SearcharxivSearch

arXiv subjects

Hernisa Kacorri

Publications and source records attributed to Hernisa Kacorri.

At least 19 recordsLinked to original sources

Say It My Way: Exploring Control in Conversational Visual Question Answering with Blind Users

Prompting and steering techniques are well established in general-purpose generative AI, yet assistive visual question answering (VQA) tools for blind users still follow rigid interaction patterns with limited opportunities for customization. User control can be helpful when system responses are misaligned with their goals and contexts, a gap that becomes especially consequential for blind users that may rely on these systems for access. We invite 11 blind users to customize their interactions with a real-world conversational VQA system. Drawing on 418 interactions, reflections, and post-study interviews, we analyze prompting-based techniques participants adopted, including those introduced in the study and those developed independently in real-world settings. VQA interactions were often lengthy: participants averaged 3 turns, sometimes up to 21, with input text typically tenfold shorter than the responses they heard. Built on state-of-the-art LLMs, the system lacked verbosity controls, was limited in estimating distance in space and time, relied on inaccessible image framing, and offered little to no camera guidance. We discuss how customization techniques such as prompt engineering can help participants work around these limitations. Alongside a new publicly available dataset, we offer insights for interaction design at both query and system levels.

cs.HC

Text to Blind Motion

People who are blind perceive the world differently than those who are sighted, which can result in distinct motion characteristics. For instance, when crossing at an intersection, blind individuals may have different patterns of movement, such as veering more from a straight path or using touch-based exploration around curbs and obstacles. These behaviors may appear less predictable to motion models embedded in technologies such as autonomous vehicles. Yet, the ability of 3D motion models to capture such behavior has not been previously studied, as existing datasets for 3D human motion currently lack diversity and are biased toward people who are sighted. In this work, we introduce BlindWays, the first multimodal motion benchmark for pedestrians who are blind. We collect 3D motion data using wearable sensors with 11 blind participants navigating eight different routes in a real-world urban setting. Additionally, we provide rich textual descriptions that capture the distinctive movement characteristics of blind pedestrians and their interactions with both the navigation aid (e.g., a white cane or a guide dog) and the environment. We benchmark state-of-the-art 3D human prediction models, finding poor performance with off-the-shelf and pre-training-based methods for our novel task. To contribute toward safer and more reliable systems that can seamlessly reason over diverse human movements in their environments, our text-and-motion benchmark is available at https://blindways.github.io.

cs.CV

Beyond Omakase: Designing Shared Control for Navigation Robots with Blind People

Autonomous navigation robots can increase the independence of blind people but often limit user control, following what is called in Japanese an "omakase" approach where decisions are left to the robot. This research investigates ways to enhance user control in social robot navigation, based on two studies conducted with blind participants. The first study, involving structured interviews (N=14), identified crowded spaces as key areas with significant social challenges. The second study (N=13) explored navigation tasks with an autonomous robot in these environments and identified design strategies across different modes of autonomy. Participants preferred an active role, termed the "boss" mode, where they managed crowd interactions, while the "monitor" mode helped them assess the environment, negotiate movements, and interact with the robot. These findings highlight the importance of shared control and user involvement for blind users, offering valuable insights for designing future social navigation robots.

cs.HC

Understanding How Blind Users Handle Object Recognition Errors: Strategies and Challenges

Object recognition technologies hold the potential to support blind and low-vision people in navigating the world around them. However, the gap between benchmark performances and practical usability remains a significant challenge. This paper presents a study aimed at understanding blind users' interaction with object recognition systems for identifying and avoiding errors. Leveraging a pre-existing object recognition system, URCam, fine-tuned for our experiment, we conducted a user study involving 12 blind and low-vision participants. Through in-depth interviews and hands-on error identification tasks, we gained insights into users' experiences, challenges, and strategies for identifying errors in camera-based assistive technologies and object recognition systems. During interviews, many participants preferred independent error review, while expressing apprehension toward misrecognitions. In the error identification task, participants varied viewpoints, backgrounds, and object sizes in their images to avoid and overcome errors. Even after repeating the task, participants identified only half of the errors, and the proportion of errors identified did not significantly differ from their first attempts. Based on these insights, we offer implications for designing accessible interfaces tailored to the needs of blind and low-vision users in identifying object recognition errors.

cs.HC

AccessShare: Co-designing Data Access and Sharing with Blind People

Blind people are often called to contribute image data to datasets for AI innovation with the hope for future accessibility and inclusion. Yet, the visual inspection of the contributed images is inaccessible. To this day, we lack mechanisms for data inspection and control that are accessible to the blind community. To address this gap, we engage 10 blind participants in a scenario where they wear smartglasses and collect image data using an AI-infused application in their homes. We also engineer a design probe, a novel data access interface called AccessShare, and conduct a co-design study to discuss participants' needs, preferences, and ideas on consent, data inspection, and control. Our findings reveal the impact of interactive informed consent and the complementary role of data inspection systems such as AccessShare in facilitating communication between data stewards and blind data contributors. We discuss how key insights can guide future informed consent and data control to promote inclusive and responsible data practices in AI.

cs.HC

"We are at the mercy of others' opinion": Supporting Blind People in Recreational Window Shopping with AI-infused Technology

Engaging in recreational activities in public spaces poses challenges for blind people, often involving dependency on sighted help. Window shopping is a key recreational activity that remains inaccessible. In this paper, we investigate the information needs, challenges, and current approaches blind people have to recreational window shopping to inform the design of existing wayfinding and navigation technology for supporting blind shoppers in exploration and serendipitous discovery. We conduct a formative study with a total of 18 blind participants that include both focus groups (N=8) and interviews for requirements analysis (N=10). We find that there is a desire for push notifications of promotional information and pull notifications about shops of interest such as the targeted audience of a brand. Information about obstacles and points-of-interest required customization depending on one's mobility aid as well as presence of a crowd, children, and wheelchair users. We translate these findings into specific information modalities and rendering in the context of two existing AI-infused assistive applications: NavCog (a turn-by-turn navigation app) and Cabot (a navigation robot).

cs.HC

Exploring AI Problem Formulation with Children via Teachable Machines

Emphasizing problem formulation in AI literacy activities with children is vital, yet we lack empirical studies on their structure and affordances. We propose that participatory design involving teachable machines facilitates problem formulation activities. To test this, we integrated problem reduction heuristics into storyboarding and invited a university-based intergenerational design team of 10 children (ages 8-13) and 9 adults to co-design a teachable machine. We find that children draw from personal experiences when formulating AI problems; they assume voice and video capabilities, explore diverse machine learning approaches, and plan for error handling. Their ideas promote human involvement in AI, though some are drawn to more autonomous systems. Their designs prioritize values like capability, logic, helpfulness, responsibility, and obedience, and a preference for a comfortable life, family security, inner harmony, and excitement as end-states. We conclude by discussing how these results can inform the design of future participatory AI activities.

cs.HC

Examining the Values Reflected by Children during AI Problem Formulation

Understanding how children design and what they value in AI interfaces that allow them to explicitly train their models such as teachable machines, could help increase such activities' impact and guide the design of future technologies. In a co-design session using a modified storyboard, a team of 5 children (aged 7-13 years) and adult co-designers, engaged in AI problem formulation activities where they imagine their own teachable machines. Our findings, leveraging an established psychological value framework (the Rokeach Value Survey), illuminate how children conceptualize and embed their values in AI systems that they themselves devise to support their everyday activities. Specifically, we find that children's proposed ideas require advanced system intelligence, e.g. emotion detection and understanding the social relationships of a user. The underlying models could be trained under multiple modalities and any errors would be fixed by adding more data or by anticipating negative examples. Children's ideas showed they cared about family and expected machines to understand their social context before making decisions.

cs.HC

Contributing to Accessibility Datasets: Reflections on Sharing Study Data by Blind People

To ensure that AI-infused systems work for disabled people, we need to bring accessibility datasets sourced from this community in the development lifecycle. However, there are many ethical and privacy concerns limiting greater data inclusion, making such datasets not readily available. We present a pair of studies where 13 blind participants engage in data capturing activities and reflect with and without probing on various factors that influence their decision to share their data via an AI dataset. We see how different factors influence blind participants' willingness to share study data as they assess risk-benefit tradeoffs. The majority support sharing of their data to improve technology but also express concerns over commercial use, associated metadata, and the lack of transparency about the impact of their data. These insights have implications for the development of responsible practices for stewarding accessibility datasets, and can contribute to broader discussions in this area.

cs.CY

Blind Users Accessing Their Training Images in Teachable Object Recognizers

Iteration of training and evaluating a machine learning model is an important process to improve its performance. However, while teachable interfaces enable blind users to train and test an object recognizer with photos taken in their distinctive environment, accessibility of training iteration and evaluation steps has received little attention. Iteration assumes visual inspection of the training photos, which is inaccessible for blind users. We explore this challenge through MyCam, a mobile app that incorporates automatically estimated descriptors for non-visual access to the photos in the users' training sets. We explore how blind participants (N=12) interact with MyCam and the descriptors through an evaluation study in their homes. We demonstrate that the real-time photo-level descriptors enabled blind users to reduce photos with cropped objects, and that participants could add more variations by iterating through and accessing the quality of their training sets. Also, Participants found the app simple to use indicating that they could effectively train it and that the descriptors were useful. However, subjective responses were not reflected in the performance of their models, partially due to little variation in training and cluttered backgrounds.

cs.HC

Data Representativeness in Accessibility Datasets: A Meta-Analysis

As data-driven systems are increasingly deployed at scale, ethical concerns have arisen around unfair and discriminatory outcomes for historically marginalized groups that are underrepresented in training data. In response, work around AI fairness and inclusion has called for datasets that are representative of various demographic groups. In this paper, we contribute an analysis of the representativeness of age, gender, and race & ethnicity in accessibility datasets - datasets sourced from people with disabilities and older adults - that can potentially play an important role in mitigating bias for inclusive AI-infused applications. We examine the current state of representation within datasets sourced by people with disabilities by reviewing publicly-available information of 190 datasets, we call these accessibility datasets. We find that accessibility datasets represent diverse ages, but have gender and race representation gaps. Additionally, we investigate how the sensitive and complex nature of demographic variables makes classification difficult and inconsistent (e.g., gender, race & ethnicity), with the source of labeling often unknown. By reflecting on the current challenges and opportunities for representation of disabled data contributors, we hope our effort expands the space of possibility for greater inclusion of marginalized communities in AI-infused systems.

cs.HC

MyMove: Facilitating Older Adults to Collect In-Situ Activity Labels on a Smartwatch with Speech

Current activity tracking technologies are largely trained on younger adults' data, which can lead to solutions that are not well-suited for older adults. To build activity trackers for older adults, it is crucial to collect training data with them. To this end, we examine the feasibility and challenges with older adults in collecting activity labels by leveraging speech. Specifically, we built MyMove, a speech-based smartwatch app to facilitate the in-situ labeling with a low capture burden. We conducted a 7-day deployment study, where 13 older adults collected their activity labels and smartwatch sensor data, while wearing a thigh-worn activity monitor. Participants were highly engaged, capturing 1,224 verbal reports in total. We extracted 1,885 activities with corresponding effort level and timespan, and examined the usefulness of these reports as activity labels. We discuss the implications of our approach and the collected dataset in supporting older adults through personalized activity tracking technologies.

cs.HC

From the Lab to People's Home: Lessons from Accessing Blind Participants' Interactions via Smart Glasses in Remote Studies

Researchers have adopted remote methods, such as online surveys and video conferencing, to overcome challenges in conducting in-person usability testing, such as participation, user representation, and safety. However, remote user evaluation on hardware testbeds is limited, especially for blind participants, as such methods restrict access to observations of user interactions. We employ smart glasses in usability testing with blind people and share our lessons from a case study conducted in blind participants' homes (N=12), where the experimenter can access participants' activities via dual video conferencing: a third-person view via a laptop camera and a first-person view via smart glasses worn by the participant. We show that smart glasses hold potential for observing participants' interactions with smartphone testbeds remotely; on average 58.7% of the interactions were fully captured via the first-person view compared to 3.7% via the third-person. However, this gain is not uniform across participants as it is susceptible to head movements orienting the ear towards a sound source, which highlights the need for a more inclusive camera form factor. We also share our lessons learned when it comes to dealing with lack of screen reader support in smart glasses, a rapidly draining battery, and Internet connectivity in remote studies with blind participants.

cs.HC

Exploring Machine Teaching with Children

Iteratively building and testing machine learning models can help children develop creativity, flexibility, and comfort with machine learning and artificial intelligence. We explore how children use machine teaching interfaces with a team of 14 children (aged 7-13 years) and adult co-designers. Children trained image classifiers and tested each other's models for robustness. Our study illuminates how children reason about ML concepts, offering these insights for designing machine teaching experiences for children: (i) ML metrics (e.g. confidence scores) should be visible for experimentation; (ii) ML activities should enable children to exchange models for promoting reflection and pattern recognition; and (iii) the interface should allow quick data inspection (e.g. images vs. gestures).

cs.LG

Accessing Passersby Proxemic Signals through a Head-Worn Camera: Opportunities and Limitations for the Blind

The spatial behavior of passersby can be critical to blind individuals to initiate interactions, preserve personal space, or practice social distancing during a pandemic. Among other use cases, wearable cameras employing computer vision can be used to extract proxemic signals of others and thus increase access to the spatial behavior of passersby for blind people. Analyzing data collected in a study with blind (N=10) and sighted (N=40) participants, we explore: (i) visual information on approaching passersby captured by a head-worn camera; (ii) pedestrian detection algorithms for extracting proxemic signals such as passerby presence, relative position, distance, and head pose; and (iii) opportunities and limitations of using wearable cameras for helping blind people access proxemics related to nearby people. Our observations and findings provide insights into dyadic behaviors for assistive pedestrian detection and lead to implications for the design of future head-worn cameras and interactions.

cs.HC

Sharing Practices for Datasets Related to Accessibility and Aging

Datasets sourced from people with disabilities and older adults play an important role in innovation, benchmarking, and mitigating bias for both assistive and inclusive AI-infused applications. However, they are scarce. We conduct a systematic review of 137 accessibility datasets manually located across different disciplines over the last 35 years. Our analysis highlights how researchers navigate tensions between benefits and risks in data collection and sharing. We uncover patterns in data collection purpose, terminology, sample size, data types, and data sharing practices across communities of focus. We conclude by critically reflecting on challenges and opportunities related to locating and sharing accessibility datasets calling for technical, legal, and institutional privacy frameworks that are more attuned to concerns from these communities.

cs.HC

Pedestrian Detection with Wearable Cameras for the Blind: A Two-way Perspective

Blind people have limited access to information about their surroundings, which is important for ensuring one's safety, managing social interactions, and identifying approaching pedestrians. With advances in computer vision, wearable cameras can provide equitable access to such information. However, the always-on nature of these assistive technologies poses privacy concerns for parties that may get recorded. We explore this tension from both perspectives, those of sighted passersby and blind users, taking into account camera visibility, in-person versus remote experience, and extracted visual information. We conduct two studies: an online survey with MTurkers (N=206) and an in-person experience study between pairs of blind (N=10) and sighted (N=40) participants, where blind participants wear a working prototype for pedestrian detection and pass by sighted participants. Our results suggest that both of the perspectives of users and bystanders and the several factors mentioned above need to be carefully considered to mitigate potential social tensions.

cs.HC

Hand-Priming in Object Localization for Assistive Egocentric Vision

Egocentric vision holds great promises for increasing access to visual information and improving the quality of life for people with visual impairments, with object recognition being one of the daily challenges for this population. While we strive to improve recognition performance, it remains difficult to identify which object is of interest to the user; the object may not even be included in the frame due to challenges in camera aiming without visual feedback. Also, gaze information, commonly used to infer the area of interest in egocentric vision, is often not dependable. However, blind users often tend to include their hand either interacting with the object that they wish to recognize or simply placing it in proximity for better camera aiming. We propose localization models that leverage the presence of the hand as the contextual information for priming the center area of the object of interest. In our approach, hand segmentation is fed to either the entire localization network or its last convolutional layers. Using egocentric datasets from sighted and blind individuals, we show that the hand-priming achieves higher precision than other approaches, such as fine-tuning, multi-class, and multi-task learning, which also encode hand-object interactions in localization.

cs.CV