Posts tagged: AI

Second Workshop on Engineering Interactive Systems Embedding AI Technologies @ EICS'2024

We will be organizing a workshop on Engineering Interactive Systems Embedding AI Technologies at the EICS 2024 conference – Tuesday June 24th or June 25th 2024 in Caglieri, Italy. Submissions welcome.

Read more →

Opportunities and challenges of model multiplicity in interactive software systems

The proliferation of artificial intelligence (AI) in interactive systems has led to significant challenges in model integration, but also end-user-related aspects such as over- and undertrust. This paper explores how multiple AI models with the same performance and behavior but different internal workings –a phenomenon called model multiplicity– affect system integration and user interaction. We discuss the implications of model multiplicity for transparency, trust, and operational effectiveness in interactive software systems.

Anthropomorphic user interfaces: Past, present and future of anthropomorphic aspects for sustainable digital interface design

Interactions with computing systems and conversational services such as ChatGPT have become an inherent part of our daily lives. It is surprising that user interfaces, the gateways through which we communicate with an interactive intelligent system, are still predominantly devoid from hedonic aspects. There is little attempt to make communication through user interfaces intentionally more like communication with humans. Anthropomorphic user interfaces can transform interactions with intelligent software into more pleasant experiences by integrating human-like attributes. Anthropomorphic user interfaces expose human-like attributes that enable people to perceive, connect and interact with the interfaces as social actors. This integration of human-like aspects not only enhances user experience but also holds the potential to make interfaces more sustainable, as they rely on familiar human interaction patterns, thus potentially reducing the learning curve and increasing user adoption rates. However, there is little consensus on how to build these anthropomorphic user interfaces. We conducted an extensive literature review on existing anthropomorphic user interfaces for software systems (past), in order to map and connect existing definitions and interpretations in an overarching taxonomy (present). The taxonomy is used to organize and structure examples of anthropomorphic user interfaces into an accessible collection. The taxonomy and an accompanying web tool provides designers with a reference framework for analyzing and dissecting existing anthropomorphic user interfaces, and for designing new anthropomorphic user interfaces (future).

AI-spectra: A visual dashboard for model multiplicity to enhance informed and transparent decision-making

We present an approach, AI-Spectra, to leverage model multiplicity for interactive systems. Model multiplicity means using slightly different AI models yielding equally valid outcomes or predictions for the same task, thus relying on many simultaneous "expert advisors" that can have different opinions. Dealing with multiple AI models that generate potentially divergent results for the same task is challenging for users to deal with. It helps users understand and identify AI models are not always correct and might differ, but it can also result in an information overload when being confronted with multiple results instead of one. AI-Spectra leverages model multiplicity by using a visual dashboard designed for conveying what AI models generate which results while minimizing the cognitive effort to detect consensus among models and what type of models might have different opinions. We use a custom adaptation of Chernoff faces for AI-Spectra; Chernoff Bots. This visualization technique lets users quickly interpret complex, multivariate model configurations and compare predictions across multiple models. Our design is informed by building on established Human-AI Interaction guidelines and well know practices in information visualization. We validated our approach through a series of experiments training a wide variation of models with the MNIST dataset to perform number recognition. Our work contributes to the growing discourse on making AI systems more transparent, trustworthy, and effective through the strategic use of multiple models.

FortClash: Predicting and mediating unintended behavior in home automation

Smart home inhabitants can specify trigger-condition-action rules to control the home's behavior. As the number of rules and their complexity grow, however, so does the probability of issues such as inconsistencies and redundancies. These can lead to unintended behavior, including security vulnerabilities and wasted resources, which harms the inhabitants' trust in the system. Existing approaches to handle unintended behavior typically require inhabitants to define all-encompassing, permanent solutions by modifying the rules. Although this is fitting in certain situations, some unforeseen situations might occur. We argue that the user always must have the last word to avoid unwanted behaviors, without altering the overall behavior. With FortClash, we present an approach to predict many different types of unintended behavior, and contribute four novel mechanisms to mediate them that rely on making one-time exceptions. With FortClash, inhabitants gain a new tool to deal with unintended behavior in the short-term that is compatible with existing long-term approaches such as editing rules.

Model-based engineering of feedforward usability function for GUI widgets

Feedback and feedforward are two fundamental mechanisms that support users' activities while interacting with computing devices. While feedback can be easily solved by providing information to the users following the triggering of an action, feedforward is much more complex as it must provide information before an action is performed. For interactive applications where making a mistake has more impact than just reduced user comfort, correct feedforward is an essential step toward correctly informed, and thus safe, usage. Our approach, Fortunettes, is a generic mechanism providing a systematic way of designing feedforward addressing both action and presentation problems. Including a feedforward mechanism significantly increases the complexity of the interactive application hardening developers' tasks to detect and correct defects. We build upon an existing formal notation based on Petri Nets for describing the behavior of interactive applications and present an approach that allows for adding correct and consistent feedforward.

Rataplan: Resilient automation of user interface actions with multi-modal proxies

We present Rataplan, a robust and resilient pixel-based approach for linking multi-modal proxies to automated sequences of actions in graphical user interfaces (GUIs). With Rataplan, users demonstrate a sequence of actions and answer human-readable follow-up questions to clarify their desire for automation. After demonstrating a sequence, the user can link a proxy input control to the action which can then be used as a shortcut for automating a sequence. Alternatively, output proxies use a notification model in which content is pushed when it becomes available. As an example use case, Rataplan uses keyboard shortcuts and tangible user interfaces (TUIs) as input proxies, and TUIs as output proxies. Instead of relying on available APIs, Rataplan automates GUIs using pixel-based reverse engineering. This ensures our approach can be used with all applications that offer a GUI, including web applications. We implemented a set of important strategies to support robust automation of modern interfaces that have a flat and minimal style, have frequent data and state changes, and have dynamic viewports.

Individualising graphical layouts with predictive visual search models

In domains where users are exposed to large variations in visuo-spatial features among designs, they often spend excess time searching for common elements (features) on an interface. This article contributes individualised predictive models of visual search, and a computational approach to restructure graphical layouts for an individual user such that features on a new, unvisited interface can be found quicker. It explores four technical principles inspired by the human visual system (HVS) to predict expected positions of features and create individualised layout templates: (I) the interface with highest frequency is chosen as the template; (II) the interface with highest predicted recall probability (serial position curve) is chosen as the template; (III) the most probable locations for features across interfaces are chosen (visual statistical learning) to generate the template; (IV) based on a generative cognitive model, the most likely visual search locations for features are chosen (visual sampling modelling) to generate the template. Given a history of previously seen interfaces, we restructure the spatial layout of a new (unseen) interface with the goal of making its features more easily findable. The four HVS principles are implemented in Familiariser, a web browser that automatically restructures webpage layouts based on the visual history of the user. Evaluation of Familiariser (using visual statistical learning) with users provides first evidence that our approach reduces visual search time by over 10

Improving the translation environment for professional translators

When using computer-aided translation systems in a typical, professional translation workflow, there are several stages at which there is room for improvement. The SCATE (Smart Computer-Aided Translation Environment) project investigated several of these aspects, both from a human-computer interaction point of view, as well as from a purely technological side. This paper describes the SCATE research with respect to improved fuzzy matching, parallel treebanks, the integration of translation memories with machine translation, quality estimation, terminology extraction from comparable texts, the use of speech recognition in the translation process, and human computer interaction and interface design for the professional translation environment. For each of these topics, we describe the experiments we performed and the conclusions drawn, providing an overview of the highlights of the entire SCATE project.

SmartObjects: Sixth workshop on interacting with smart objects