluate severity for patients with Parkinson’s disease and ataxias. A Hevelius session produces 32 numeric features, which may be hard to interpret, especially in time-constrained clinical settings. This work aims to support clinicians (and other stakeholders) in interpreting and connecting Hevelius features to clinical concepts. Through an iterative design process, we developed a visualization tool (Hevelius Report) that (1) abstracts six clinically relevant concepts from 32 features, (2) visualizes patient test results, and compares them to results from healthy controls and other patients, and (3) is an interactive app to meet the specific needs in different usage scenarios. Then, we conducted a preliminary user study through an online interview with three clinicians who were not involved in the project. They expressed interest in using Hevelius Report, especially for identifying subtle changes in their patients’ mobility that are hard to capture with existing clinical tests. Future work will integrate the visualization tool into the current clinical workflow of a neurology team and conduct systematic evaluations of the tool’s usefulness, usability, and effectiveness. Hevelius Report represents a promising solution for analyzing fine-motor test results and monitoring patients’ conditions and progressions. Hongjin Lin, Tessa Han, Krzysztof Z. Gajos, Anoopum S. Gupta |
ASSETS | 3 |
| 2024 | "It's Better to be Grounded in Reality": a Speculative Exploration of Patient-Centered Digital Phenotyping for Neurological ConditionsabstractDigital phenotyping in clinical research provides objective measures when evaluating neurological conditions, such as ataxias and Parkinson’s disease. While the clinical validity of digital phenotyping data is yet to be fully determined, individual research results are not reported back to participants due to apprehension about how complex data types should be represented, the manner in which results should be communicated to patients, and the possibility of uncertain results being misinterpreted. However, researchers are calling for individual results to be made available to participants, respecting participants’ ownership of their quantified selves and improving transparency of research practices. To investigate how patients with progressive conditions might value seeing their data, we are conducting an interview study with neurology patients who have participated in digital phenotyping. We report initial findings from four participants, who expressed interest in using digital phenotyping data to 1) motivate their care, 2) make perception of their condition concrete, 3) reduce labor in tracking and communicating their condition, and 4) perceive their contributions to clinical research. This work points to exciting potential of patient-centered digital phenotyping to benefit patients’ understanding of themselves, and push forward a paradigm of ethical data report-back. Jianna So, Faye X. Yang, Anoopum S. Gupta, Krzysztof Z. Gajos |
ASSETS | 4 |
| 2024 | Understanding Contestability on the Margins: Implications for the Design of Algorithmic Decision-making in Public ServicesabstractPolicymakers have established that the ability to contest decisions made by or with algorithms is core to responsible artificial intelligence (AI). However, there has been a disconnect between research on contestability of algorithms, and what the situated practice of contestation looks like in contexts across the world, especially amongst communities on the margins. We address this gap through a qualitative study of follow-up and contestation in accessing public services for land ownership in rural India and affordable housing in the urban United States. We find there are significant barriers to exercising rights and contesting decisions, which intermediaries like NGO workers or lawyers work with communities to address. We draw on the notion of accompaniment in global health to highlight the open-ended work required to support people in navigating violent social systems. We discuss the implications of our findings for key aspects of contestability, including building capacity for contestation, human review, and the role of explanations. We also discuss how sociotechnical systems of algorithmic decision-making can embody accompaniment by taking on a higher burden of preventing denials and enabling contestation. Naveena Karusala, Sohini Upadhyay, Rajesh Veeraraghavan, Krzysztof Z. Gajos |
CHI | 4 |
| 2024 | Evaluating the Experience of LGBTQ+ People Using Large Language Model Based Chatbots for Mental Health SupportabstractLGBTQ+ individuals are increasingly turning to chatbots powered by large language models (LLMs) to meet their mental health needs. However, little research has explored whether these chatbots can adequately and safely provide tailored support for this demographic. We interviewed 18 LGBTQ+ and 13 non-LGBTQ+ participants about their experiences with LLM-based chatbots for mental health needs. LGBTQ+ participants relied on these chatbots for mental health support, likely due to an absence of support in real life. Notably, while LLMs offer prompt support, they frequently fall short in grasping the nuances of LGBTQ-specific challenges. Although fine-tuning LLMs to address LGBTQ+ needs can be a step in the right direction, it isn’t the panacea. The deeper issue is entrenched in societal discrimination. Consequently, we call on future researchers and designers to look beyond mere technical refinements and advocate for holistic strategies that confront and counteract the societal biases burdening the LGBTQ+ community. Zilin Ma, Yiyang Mei, Yinru Long, Zhaoyuan Su, Krzysztof Z. Gajos |
CHI | 5 |
| 2024 | Accuracy-Time Tradeoffs in AI-Assisted Decision Making under Time PressureabstractIn settings where users both need high accuracy and are time-pressured, such as doctors working in emergency rooms, we want to provide AI assistance that both increases decision accuracy and reduces decision-making time. Current literature focusses on how users interact with AI assistance when there is no time pressure, finding that different AI assistances have different benefits: some can reduce time taken while increasing overreliance on AI, while others do the opposite. The precise benefit can depend on both the user and task. In time-pressured scenarios, adapting when we show AI assistance is especially important: relying on the AI assistance can save time, and can therefore be beneficial when the AI is likely to be right. We would ideally adapt what AI assistance we show depending on various properties (of the task and of the user) in order to best trade off accuracy and time. We introduce a study where users have to answer a series of logic puzzles. We find that time pressure affects how users use different AI assistances, making some assistances more beneficial than others when compared to no-time-pressure settings. We also find that a user’s overreliance rate is a key predictor of their behaviour: overreliers and not-overreliers use different AI assistance types differently. We find marginal correlations between a user’s overreliance rate (which is related to the user’s trust in AI recommendations) and their personality traits (Big Five Personality traits). Overall, our work suggests that AI assistances have different accuracy-time tradeoffs when people are under time pressure compared to no time pressure, and we explore how we might adapt AI assistances in this setting. Siddharth Swaroop, Zana Buçinca, Krzysztof Z. Gajos, Finale Doshi-Velez |
IUI | 3 |
| 2024 | "Come to us first": Centering Community Organizations in Artificial Intelligence for Social Good PartnershipsabstractArtificial Intelligence for Social Good (AI4SG) has emerged as a growing body of research and practice exploring the potential of AI technologies to tackle social issues. This area emphasizes interdisciplinary partnerships with community organizations, such as non-profits and government agencies. However, amidst excitement about new advances in AI and their potential impact, the needs, expectations, and aspirations of these community organizations--and whether they are being met--are not well understood. Understanding these factors is important to ensure that the considerable efforts by AI teams and community organizations can actually achieve the positive social impact they strive for. Drawing on the Data Feminism framework, we explored the perspectives of community organization members on their partnerships with AI teams through 16 semi-structured interviews. Our study highlights the pervasive influence of funding agendas and the optimism surrounding AI's potential. Despite the significant intellectual contributions and labor provided by community organization members, their goals were frequently sidelined in favor of other stakeholders, including AI teams. While many community organization members expected tangible project deployment, only two out of 14 projects we studied reached the deployment stage. However, community organization members sustained their belief in the potential of the projects, still seeing diminished goals as valuable. To enhance the efficacy of future collaborations, our participants shared their aspirations for success, calling for co-leadership starting from the early stages of projects. We propose data co-liberation as a grounding principle for approaching AI4SG moving forward, positing that community organizations' co-leadership is essential for fostering more effective, sustainable, and ethical development of AI. Hongjin Lin, Naveena Karusala, Chinasa T. Okolo, Catherine D'Ignazio, Krzysztof Z. Gajos |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2023 | Evaluating Similarity Variables for Peer Matching in Digital Health StorytellingabstractPeer matching can enhance the impact of social health technologies. By matching similar peers, online health communities can optimally facilitate social modeling that supports positive health attitudes and moods. However, little work has examined how to operationalize similarities in digital health tools, thus limiting our ability to perform optimal peer matching. To address this gap, we conducted a factorial experiment to examine how three categories of similarity variables (i.e., Demographic, Ability, Experiential) can be used to perform peer matching that supports the social modeling of physical activity. We focus this study on physical activity because it is a health behavior that reduces the risk of chronic diseases. We also prioritized this study for single-caregiver mothers who often face substantial barriers to being active because of immense employment and household responsibilities, especially Black single-caregiver mothers. We recruited 309 single-caregiver mothers (49% Black, 51% white), then we asked them to listen to peer audio storytelling about family physical activity. We randomly matched/mismatched the storyteller's profile using the three categories of similarity variables. Our analyses demonstrated that matching by Demographic variables led to a significantly higher Physical Activity Intention. Furthermore, our subgroup analyses indicated that Black single-caregiver mothers experienced a significant and immediate effect of peer matching in Physical Activity Intention, Self-efficacy, and mood. In contrast, white single-caregiver mothers did not report any significant immediate effect. Collectively, our data suggest that peer matching in health storytelling is potentially beneficial for racially minoritized groups; and that having diverse representations in health technology is required for promoting health equity. Herman Saksono, Vivien Morris, Andrea G. Parker, Krzysztof Z. Gajos |
Proc. ACM Hum. Comput. Interact. | 4 |
| 2022 | Not Just a Preference: Reducing Biased Decision-making on Dating WebsitesabstractAs dating websites are becoming an essential part of how people meet intimate and romantic partners, it is vital to design these systems to be resistant to, or at least do not amplify, bias and discrimination. Instead, the results of our online experiment with a simulated dating website, demonstrate that popular dating website design choices, such as the user of the swipe interface (swiping in one direction to indicate a like and in the other direction to express a dislike) and match scores, resulted in people racially biases choices even when they explicitly claimed not to have considered race in their decision-making. This bias was significantly reduced when the order of information presentation was reversed such that people first saw substantive profile information related to their explicitly-stated preferences before seeing the profile name and photo. These results indicate that currently-popular design choices amplify people’s implicit biases in their choices of potential romantic partners, but the effects of the implicit biases can be reduced by carefully redesigning the dating website interfaces. Zilin Ma, Krzysztof Z. Gajos |
CHI | 2 |
| 2022 | Do People Engage Cognitively with AI? Impact of AI Assistance on Incidental LearningabstractWhen people receive advice while making difficult decisions, they often make better decisions in the moment and also increase their knowledge in the process. However, such incidental learning can only occur when people cognitively engage with the information they receive and process this information thoughtfully. How do people process the information and advice they receive from AI, and do they engage with it deeply enough to enable learning? To answer these questions, we conducted three experiments in which individuals were asked to make nutritional decisions and received simulated AI recommendations and explanations. In the first experiment, we found that when people were presented with both a recommendation and an explanation before making their choice, they made better decisions than they did when they received no such help, but they did not learn. In the second experiment, participants first made their own choice, and only then saw a recommendation and an explanation from AI; this condition also resulted in improved decisions, but no learning. However, in our third experiment, participants were presented with just an AI explanation but no recommendation and had to arrive at their own decision. This condition led to both more accurate decisions and learning gains. We hypothesize that learning gains in this condition were due to deeper engagement with explanations needed to arrive at the decisions. This work provides some of the most direct evidence to date that it may not be sufficient to include explanations together with AI-generated recommendation to ensure that people engage carefully with the AI-provided information. This work also presents one technique that enables incidental learning and, by implication, can help people process AI recommendations and explanations more carefully. Krzysztof Z. Gajos, Lena Mamykina |
IUI | 1 |
| 2022 | Active tag recommendation for interactive entity search: Interaction effectiveness and retrieval performanceabstractWe introduce active tag recommendation for interactive entity search, an approach that actively learns to suggest tags from preceding user interactions with the recommended tags. The approach utilizes an online reinforcement learning model and observes user interactions on the recommended tags to reward or penalize the model. Active tag recommendation is implemented as part of a realistic search engine indexing a large collection of movie data. The approach is evaluated in task-based user experiments comparing a complete search system enhanced with active tag recommendation to a control system in which active tag recommendation is not available. In the experiment, participants (N = 45) performed search tasks on the movie domain and the corresponding search interactions, information selections, and entity rankings were logged and analyzed. The results show that active tag recommendation (1) improves the ranking of entities compared to written-query interaction, (2) increases the amount of interaction and effectiveness of interactions to rank entities that end up being selected in a task, and (3) reduces, but does not substitute, the need for written-query interaction (4) without compromising task execution time. The results imply that active learning for search support can help users to interact with entity search systems by reducing the need for writing queries and improve search outcomes without compromising the time used for searching. Tuukka Ruotsalo, Sean Weber, Krzysztof Z. Gajos |
Inf. Process. Manag. | 3 |
| 2021 | Designing AI for Trust and Collaboration in Time-Constrained Medical Decisions: A Sociotechnical LensabstractMajor depressive disorder is a debilitating disease affecting 264 million people worldwide. While many antidepressant medications are available, few clinical guidelines support choosing among them. Decision support tools (DSTs) embodying machine learning models may help improve the treatment selection process, but often fail in clinical practice due to poor system integration. Maia L. Jacobs, Jeffrey He, Melanie F. Pradier, Barbara D. Lam, Andrew C. Ahn, Thomas H. McCoy, Roy H. Perlis, Finale Doshi-Velez, Krzysztof Z. Gajos |
CHI | 9 |
| 2021 | Ask Me or Tell Me? Enhancing the Effectiveness of Crowdsourced Design FeedbackabstractCrowdsourced design feedback systems are emerging resources for getting large amounts of feedback in a short period of time. Traditionally, the feedback comes in the form of a declarative statement, which often contains positive or negative sentiment. Prior research has shown that overly negative or positive sentiment can strongly influence the perceived usefulness and acceptance of feedback and, subsequently, lead to ineffective design revisions. To enhance the effectiveness of crowdsourced design feedback, we investigate a new approach for mitigating the effects of negative or positive feedback by combining open-ended and thought-provoking questions with declarative feedback statements. We conducted two user studies to assess the effects of question-based feedback on the sentiment and quality of design revisions in the context of graphic design. We found that crowdsourced question-based feedback contains more neutral sentiment than statement-based feedback. Moreover, we provide evidence that presenting feedback as questions followed by statements leads to better design revisions than question- or statement-based feedback alone. Fritz Lekschas, Spyridon Ampanavos, Pao Siangliulue, Hanspeter Pfister, Krzysztof Z. Gajos |
CHI | 5 |
| 2021 | To Trust or to Think: Cognitive Forcing Functions Can Reduce Overreliance on AI in AI-assisted Decision-makingabstractPeople supported by AI-powered decision support tools frequently overrely on the AI: they accept an AI's suggestion even when that suggestion is wrong. Adding explanations to the AI decisions does not appear to reduce the overreliance and some studies suggest that it might even increase it. Informed by the dual-process theory of cognition, we posit that people rarely engage analytically with each individual AI recommendation and explanation, and instead develop general heuristics about whether and when to follow the AI suggestions. Building on prior research on medical decision-making, we designed three cognitive forcing interventions to compel people to engage more thoughtfully with the AI-generated explanations. We conducted an experiment (N=199), in which we compared our three cognitive forcing designs to two simple explainable AI approaches and to a no-AI baseline. The results demonstrate that cognitive forcing significantly reduced overreliance compared to the simple explainable AI approaches. However, there was a trade-off: people assigned the least favorable subjective ratings to the designs that reduced the overreliance the most. To audit our work for intervention-generated inequalities, we investigated whether our interventions benefited equally people with different levels of Need for Cognition (i.e., motivation to engage in effortful mental activities). Our results show that, on average, cognitive forcing interventions benefited participants higher in Need for Cognition more. Our research suggests that human cognitive motivation moderates the effectiveness of explainable AI solutions. Zana Buçinca, Maja Barbara Malaya, Krzysztof Z. Gajos |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2020 | Improving data scientist efficiency with provenanceabstractData scientists frequently analyze data by writing scripts. We conducted a contextual inquiry with interdisciplinary researchers, which revealed that parameter tuning is a highly iterative process and that debugging is time-consuming. As analysis scripts evolve and become more complex, analysts have difficulty conceptualizing their workflow. In particular, after editing a script, it becomes difficult to determine precisely which code blocks depend on the edit. Consequently, scientists frequently re-run entire scripts instead of re-running only the necessary parts. We present ProvBuild, a tool that leverages language-level provenance to streamline the debugging process by reducing programmer cognitive load and decreasing subsequent runtimes, leading to an overall reduction in elapsed debugging time. ProvBuild uses provenance to track dependencies in a script. When an analyst debugs a script, ProvBuild generates a simplifed script that contains only the information necessary to debug a particular problem. We demonstrate that debugging the simplified script lowers a programmer's cognitive load and permits faster re-execution when testing changes. The combination of reduced cognitive load and shorter runtime reduces the time necessary to debug a script. We quantitatively and qualitatively show that even though ProvBuild introduces overhead during a script's first execution, it is a more efficient way for users to debug and tune complex workflows. ProvBuild demonstrates a novel use of language-level provenance, in which it is used to proactively improve programmer productively rather than merely providing a way to retroactively gain insight into a body of code. Jingmei Hu, Jiwon Joung, Maia L. Jacobs, Krzysztof Z. Gajos, Margo I. Seltzer |
ICSE | 4 |
| 2020 | Predictive text encourages predictable writingabstractIntelligent text entry systems, including the now-ubiquitous predictive keyboard, can make text entry more efficient, but little is known about how these systems affect the content that people write. To study how predictive text systems affect content, we compared image captions written with different kinds of predictive text suggestions. Our key findings were that captions written with suggestions were shorter and that they included fewer words that that the system did not predict. Suggestions also boosted text entry speed, but with diminishing benefit for faster typists. Our findings imply that text entry systems should be evaluated not just by speed and accuracy but also by their effect on the content written. Kenneth C. Arnold, Krysta Chauncey, Krzysztof Z. Gajos |
IUI | 3 |
| 2020 | Proxy tasks and subjective measures can be misleading in evaluating explainable AI systemsabstractExplainable artificially intelligent (XAI) systems form part of sociotechnical systems, e.g., human+AI teams tasked with making decisions. Yet, current XAI systems are rarely evaluated by measuring the performance of human+AI teams on actual decision-making tasks. We conducted two online experiments and one in-person think-aloud study to evaluate two currently common techniques for evaluating XAI systems: (1) using proxy, artificial tasks such as how well humans predict the AI's decision from the given explanations, and (2) using subjective measures of trust and preference as predictors of actual performance. The results of our experiments demonstrate that evaluations with proxy tasks did not predict the results of the evaluations with the actual decision-making tasks. Further, the subjective measures on evaluations with actual decision-making tasks did not predict the objective performance on those same tasks. Our results suggest that by employing misleading evaluation methods, our field may be inadvertently slowing its progress toward developing human+AI teams that can reliably perform better than humans or AIs alone. Zana Buçinca, Phoebe Lin, Krzysztof Z. Gajos, Elena L. Glassman |
IUI | 3 |
| 2019 | DataSelfie: Empowering People to Design Personalized Visuals to Represent Their DataabstractMany personal informatics systems allow people to collect and manage personal data and reflect more deeply about themselves. However, these tools rarely offer ways to customize how the data is visualized. In this work, we investigate the question of how to enable people to determine the representation of their data. We analyzed the Dear Data project to gain insights into the design elements of personal visualizations. We developed DataSelfie, a novel system that allows individuals to gather personal data and design custom visuals to represent the collected data. We conducted a user study to evaluate the usability of the system as well as its potential for individual and collaborative sensemaking of the data. Hyejin Im, Nathalie Henry Riche, Alicia Wang, Krzysztof Z. Gajos, Hanspeter Pfister |
CHI | 5 |
| 2019 | Personalized change awareness: Reducing information overload in loosely-coupled teamwork
Ofra Amir, Barbara J. Grosz, Krzysztof Z. Gajos, Limor Gultchin |
Artif. Intell. | 3 |
| 2019 | Automatically Analyzing Brainstorming Language Behavior with MeeterabstractLanguage both influences and indicates group behavior, and we need tools that let us study the content of what is communicated. While one could annotate these spoken dialogue acts by hand, this is a tedious, not scalable process. We present Meeter, a tool for automatically detecting information sharing, shared understanding, word counts, and group activation in spoken interactions. The contribution of our work is two-fold: (1) We validated the tool by showing that the measures computed by Meeter align with human-generated labels, and (2) we demonstrated the value of Meeter as a research tool by quantifying aspects of group behavior using those measures and deriving novel findings from that. Our tool is valuable for researchers conducting group science, as well as those designing groupware systems. Bernd Huber, Stuart M. Shieber, Krzysztof Z. Gajos |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2019 | "I think we know more than our doctors": How Primary Caregivers Manage Care Teams with Limited Disease-related ExpertiseabstractHealthcare providers play a critical role in the management of a chronic illness by providing education about the disease, recommending treatment options, and developing care plans. However, when managing a rare disease, patients and their primary caregivers often work with healthcare systems that lack the infrastructure to diagnosis, treat, or provide education on the disease. Little research has explored care coordination practices between patients, family members, and healthcare providers under these circumstances. With the goal of identifying opportunities for technological support, we conducted qualitative interviews with the primary caregivers of children with a rare neurodegenerative disorder, ataxia-telangiectasia. We report on the responsibilities that the primary caregivers take on in response to care teams' lack of experience with the illness, and the ways in which an online health community supports this care coordination work. We also describe barriers that limited participants' use of the online health community, including the emotional consequences of participation and information overload. Based on these findings, we discuss two promising research agendas for supporting rare disease management: facilitating primary caregivers' care coordination tasks and increasing access to online community knowledge. Maia L. Jacobs, Galina Gheihman, Krzysztof Z. Gajos, Anoopum S. Gupta |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2018 | Volunteer-Based Online Studies With Older Adults and People with DisabilitiesabstractThere are few large-scale empirical studies with people with disabilities or older adults, mainly because recruiting participants with specific characteristics is even harder than recruiting young and/or non-disabled populations. Analyzing four online experiments on LabintheWild with a total of 355,656 participants, we show that volunteer-based online experiments that provide personalized feedback attract large numbers of participants with diverse disabilities and ages and allow robust studies with these populations that replicate and extend the findings of prior laboratory studies. To find out what motivates people with disabilities to take part, we additionally analyzed participants' feedback and forum entries that discuss LabintheWild experiments. The results show that participants use the studies to diagnose themselves, compare their abilities to others, quantify potential impairments, self-experiment, and share their own stories -- findings that we use to inform design guidelines for online experiment platforms that adequately support and engage people with disabilities. Qisheng Li, Krzysztof Z. Gajos, Katharina Reinecke |
ASSETS | 2 |
| 2018 | PETALS: Improving Learning of Expert Skill in Humanitarian DeminingabstractTo become proficient at landmine detection, novice deminers need to master several kinds of skills: the proper physical operation of the metal detector, the interpretation of the metal detector auditory feedback, and the abstract skill of constructing and interpreting mental representations of the "metallic signatures" produced by the buried objects. This last skill is particularly useful for safely dealing with mines laid out in cluster configurations, where their metallic signatures overlap and thus a danger exists that a deminer might either miss some of the mines or incorrectly assess their exact positions. However, some novice deminers find it challenging to learn how to properly reason about metallic signatures. We have developed Petals, a system that explicitly visualizes a trainee's metal detector operation history on a training task as well as the edge points of the metallic signatures that the trainee collected. Petals enables instructors to supervise multiple trainees at a time, to assess their performance at a glance, and to provide immediate and specific feedback both on the correctness of their final judgements about the number and positions of landmines, and on the process through which they arrived at their conclusions. The results of our field evaluations at the Humanitarian Demining Training Center showed that both the instructors and the trainees found the system a valuable addition to the training course. The results of a controlled study demonstrated that trainees who had access to Petals during training made significantly fewer errors (6% error rate) on relevant tasks during the final exam (which was conducted without Petals) than trainees who did not have access to Petals during training (those participants had a 21% error rate). Lahiru G. Jayatilaka, David M. Sengeh, Charles Herrmann, Luca F. Bertuccelli, Dimitrios Antos, Barbara J. Grosz, Krzysztof Z. Gajos |
COMPASS | 7 |
| 2018 | Sentiment Bias in Predictive Text Recommendations Results in Biased Writing
Kenneth C. Arnold, Krysta Chauncey, Krzysztof Z. Gajos |
Graphics Interface | 3 |
| 2017 | Semantically Far Inspirations Considered Harmful?: Accounting for Cognitive States in Collaborative IdeationabstractCollaborative ideation systems can help people generate more creative ideas by exposing them to ideas different from their own. However, there are competing theoretical views on whether and when such exposure is helpful. Associationist theory suggests that exposing ideators to ideas that are semantically far from their own maximizes novel combinations of ideas. In contrast, SIAM theory cautions that systems should offer far ideas only when ideators reach an impasse (a cognitive state in which they have exhausted ideas within a particular category), and offer near ideas during productive ideation (a cognitive state in which they are actively exploring ideas within a category), which maximizes exploration within categories. Our research compares these theoretical recommendations. In an online experiment, 245 participants generated ideas for a themed wedding; we detected and validated participants' cognitive states using a combination of behavioral and neuroimaging data. Receiving far ideas during productive ideation resulted in slower ideation and less within-category exploration, without significant benefits for novelty, compared to receiving no inspirations. Participants were also more likely to hit an impasse when receiving far ideas during productive ideation. These findings suggest that far inspirational ideas can harm creativity if received during productive ideation. Joel Chan, Pao Siangliulue, Denisa Qori McDonald, Ruixue Liu, Reza Moradinezhad, Safa Aman, Erin Treacy Solovey, Krzysztof Z. Gajos, Steven Dow |
Creativity & Cognition | 8 |
| 2017 | The Role of Explanations in Casual Observational Learning about NutritionabstractThe ubiquity of internet-based nutrition information sharing indicates an opportunity to use social computing platforms to promote nutrition literacy and healthy nutritional choices. We conducted a series of experiments with unpaid volunteers using an online Nutrition Knowledge Test. The test asked participants to examine pairs of photographed meals and identify meals higher in a specific macronutrient (e.g., carbohydrate). After each answer, participants received no feedback on the accuracy of their answers, viewed proportions of peers choosing each response, received correctness feedback from an expert dietitian with or without expert-generated explanations, or received correctness feedback with crowd-generated explanations. The results showed that neither viewing peer responses nor correctness feedback alone improved learning. However, correctness feedback with explanations (i.e., modeling) led to significant learning gains, with no significant difference between explanations generated by experts or peers. This suggests the importance of explanations in social computing-based casual learning about nutrition and the potential for scaling this approach via crowdsourcing. Marissa Burgermaster, Krzysztof Z. Gajos, Patricia G. Davidson, Lena Mamykina |
CHI | 2 |
| 2017 | The Effect of Performance Feedback on Social Media Sharing at Volunteer-Based Online Experiment PlatformsabstractAs an alternative to online labor markets, several platforms recruit unpaid online volunteers to participate in behavioral experiments that provide personalized feedback. These platforms rely on word-of-mouth sharing by previous participants for recruitment of new participants. We analyzed the impact of performance feedback provided at the end of an experiment on 81,131 participants' sharing behavior. We show that higher performing participants share significantly more. We also show that self-verification has a moderating effect: people who expected to do poorly are not affected by a high score, but people who expected to do as well as others or better, are. In a second experiment, we evaluate three distinct social comparison designs for the presentation of the results. As expected, the design that most emphasized participants' relative success led to most sharing. Contrary to our expectations, people who expected to do poorly benefited from the most optimistic social comparison more than participants who expected to do better than others. Bernd Huber, Katharina Reinecke, Krzysztof Z. Gajos |
CHI | 3 |
| 2017 | Crowdsourcing as a Tool for Research: Implications of UncertaintyabstractNumerous crowdsourcing platforms are now available to support research as well as commercial goals. However, crowdsourcing is not yet widely adopted by researchers for generating, processing or analyzing research data. This study develops a deeper understanding of the circumstances under which crowdsourcing is a useful, feasible or desirable tool for research, as well as the factors that may influence researchers' decisions around adopting crowdsourcing technology. We conducted semi-structured interviews with 18 researchers in diverse disciplines, spanning the humanities and sciences, to illuminate how research norms and practitioners' dispositions were related to uncertainties around research processes, data, knowledge, delegation and quality. The paper concludes with a discussion of the design implications for future crowdsourcing systems to support research. Edith Law, Krzysztof Z. Gajos, Andrea Grover, Mary L. Gray, Alex C. Williams |
CSCW | 2 |
| 2017 | Piggybacking Robots: Human-Robot Overtrust in University Dormitory SecurityabstractCan overtrust in robots compromise physical security? We conducted a series of experiments in which a robot positioned outside a secure-access student dormitory asked passersby to assist it to gain access. We found individual participants were as likely to assist the robot in exiting the dormitory (40% assistance rate, 4/10 individuals) as in entering (19%, 3/16 individuals). Groups of people were more likely than individuals to assist the robot in entering (71%, 10/14 groups). When the robot was disguised as a food delivery agent for the fictional start-up Robot Grub, individuals were more likely to assist the robot in entering (76%, 16/21 individuals). Lastly, we found participants who identified the robot as a bomb threat demonstrated a trend toward assisting the robot (87%, 7/8 individuals, 6/7 groups). Thus, we demonstrate that overtrust---the unfounded belief that the robot does not intend to deceive or carry risk---can represent a significant threat to physical security at a university dormitory. Serena Booth, James Tompkin 0001, Hanspeter Pfister, Jim Waldo, Krzysztof Z. Gajos, Radhika Nagpal |
HRI | 5 |
| 2017 | The Influence of Personality Traits and Cognitive Load on the Use of Adaptive User InterfacesabstractOne of the problems adaptive interfaces must solve is the issue of stability---users must be able to complete a familiar task reliably. Split Adaptive Interfaces, where a limited part of the screen contains copies of the interface elements predicted to be of immediate use, are one technique for resolving this difficulty. While prior work demonstrated that Split Adaptive Interfaces improve performance on average, the results of our study demonstrate systematic individual differences in the utilization of the adaptive features, which correlate with the stable user traits of Need for Cognition and Extraversion. Specifically, higher Need for Cognition (a willingness to undertake difficult mental activities) is correlated with increased utilization rates, while higher Extraversion (a general orientation towards seeking gratification from the external world) is negatively correlated with utilization rates. Our results also demonstrate a significant negative correlation between cognitive load induced by a secondary task and the utilization of the adaptive features. This effect, however, is very small (less than two percentage points). Together, these results provide additional evidence of the usefulness of the split adaptive interface approach and a negligible effect of additional cognitive load, but also demonstrate that the approach does not benefit all users equally. Krzysztof Z. Gajos, Krysta Chauncey |
IUI | 1 |
| 2017 | BubbleView: An Interface for Crowdsourcing Image Importance Maps and Tracking Visual AttentionabstractIn this article, we present BubbleView, an alternative methodology for eye tracking using discrete mouse clicks to measure which information people consciously choose to examine. BubbleView is a mouse-contingent, moving-window interface in which participants are presented with a series of blurred images and click to reveal “bubbles” -- small, circular areas of the image at original resolution, similar to having a confined area of focus like the eye fovea. Across 10 experiments with 28 different parameter combinations, we evaluated BubbleView on a variety of image types: information visualizations, natural images, static webpages, and graphic designs, and compared the clicks to eye fixations collected with eye-trackers in controlled lab settings. We found that BubbleView clicks can both (i) successfully approximate eye fixations on different images, and (ii) be used to rank image and design elements by importance. BubbleView is designed to collect clicks on static images, and works best for defined tasks such as describing the content of an information visualization or measuring image importance. BubbleView data is cleaner and more consistent than related methodologies that use continuous mouse movements. Our analyses validate the use of mouse-contingent, moving-window methodologies as approximating eye fixations for different image and task types. Zoya Bylinskii, Michelle Borkin, Krzysztof Z. Gajos, Aude Oliva, Frédo Durand, Hanspeter Pfister |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2016 | MIP-Nets: Enabling Information Sharing in Loosely-Coupled TeamworkabstractPeople collaborate in carrying out such complex activities as treating patients, co-authoring documents and developing software. While technologies such as Dropbox and Github enable groups to work in a distributed manner, coordinating team members' individual activities poses significant challenges. In this paper, we formalize the problem of "information sharing in loosely-coupled extended-duration teamwork." We develop a new representation, Mutual Influence Potential Networks (MIP-Nets), to model collaboration patterns and dependencies among activities, and an algorithm, MIP-DOI, that uses this representation to reason about information sharing. Ofra Amir, Barbara J. Grosz, Krzysztof Z. Gajos |
AAAI | 3 |
| 2016 | Curiosity Killed the Cat, but Makes Crowdwork BetterabstractCrowdsourcing systems are designed to elicit help from humans to accomplish tasks that are still difficult for computers. How to motivate workers to stay longer and/or perform better in crowdsourcing systems is a critical question for designers. Previous work have explored different motivational frameworks, both extrinsic and intrinsic. In this work, we examine the potential for curiosity as a new type of intrinsic motivational driver to incentivize crowd workers. We design crowdsourcing task interfaces that explicitly incorporate mechanisms to induce curiosity and conduct a set of experiments on Amazon's Mechanical Turk. Our experiment results show that curiosity interventions improve worker retention without degrading performance, and the magnitude of the effects are influenced by both personal characteristics of the worker and the nature of the task. Edith Law, Joslin Goh, Michael A. Terry, Krzysztof Z. Gajos |
CHI | 6 |
| 2016 | Learning From the Crowd: Observational Learning in Crowdsourcing CommunitiesabstractCrowd work provides solutions to complex problems effectively, efficiently, and at low cost. Previous research showed that feedback, particularly correctness feedback can help crowd workers improve their performance; yet such feedback, particularly when generated by experts, is costly and difficult to scale. In our research we investigate approaches to facilitating continuous observational learning in crowdsourcing communities. In a study conducted with workers on Amazon Mechanical Turk, we asked workers to complete a set of tasks identifying nutritional composition of different meals. We examined workers' accuracy gains after being exposed to expert-generated feedback and to two types of peer-generated feedback: direct accuracy assessment with explanations of errors, and a comparison with solutions generated by other workers. The study further confirmed that expert-generated feedback is a powerful mechanism for facilitating learning and leads to significant gains in accuracy. However, the study also showed that comparing one's own solutions with a variety of solutions suggested by others and their comparative frequencies leads to significant gains in accuracy. This solution is particularly attractive because of its low cost, minimal impact on time and cost of job completion, and high potential for adoption by a variety of crowdsourcing platforms. Lena Mamykina, Thomas N. Smyth, Jill P. Dimond, Krzysztof Z. Gajos |
CHI | 4 |
| 2016 | Ingenium: Engaging Novice Students with Latin GrammarabstractReading Latin poses many difficulties for English speakers, because they are accustomed to relying on word order to determine the roles of words in a sentence. In Latin, the grammatical form of a word, and not its position, is responsible for determining the word's function in a sentence. It has proven challenging to develop pedagogical techniques that successfully draw students' attention to the grammar of Latin and that students find engaging enough to use. Building on some of the most promising prior work in Latin instruction-the Michigan Latin approach--and on the insights underlying block-based programming languages used to teach children the basics of computer science, we developed Ingenium. Ingenium uses abstract puzzle blocks to communicate grammatical concepts. Engaging students in grammatical reflection, Ingenium succeeds when students are able to effectively decipher the meaning of Latin sentences. We adapted Ingenium to be used for two standard classroom activities: sentence translations and fill-in-the-blank exercises. We evaluated Ingenium with 67 novice Latin students in universities across the USA. When using Ingenium, participants opted to perform more optional exercises, completed translation exercises with significantly fewer errors related to word order and errors overall, as well as reported higher levels of engagement and attention to grammar than when using a traditional text-based interface. Sharon Zhou, Ivy J. Livingston, Mark Schiefsky, Stuart M. Shieber, Krzysztof Z. Gajos |
CHI | 5 |
| 2016 | Mutual Influence Potential Networks: Enabling Information Sharing in Loosely-Coupled Extended-Duration Teamwork
Ofra Amir, Barbara J. Grosz, Krzysztof Z. Gajos |
IJCAI | 3 |
| 2016 | ChordRipple: Recommending Chords to Help Novice Composers Go Beyond the OrdinaryabstractNovice composers often find it difficult to go beyond common chord progressions. To make it easier for composers to experiment with radical chord choices, we built a creativity support tool, ChordRipple, which makes chord recommendations that aim to be both diverse and appropriate to the current context. Composers can use it to help select the next chord, or to replace sequences of chords in an internally consistent manner. To make such recommendations, we adapt a neural network model from natural language processing known as Word2Vec to the music domain. This model learns chord embeddings from a corpus of chord sequences, placing chords nearby when they are used in similar contexts. The learned embeddings support creative substitutions between chords, and also exhibit topological properties that correspond to musical structure. For example, the major and minor chords are both arranged in the latent space in shapes corresponding to the circle-of-fifths. Our structured observations with 14 music students show that the tool helped them explore a wider palette of chords, and to make "big jumps in just a few chords". It gave them "new ideas of ways to move forward in the piece", not just on a chord-to-chord level but also between phrases. Our controlled studies with 9 more music students show that more adventurous chords are adopted when composing with ChordRipple. Cheng-Zhi Anna Huang, David Duvenaud, Krzysztof Z. Gajos |
IUI | 3 |
| 2016 | AXIS: Generating Explanations at Scale with Learnersourcing and Machine LearningabstractWhile explanations may help people learn by providing information about why an answer is correct, many problems on online platforms lack high-quality explanations. This paper presents AXIS (Adaptive eXplanation Improvement System), a system for obtaining explanations. AXIS asks learners to generate, revise, and evaluate explanations as they solve a problem, and then uses machine learning to dynamically determine which explanation to present to a future learner, based on previous learners' collective input. Results from a case study deployment and a randomized experiment demonstrate that AXIS elicits and identifies explanations that learners find helpful. Providing explanations from AXIS also objectively enhanced learning, when compared to the default practice where learners solved problems and received answers without explanations. The rated quality and learning benefit of AXIS explanations did not differ from explanations generated by an experienced instructor. Joseph Jay Williams, Juho Kim 0001, Anna N. Rafferty, Samuel G. Maldonado, Krzysztof Z. Gajos, Walter S. Lasecki, Neil T. Heffernan |
L@S | 5 |
| 2016 | Acceptance of mobile technology by older adults: a preliminary studyabstractMobile technologies offer the potential for enhanced healthcare, especially by supporting self-management of chronic care. For these technologies to impact chronic care, they need to work for older adults, because the majority of people with chronic conditions are older. A major challenge remains: integrating the appropriate use of such technologies into the lives of older adults. We investigated how older adults would accept mobile technologies by interviewing two groups of older adults (technology adopters and non-adopters who aged 60+) about their experiences and perspectives to mobile technologies. Our preliminary results indicate that there is an additional phase, the intention to learn, and three relating factors, self-efficacy, conversion readiness, and peer support, that significantly influence the acceptance of mobile technologies among the participants, but are not represented in the existing models. With these findings, we propose a tentative theoretical model that extends the existing theories to explain the ways in which our participants came to accept mobile technologies. Future work should investigate the validity of the proposed model by testing our findings against younger people. Krzysztof Z. Gajos, Michael J. Muller, Barbara J. Grosz |
MobileHCI | 2 |
| 2016 | On Suggesting Phrases vs. Predicting Words for Mobile Text CompositionabstractA system capable of suggesting multi-word phrases while someone is writing could supply ideas about content and phrasing and allow those ideas to be inserted efficiently. Meanwhile, statistical language modeling has provided various approaches to predicting phrases that users type. We introduce a simple extension to the familiar mobile keyboard suggestion interface that presents phrase suggestions that can be accepted by a repeated-tap gesture. In an extended composition task, we found that phrases were interpreted as suggestions that affected the content of what participants wrote more than conventional single-word suggestions, which were interpreted as predictions. We highlight a design challenge: how can a phrase suggestion system make valuable suggestions rather than just accurate predictions' Kenneth C. Arnold, Krzysztof Z. Gajos, Adam Tauman Kalai |
UIST | 2 |
| 2016 | IdeaHound: Improving Large-scale Collaborative Ideation with Crowd-Powered Real-time Semantic ModelingabstractPrior work on creativity support tools demonstrates how a computational semantic model of a solution space can enable interventions that substantially improve the number, quality and diversity of ideas. However, automated semantic modeling often falls short when people contribute short text snippets or sketches. Innovation platforms can employ humans to provide semantic judgments to construct a semantic model, but this relies on external workers completing a large number of tedious micro tasks. This requirement threatens both accuracy (external workers may lack expertise and context to make accurate semantic judgments) and scalability (external workers are costly). In this paper, we introduce IdeaHound, an ideation system that seamlessly integrates the task of defining semantic relationships among ideas into the primary task of idea generation. The system combines implicit human actions with machine learning to create a computational semantic model of the emerging solution space. The integrated nature of these judgments allows IDEAHOUND to leverage the expertise and efforts of participants who are already motivated to contribute to idea generation, overcoming the issues of scalability inherent to existing approaches. Our results show that participants were equally willing to use (and just as productive using) IDEAHOUND compared to a conventional platform that did not require organizing ideas. Our integrated crowdsourcing approach also creates a more accurate semantic model than an existing crowdsourced approach (performed by external crowds). We demonstrate how this model enables helpful creative interventions: providing diverse inspirational examples, providing similar ideas for a given idea and providing a visual overview of the solution space. Pao Siangliulue, Joel Chan, Steven Dow, Krzysztof Z. Gajos |
UIST | 4 |
| 2015 | Providing Timely Examples Improves the Quantity and Quality of Generated IdeasabstractEmerging online ideation platforms with thousands of example ideas provide an important resource for creative production. But how can ideators best use these examples to create new innovations? Recent work has suggested that not just the choice of examples, but also the timing of their delivery can impact creative outcomes. Building on existing cognitive theories of creative insight, we hypothesize that people are likely to benefit from examples when they run out of ideas. We explore two example delivery mechanisms that test this hypothesis: 1) a system that proactively provides examples when a user appears to have run out of ideas, and 2) a system that provides examples when a user explicitly requests them. Our online experiment (N=97) compared these two mechanisms against two baselines: providing no examples and automatically showing examples at a regular interval. Participants who requested examples themselves generated ideas that were rated the most novel by external evaluators. Participants who received ideas automatically when they appeared to be stuck produced the most ideas. Importantly, participants who received examples at a regular interval generated fewer ideas than participants who received no examples, suggesting that mere access to examples is not sufficient for creative inspiration. These results emphasize the importance of the timing of example delivery. Insights from this study can inform the design of collective ideation support systems that help people generate many high quality ideas. Pao Siangliulue, Joel Chan, Krzysztof Z. Gajos, Steven Dow |
Creativity & Cognition | 3 |
| 2015 | From Care Plans to Care Coordination: Opportunities for Computer Support of Teamwork in Complex HealthcareabstractChildren with complex health conditions require care from a large, diverse team of caregivers that includes multiple types of medical professionals, parents and community support organizations. Coordination of their outpatient care, essential for good outcomes, presents major challenges. Extensive healthcare research has shown that the use of integrated, team-based care plans improves care coordination, but such plans are rarely deployed in practice. This paper reports on a study of care teams treating children with complex conditions at a major university tertiary care center. This study investigated barriers to plan implementation and resultant care coordination problems. It revealed the complex nature of teamwork in complex care, which poses challenges to team coordination that extend beyond those identified in prior work and handled by existing coordination systems. The paper builds on a computational teamwork theory to identify opportunities for technology to support increased plan-based complex-care coordination and to propose design approaches for systems that enable and enhance such coordination. Ofra Amir, Barbara J. Grosz, Krzysztof Z. Gajos, Sonja M. Swenson, Lee M. Sanders |
CHI | 3 |
| 2015 | LabintheWild: Conducting Large-Scale Online Experiments With Uncompensated SamplesabstractWeb-based experimentation with uncompensated and unsupervised samples has the potential to support the replication, verification, extension and generation of new results with larger and more diverse sample populations than previously seen. We introduce the experimental online platform LabintheWild, which provides participants with personalized feedback in exchange for participation in behavioral studies. In comparison to conventional in-lab studies, LabintheWild enables the recruitment of participants at larger scale and from more diverse demographic and geographic backgrounds. We analyze Google Analytics data, participants' comments, and tweets to discuss how participants hear about the platform, and why they might choose to participate. Analyzing three example experiments, we additionally show that these experiments replicate previous in-lab study results with comparable data quality. Katharina Reinecke, Krzysztof Z. Gajos |
CSCW | 2 |
| 2015 | Toward Collaborative Ideation at Scale: Leveraging Ideas from Others to Generate More Creative and Diverse IdeasabstractA growing number of large collaborative idea generation platforms promise that by generating ideas together, people can create better ideas than any would have alone. But how might these platforms best leverage the number and diversity of contributors to help each contributor generate even better ideas? Prior research suggests that seeing particularly creative or diverse ideas from others can inspire you, but few scalable mechanisms exist to assess diversity. We contribute a new scalable crowd-powered method for evaluating the diversity of sets of ideas. The method relies on similarity comparisons (is idea A more similar to B or C) generated by non-experts to create an abstract spatial idea map. Our validation study reveals that human raters agree with the estimates of dissimilarity derived from our idea map as much or more than they agree with each other. People seeing the diverse sets of examples from our idea map generate more diverse ideas than those seeing randomly selected examples. Our results also corroborate findings from prior research showing that people presented with creative examples generated more creative ideas than those who saw a set of random examples. We see this work as a step toward building more effective online systems for supporting large scale collective ideation. Pao Siangliulue, Kenneth C. Arnold, Krzysztof Z. Gajos, Steven Dow |
CSCW | 3 |
| 2015 | Learnersourcing Subgoal Labels for How-to VideosabstractWebsites like YouTube host millions of how-to videos, but their interfaces are not optimized for learning. Previous research suggests that people learn more from how-to videos when the videos are accompanied by outlines showing individual steps and labels for groups of steps (subgoals). We envision an alternative video player where the steps and subgoals are displayed alongside the video. To generate this information for existing videos, we introduce learnersourcing, an approach in which intrinsically motivated learners contribute to a human computation workflow as they naturally go about learning from the videos. To demonstrate this method, we deployed a live website with a workflow for constructing subgoal labels implemented on a set of introductory web programming videos. For the four videos with the highest participation, we found that a majority of learner-generated subgoals were comparable in quality to expert-generated ones. Learners commented that the system helped them grasp the material, suggesting that our workflow did not detract from the learning experience. Sarah A. Weir, Juho Kim 0001, Krzysztof Z. Gajos, Rob Miller 0001 |
CSCW | 3 |
| 2015 | TELLab: An Experiential Learning Tool for PsychologyabstractIn this paper, we discuss current practices and challenges of teaching psychology experiments. We review experiential learning and analogical learning pedagogies, which have informed the design of TELLab, an online platform for supporting effective experiential learning of psychology concepts. Na Li 0002, Krzysztof Z. Gajos, Ken Nakayama, Ryan Enos |
L@S | 2 |
| 2014 | Crowdsourcing step-by-step information extraction to enhance existing how-to videosabstractMillions of learners today use how-to videos to master new skills in a variety of domains. But browsing such videos is often tedious and inefficient because video player interfaces are not optimized for the unique step-by-step structure of such videos. This research aims to improve the learning experience of existing how-to videos with step-by-step annotations. Juho Kim 0001, Phu Tran Nguyen, Sarah A. Weir, Philip J. Guo, Rob Miller 0001, Krzysztof Z. Gajos |
CHI | 6 |
| 2014 | Quantifying visual preferences around the worldabstractWebsite aesthetics have been recognized as an influential moderator of people's behavior and perception. However, what users perceive as "good design" is subject to individual preferences, questioning the feasibility of universal design guidelines. To better understand how people's visual preferences differ, we collected 2.4 million ratings of the visual appeal of websites from nearly 40 thousand participants of diverse backgrounds. We address several gaps in the knowledge about design preferences of previously understudied groups. Among other findings, our results show that the level of colorfulness and visual complexity at which visual appeal is highest strongly varies: Females, for example, liked colorful websites more than males. A high education level generally lowers this preference for colorfulness. Russians preferred a lower visual complexity, and Macedonians liked highly colorful designs more than any other country in our dataset. We contribute a computational model and estimates of peak appeal that can be used to support rapid evaluations of website design prototypes for specific target groups. Katharina Reinecke, Krzysztof Z. Gajos |
CHI | 2 |
| 2014 | Active learning of intuitive control knobs for synthesizers using gaussian processesabstractTypical synthesizers only provide controls to the low-level parameters of sound-synthesis, such as wave-shapes or filter envelopes. In contrast, composers often want to adjust and express higher-level qualities, such as how "scary" or "steady" sounds are perceived to be. We develop a system which allows users to directly control abstract, high-level qualities of sounds. To do this, our system learns functions that map from synthesizer control settings to perceived levels of high-level qualities. Given these functions, our system can generate high-level knobs that directly adjust sounds to have more or less of those qualities. We model the functions mapping from control-parameters to the degree of each high-level quality using Gaussian processes, a nonparametric Bayesian model. These models can adjust to the complexity of the function being learned, account for nonlinear interaction between control-parameters, and allow us to characterize the uncertainty about the functions being learned. By tracking uncertainty about the functions being learned, we can use active learning to quickly calibrate the tool, by querying the user about the sounds the system expects to most improve its performance. We show through simulations that this model-based active learning approach learns high-level knobs on certain classes of target concepts faster than several baselines, and give examples of the resulting automatically- constructed knobs which adjust levels of non-linear, high- level concepts. Cheng-Zhi Anna Huang, David Duvenaud, Kenneth C. Arnold, Brenton Partridge, Josiah W. Oberholtzer, Krzysztof Z. Gajos |
IUI | 6 |
| 2014 | Adaptive click-and-cross: adapting to both abilities and task improves performance of users with impaired dexterityabstractComputer users with impaired dexterity often have difficulty accessing small, densely packed user interface elements. Past research in software-based solutions has mainly employed two approaches: modifying the interface and modifying the interaction with the cursor. Each approach, however, has limitations. Modifying the user interface by enlarging interactive elements makes access efficient for simple interfaces but increases the cost of navigation for complex ones by displacing items to screens that require tabs or scrolling to reach. Modifying the interaction with the cursor makes access possible to unmodified interfaces but may perform poorly on densely packed targets or require the user to perform multiple steps. We developed a new approach that combines the strengths of the existing approaches while minimizing their shortcomings, introducing only minimal distortion to the original interface while making access to frequently used parts of the user interface efficient and access to all other parts possible. We instantiated this concept as Adaptive Click-and-Cross, a novel interaction technique. Our user study demonstrates that, for sufficiently complex interfaces, Adaptive Click-and-Cross slightly improves the performance of users with impaired dexterity compared to only modifying the interface or only modifying the cursor. Louis Li, Krzysztof Z. Gajos |
IUI | 2 |
| 2014 | Understanding in-video dropouts and interaction peaks inonline lecture videosabstractWith thousands of learners watching the same online lecture videos, analyzing video watching patterns provides a unique opportunity to understand how students learn with videos. This paper reports a large-scale analysis of in-video dropout and peaks in viewership and student activity, using second-by-second user interaction data from 862 videos in four Massive Open Online Courses (MOOCs) on edX. We find higher dropout rates in longer videos, re-watching sessions (vs first-time), and tutorials (vs lectures). Peaks in re-watching sessions and play events indicate points of interest and confusion. Results show that tutorials (vs lectures) and re-watching sessions (vs first-time) lead to more frequent and sharper peaks. In attempting to reason why peaks occur by sampling 80 videos, we observe that 61% of the peaks accompany visual transitions in the video, e.g., a slide view to a classroom view. Based on this observation, we identify five student activity patterns that can explain peaks: starting from the beginning of a new material, returning to missed content, following a tutorial step, replaying a brief segment, and repeating a non-visual explanation. Our analysis has design implications for video authoring, editing, and interface design, providing a richer understanding of video learning on MOOCs. Juho Kim 0001, Philip J. Guo, Daniel T. Seaton, Piotr Mitros, Krzysztof Z. Gajos, Rob Miller 0001 |
L@S | 5 |
| 2014 | Data-driven interaction techniques for improving navigation of educational videosabstractWith an unprecedented scale of learners watching educational videos on online platforms such as MOOCs and YouTube, there is an opportunity to incorporate data generated from their interactions into the design of novel video interaction techniques. Interaction data has the potential to help not only instructors to improve their videos, but also to enrich the learning experience of educational video watchers. This paper explores the design space of data-driven interaction techniques for educational video navigation. We introduce a set of techniques that augment existing video interface widgets, including: a 2D video timeline with an embedded visualization of collective navigation traces; dynamic and non-linear timeline scrubbing; data-enhanced transcript search and keyword summary; automatic display of relevant still frames next to the video; and a visual summary representing points with high learner activity. To evaluate the feasibility of the techniques, we ran a laboratory user study with simulated learning tasks. Participants rated watching lecture videos with interaction data to be efficient and useful in completing the tasks. However, no significant differences were found in task performance, suggesting that interaction data may not always align with moment-by-moment information needs during the tasks. Juho Kim 0001, Philip J. Guo, Carrie J. Cai, Shang-Wen Li 0001, Krzysztof Z. Gajos, Rob Miller 0001 |
UIST | 5 |
| 2014 | Content-aware kinetic scrolling for supporting web page navigationabstractLong documents are abundant on the web today, and are accessed in increasing numbers from touchscreen devices such as mobile phones and tablets. Navigating long documents with small screens can be challenging both physically and cognitively because they compel the user to scroll a great deal and to mentally filter for important content. To support navigation of long documents on touchscreen devices, we introduce content-aware kinetic scrolling, a novel scrolling technique that dynamically applies pseudo-haptic feedback in the form of friction around points of high interest within the page. This allows users to quickly find interesting content while exploring without further cluttering the limited visual space. To model degrees of interest (DOI) for a variety of existing web pages, we introduce social wear, a method for capturing DOI based on social signals that indicate collective user interest. Our preliminary evaluation shows that users pay attention to items with kinetic scrolling feedback during search, recognition, and skimming tasks. Juho Kim 0001, Amy X. Zhang, Rob Miller 0001, Krzysztof Z. Gajos |
UIST | 5 |
| 2013 | SPRWeb: preserving subjective responses to website colour schemes through automatic recolouringabstractColours are an important part of user experiences on the Web. Colour schemes influence the aesthetics, first impressions and long-term engagement with websites. However, five percent of people perceive a subset of all colours because they have colour vision deficiency (CVD), resulting in an unequal and less-rich user experience on the Web. Traditionally, people with CVD have been supported by recolouring tools that improve colour differentiability, but do not consider the subjective properties of colour schemes while recolouring. To address this, we developed SPRWeb, a tool that recolours websites to preserve subjective responses and improve colour differentiability - thus enabling users with CVD to have similar online experiences. To develop SPRWeb, we extended existing models of non-CVD subjective responses to CVD, then used this extended model to steer the recolouring process. In a lab study, we found that SPRWeb did significantly better than a standard recolouring tool at preserving the temperature and naturalness of websites, while achieving similar weight and differentiability preservation. We also found that recolouring did not preserve activity, and hypothesize that visual complexity influences activity more than colour. SPRWeb is the first tool to automatically preserve the subjective and perceptual properties of website colour schemes thereby equalizing the colour-based web experience for people with CVD. David R. Flatla, Katharina Reinecke, Carl Gutwin, Krzysztof Z. Gajos |
CHI | 4 |
| 2013 | Crowdsourcing performance evaluations of user interfacesabstractOnline labor markets, such as Amazon's Mechanical Turk (MTurk), provide an attractive platform for conducting human subjects experiments because the relative ease of recruitment, low cost, and a diverse pool of potential participants enable larger-scale experimentation and faster experimental revision cycle compared to lab-based settings. However, because the experimenter gives up the direct control over the participants' environments and behavior, concerns about the quality of the data collected in online settings are pervasive. In this paper, we investigate the feasibility of conducting online performance evaluations of user interfaces with anonymous, unsupervised, paid participants recruited via MTurk. We implemented three performance experiments to re-evaluate three previously well-studied user interface designs. We conducted each experiment both in lab and online with participants recruited via MTurk. The analysis of our results did not yield any evidence of significant or substantial differences in the data collected in the two settings: All statistically significant differences detected in lab were also present on MTurk and the effect sizes were similar. In addition, there were no significant differences between the two settings in the raw task completion times, error rates, consistency, or the rates of utilization of the novel interaction mechanisms introduced in the experiments. These results suggest that MTurk may be a productive setting for conducting performance evaluations of user interfaces providing a complementary approach to existing methodologies. Steven Komarov, Katharina Reinecke, Krzysztof Z. Gajos |
CHI | 3 |
| 2013 | Predicting users' first impressions of website aesthetics with a quantification of perceived visual complexity and colorfulnessabstractUsers make lasting judgments about a website's appeal within a split second of seeing it for the first time. This first impression is influential enough to later affect their opinions of a site's usability and trustworthiness. In this paper, we demonstrate a means to predict the initial impression of aesthetics based on perceptual models of a website's colorfulness and visual complexity. In an online study, we collected ratings of colorfulness, visual complexity, and visual appeal of a set of 450 websites from 548 volunteers. Based on these data, we developed computational models that accurately measure the perceived visual complexity and colorfulness of website screenshots. In combination with demographic variables such as a user's education level and age, these models explain approximately half of the variance in the ratings of aesthetic appeal given after viewing a website for 500ms only. Katharina Reinecke, Tom Yeh, Luke Miratrix, Rahmatri Mardiko, Yuechen Zhao, Jenny Liu, Krzysztof Z. Gajos |
CHI | 7 |
| 2013 | Doodle around the world: online scheduling behavior reflects cultural differences in time perception and group decision-makingabstractEvent scheduling is a group decision-making process in which social dynamics influence people's choices and the overall outcome. As a result, scheduling is not simply a matter of finding a mutually agreeable time, but a process that is shaped by social norms and values, which can highly vary between countries. To investigate the influence of national culture on people's scheduling behavior we analyzed more than 1.5 million Doodle date/time polls from 211 countries. We found strong correlations between characteristics of national culture and several behavioral phenomena, such as that poll participants from collectivist countries respond earlier, agree to fewer options but find more consensus than predominantly individualist societies. Our study provides empirical evidence of behavioral differences in group decision-making and time perception with implications for cross-cultural collaborative work. Katharina Reinecke, Minh Khoa Nguyen, Abraham Bernstein, Michael Näf, Krzysztof Z. Gajos |
CSCW | 5 |
| 2013 | Evaluation of Filesystem Provenance Visualization ToolsabstractHaving effective visualizations of filesystem provenance data is valuable for understanding its complex hierarchical structure. The most common visual representation of provenance data is the node-link diagram. While effective for understanding local activity, the node-link diagram fails to offer a high-level summary of activity and inter-relationships within the data. We present a new tool, InProv, which displays filesystem provenance with an interactive radial-based tree layout. The tool also utilizes a new time-based hierarchical node grouping method for filesystem provenance data we developed to match the user's mental model and make data exploration more intuitive. We compared InProv to a conventional node-link based tool, Orbiter, in a quantitative evaluation with real users of filesystem provenance data including provenance data experts, IT professionals, and computational scientists. We also compared in the evaluation our new node grouping method to a conventional method. The results demonstrate that InProv results in higher accuracy in identifying system activity than Orbiter with large complex data sets. The results also show that our new time-based hierarchical node grouping method improves performance in both tools, and participants found both tools significantly easier to use with the new time-based node grouping method. Subjective measures show that participants found InProv to require less mental activity, less physical activity, less work, and is less stressful to use. Our study also reveals one of the first cases of gender differences in visualization; both genders had comparable performance with InProv, but women had a significantly lower average accuracy (56%) compared to men (70%) with Orbiter. Michelle Borkin, Chelsea S. Yeh, Madelaine Boyd, Peter Macko, Krzysztof Z. Gajos, Margo I. Seltzer, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2012 | Accurate measurements of pointing performance from in situ observationsabstractWe present a method for obtaining lab-quality measurements of pointing performance from unobtrusive observations of natural in situ interactions. Specifically, we have developed a set of user-independent classifiers for discriminating between deliberate, targeted mouse pointer movements and those movements that were affected by any extraneous factors. To develop and validate these classifiers, we developed logging software to unobtrusively record pointer trajectories as participants naturally interacted with their computers over the course of several weeks. Each participant also performed a set of pointing tasks in a formal study set-up. For each movement, we computed a set of measures capturing nuances of the trajectory and the speed, acceleration, and jerk profiles. Treating the observations from the formal study as positive examples of deliberate, targeted movements and the in situ observations as unlabeled data with an unknown mix of deliberate and distracted interactions, we used a recent advance in machine learning to develop the classifiers. Our results show that, on four distinct metrics, the data collected in-situ and filtered with our classifiers closely matches the results obtained from the formal experiment. Krzysztof Z. Gajos, Katharina Reinecke, Charles Herrmann |
CHI | 1 |
| 2012 | Human computation tasks with global constraintsabstractAn important class of tasks that are underexplored in current human computation systems are complex tasks with global constraints. One example of such a task is itinerary planning, where solutions consist of a sequence of activities that meet requirements specified by the requester. In this paper, we focus on the crowdsourcing of such plans as a case study of constraint-based human computation tasks and introduce a collaborative planning system called Mobi that illustrates a novel crowdware paradigm. Mobi presents a single interface that enables crowd participants to view the current solution context and make appropriate contributions based on current needs. We conduct experiments that explain how Mobi enables a crowd to effectively and collaboratively resolve global constraints, and discuss how the design principles behind Mobi can more generally facilitate a crowd to tackle problems involving global constraints. Edith Law, Rob Miller 0001, Krzysztof Z. Gajos, David C. Parkes, Eric Horvitz |
CHI | 4 |
| 2011 | Evaluating a pattern-based visual support approach for humanitarian landmine clearanceabstractUnexploded landmines have severe post-conflict humanitarian repercussions: landmines cost lives, limbs and land. For deminers engaged in humanitarian landmine clearance, metal detectors remain the primary detection tool as more sophisticated technologies fail to get adopted due to restrictive cost, low reliability, and limited robustness. Metal detectors are, however, of limited effectiveness, as modern landmines contain only minimal amounts of metal, making them difficult to distinguish from the ubiquitous but harmless metallic clutter littering post-combat areas. We seek to improve the safety and efficiency of the demining process by developing support tools that will enable deminers to make better decisions using feedback from existing metal detectors. To this end, in this paper we propose and evaluate a novel, pattern-based visual support approach inspired by the documented strategies employed by expert deminers. In our laboratory study, participants provided with a prototype of our support tool were 80% less likely to mistake a mine for harmless clutter. A follow-up study demonstrates the potential of our pattern-based approach to enable peer decision-making support during landmine clearance. Lastly, we identify several design opportunities for further improving deminers' decision making capabilities. Lahiru G. Jayatilaka, Luca F. Bertuccelli, James Staszewski, Krzysztof Z. Gajos |
CHI | 4 |
| 2011 | Platemate: crowdsourcing nutritional analysis from food photographsabstractWe introduce PlateMate, a system that allows users to take photos of their meals and receive estimates of food intake and composition. Accurate awareness of this information can help people monitor their progress towards dieting goals, but current methods for food logging via self-reporting, expert observation, or algorithmic analysis are time-consuming, expensive, or inaccurate. PlateMate crowdsources nutritional analysis from photographs using Amazon Mechanical Turk, automatically coordinating untrained workers to estimate a meal's calories, fat, carbohydrates, and protein. We present the Management framework for crowdsourcing complex tasks, which supports PlateMate's nutrition analysis workflow. Results of our evaluations show that PlateMate is nearly as accurate as a trained dietitian and easier to use for most users than traditional self-reporting. Jon Noronha, Eric Hysen, Krzysztof Z. Gajos |
UIST | 4 |
| 2011 | Evaluation of Artery Visualizations for Heart Disease DiagnosisabstractHeart disease is the number one killer in the United States, and finding indicators of the disease at an early stage is critical for treatment and prevention. In this paper we evaluate visualization techniques that enable the diagnosis of coronary artery disease. A key physical quantity of medical interest is endothelial shear stress (ESS). Low ESS has been associated with sites of lesion formation and rapid progression of disease in the coronary arteries. Having effective visualizations of a patient's ESS data is vital for the quick and thorough non-invasive evaluation by a cardiologist. We present a task taxonomy for hemodynamics based on a formative user study with domain experts. Based on the results of this study we developed HemoVis, an interactive visualization application for heart disease diagnosis that uses a novel 2D tree diagram representation of coronary artery trees. We present the results of a formal quantitative user study with domain experts that evaluates the effect of 2D versus 3D artery representations and of color maps on identifying regions of low ESS. We show statistically significant results demonstrating that our 2D visualizations are more accurate and efficient than 3D representations, and that a perceptually appropriate color map leads to fewer diagnostic mistakes than a rainbow color map. Michelle Borkin, Krzysztof Z. Gajos, Amanda Randles, Dimitrios Mitsouras, Simone Melchionna, Frank J. Rybicki, Charles L. Feldman, Hanspeter Pfister |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2010 | Automatically generating personalized user interfaces with Supple
Krzysztof Z. Gajos, Daniel S. Weld, Jacob O. Wobbrock |
Artif. Intell. | 1 |
| 2008 | Decision-Theoretic User Interface Generation
Krzysztof Z. Gajos, Daniel S. Weld, Jacob O. Wobbrock |
AAAI | 1 |
| 2008 | Predictability and accuracy in adaptive user interfacesabstractWhile proponents of adaptive user interfaces tout potential performance gains, critics argue that adaptation's unpredictability may disorient users, causing more harm than good. We present a study that examines the relative effects of predictability and accuracy on the usability of adaptive UIs. Our results show that increasing predictability and accuracy led to strongly improved satisfaction. Increasing accuracy also resulted in improved performance and higher utilization of the adaptive interface. Contrary to our expectations, improvement in accuracy had a stronger effect on performance, utilization and some satisfaction ratings than the improvement in predictability. Krzysztof Z. Gajos, Katherine Everitt, Desney S. Tan, Mary Czerwinski, Daniel S. Weld |
CHI | 1 |
| 2008 | Improving the performance of motor-impaired users with automatically-generated, ability-based interfacesabstractWe evaluate two systems for automatically generating personalized interfaces adapted to the individual motor capabilities of users with motor impairments. The first system, SUPPLE, adapts to users' capabilities indirectly by first using the ARNAULD preference elicitation engine to model a user's preferences regarding how he or she likes the interfaces to be created. The second system, SUPPLE++, models a user's motor abilities directly from a set of one-time motor performance tests. In a study comparing these approaches to baseline interfaces, participants with motor impairments were 26.4% faster using ability-based user interfaces generated by SUPPLE++. They also made 73% fewer errors, strongly preferred those interfaces to the manufacturers' defaults, and found them more efficient, easier to use, and much less physically tiring. These findings indicate that rather than requiring some users with motor impairments to adapt themselves to software using separate assistive technologies, software can now adapt itself to the capabilities of its users. Krzysztof Z. Gajos, Jacob O. Wobbrock, Daniel S. Weld |
CHI | 1 |
| 2007 | A comparison of area pointing and goal crossing for people with and without motor impairmentsabstractPrior work has highlighted the challenges faced by people with motor impairments when trying to acquire on-screen targets using a mouse or trackball. Two reasons for this are the difficulty of positioning the mouse cursor within a confined area, and the challenge of accurately executing a click. We hypothesize that both of these difficulties with area pointing may be alleviated in a different target acquisition paradigm called "goal crossing." In goal crossing, users do not acquire a confined area, but instead pass over a target line. Although goal crossing has been studied for able-bodied users, its suitability for people with motor impairments is unknown. We present a study of 16 people, 8 of whom had motor impairments, using mice and trackballs to do area pointing and goal crossing. Our results indicate that Fitts' law models both techniques for both user groups. Furthermore, although throughput for able-bodied users was higher for area pointing than for goal crossing (4.72 vs. 3.61 bits/s), the opposite was true for users with motor impairments (2.34 vs. 2.88 bits/s), suggesting that goal crossing may be viable for them. However, error rates were higher for goal crossing than for area pointing under a strict definition of crossing errors (6.23% vs. 1.94%). Subjective results indicate a preference for goal crossing among motor-impaired users. This work provides the empirical foundation from which to pursue the design of crossing-based interfaces as accessible alternatives to pointing-based interfaces. Jacob O. Wobbrock, Krzysztof Z. Gajos |
ASSETS | 2 |
| 2007 | Automatically generating user interfaces adapted to users' motor and vision capabilitiesabstractMost of today's GUIs are designed for the typical, able-bodied user; atypical users are, for the most part, left to adapt as best they can, perhaps using specialized assistive technologies as an aid. In this paper, we present an alternative approach: SUPPLE++ automatically generates interfaces which are tailored to an individual's motor capabilities and can be easily adjusted to accommodate varying vision capabilities. SUPPLE++ models users. motor capabilities based on a onetime motor performance test and uses this model in an optimization process, generating a personalized interface. A preliminary study indicates that while there is still room for improvement, SUPPLE++ allowed one user to complete tasks that she could not perform using a standard interface, while for the remaining users it resulted in an average time savings of 20%, ranging from an slowdown of 3% to a speedup of 43%. Krzysztof Z. Gajos, Jacob O. Wobbrock, Daniel S. Weld |
UIST | 1 |
| 2006 | Automatically generating custom user interfaces for users with physical disabilitiesabstractNo abstract available. Krzysztof Z. Gajos, Jing Jing Long, Daniel S. Weld |
ASSETS | 1 |
| 2006 | Exploring the design space for adaptive graphical user interfacesabstractFor decades, researchers have presented different adaptive user interfaces and discussed the pros and cons of adaptation on task performance and satisfaction. Little research, however, has been directed at isolating and understanding those aspects of adaptive interfaces which make some of them successful and others not. We have designed and implemented three adaptive graphical interfaces and evaluated them in two experiments along with a non-adaptive baseline. In this paper we synthesize our results with previous work and discuss how different design choices and interactions affect the success of adaptive graphical user interfaces. Krzysztof Z. Gajos, Mary Czerwinski, Desney S. Tan, Daniel S. Weld |
AVI | 1 |
| 2005 | Fast and Robust Interface Generation for Ubiquitous Applications
Krzysztof Z. Gajos, David B. Christianson, Raphael Hoffmann, Tal Shaked, Kiera Henning, Jing Jing Long, Daniel S. Weld |
UbiComp | 1 |
| 2005 | Preference elicitation for interface optimizationabstractDecision-theoretic optimization is becoming a popular tool in the user interface community, but creating accurate cost (or utility) functions has become a bottleneck --- in most cases the numerous parameters of these functions are chosen manually, which is a tedious and error-prone process. This paper describes ARNAULD, a general interactive tool for eliciting user preferences concerning concrete outcomes and using this feedback to automatically learn a factored cost function. We empirically evaluate our machine learning algorithm and two automatic query generation approaches and report on an informal user study. Krzysztof Z. Gajos, Daniel S. Weld |
UIST | 1 |
| 2004 | Opportunity Knocks: A System to Provide Cognitive Assistance with Transportation Services
Donald J. Patterson, Lin Liao, Krzysztof Z. Gajos, Michael Collier, Nik Livic, Katherine Olson, Kai Wang 0059, Dieter Fox, Henry A. Kautz |
UbiComp | 3 |
| 2004 | SUPPLE: automatically generating user interfacesabstractIn order to give people ubiquitous access to software applications, device controllers, and Internet services, it will be necessary to automatically adapt user interfaces to the computational devices at hand (eg, cell phones, PDAs, touch panels, etc.). While previous researchers have proposed solutions to this problem, each has limitations. This paper proposes a novel solution based on treating interface adaptation as an optimization problem. When asked to render an interface on a specific device, our supple system searches for the rendition that meets the device's constraints and minimizes the estimated effort for the user's expected interface actions. We make several contributions: 1) precisely defining the interface rendition problem, 2) demonstrating how user traces can be used to customize interface rendering to particular user's usage pattern, 3) presenting an efficient interface rendering algorithm, 4) performing experiments that demonstrate the utility of our approach. Krzysztof Z. Gajos, Daniel S. Weld |
IUI | 1 |
| 2003 | Automatically Personalizing User Interfaces
Daniel S. Weld, Corin R. Anderson, Pedro M. Domingos, Oren Etzioni, Krzysztof Z. Gajos, Tessa A. Lau, Steven A. Wolfman |
IJCAI | 5 |