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James A. Landay

Publications and source records attributed to James A. Landay.

11 recordsLinked to original sources

"What Are You Really Trying to Do?": Co-Creating Life Goals from Everyday Computer Use

Recent advances in user modeling make it feasible to conduct open-ended inference over a person's everyday computer use. Despite longstanding visions of systems that deeply understand our actions and the purposes they serve in our lives, existing systems only capture what a person is doing in the moment, not why they are doing it, limiting these systems to surface-level support. We introduce striving co-creation, a process for inferring broader life goals from unstructured observations of computer use. Grounded in Activity Theory and Emmons' personal strivings framework, our system progressively constructs a hierarchical representation of a person's activities. Strivings are, however, difficult to fully resolve from observation alone, as the same action can be driven by many different goals. Our system therefore supports an editing interface that gives people agency over how they are understood by the system, feeding their corrections back into subsequent rounds of striving induction. In a week-long field deployment (N=14), we find that our co-creation process produces strivings that participants recognize as representative of their long-term goals and gives them greater agency than baseline methods.

cs.HC

Comparing Design Metaphors and User-Driven Metaphors for Interaction Design

Metaphors enable designers to communicate their ideal user experience for platforms. Yet, we often do not know if these design metaphors match users' actual experiences. In this work, we compare design and user metaphors across three different platforms: ChatGPT, Twitter, and YouTube. We build on prior methods to elicit 554 user metaphors, as well as ratings on how well each metaphor describes users' experiences. We then identify 21 design metaphors by analyzing each platform's historical web presence since their launch date. We find that design metaphors often do not match the metaphors that users use to describe their experiences. Even when design and user metaphors do match, the metaphors do not always resonate universally. Through these findings, we highlight how comparing design and user metaphors can help to evaluate and refine metaphors for user experience.

cs.HC

Just-In-Time Objectives: A General Approach for Specialized AI Interactions

Large language models promise a broad set of functions, but when not given a specific objective, they default to generic results. We demonstrate that inferring the user's in-the-moment objective, then rapidly optimizing for that singular objective, enables LLMs to produce specialized tools, interfaces, and responses. Our work introduces just-in-time objectives, which model a user's goals to specialize LLM systems on the fly. We contribute an architecture for automatically inducing such objectives by passively observing user behavior, then steering downstream AI systems through generation and evaluation against this objective. Inducing just-in-time objectives (e.g., "Clarify the abstract's research contribution") enables automatic generation of tools, e.g., those that critique a draft based on relevant HCI methodologies, anticipate related researchers' reactions, or surface ambiguous terminology. In a series of experiments on participants' own tasks, JIT objectives enable LLM outputs that achieve 66-86% win rates over typical LLMs. In-person use sessions confirm that JIT objectives produce specialized tools that are unique to each participant and are rated as significantly higher quality than a standard LLM chat tool.

cs.HC

Bloom: Designing for LLM-Augmented Behavior Change Interactions

Large language models (LLMs) offer novel opportunities to support health behavior change, yet existing work has narrowly focused on text-only interactions. Building on decades of HCI research on effective behavior change interactions, we present Bloom, an application for physical activity promotion that integrates an LLM-based health coaching chatbot with existing design strategies and UI elements. As part of Bloom's development, we conducted a redteaming evaluation and contribute a safety benchmark dataset. In a four-week randomized field study (N=54) comparing Bloom to a no-LLM control, we observed important shifts in psychological outcomes: participants in the LLM condition reported stronger beliefs that activity was beneficial, greater enjoyment, and more self-compassion. Both conditions significantly increased physical activity levels, doubling the proportion of participants meeting recommended weekly guidelines, though descriptively, we observed no advantage for the LLM condition in short-term physical activity levels. Instead, our findings suggest that LLMs may be more effective at shifting mindsets that precede longer-term behavior change.

cs.HC

Making Videos Accessible for Blind and Low Vision Users Using a Multimodal Agent Video Player

Video content remains largely inaccessible to blind and low-vision (BLV) users. To address this, we introduce a prototype that leverages a multimodal agent - powered by a novel conversational architecture using a multimodal large language model (MLLM) - to provide BLV users with an interactive, accessible video experience. This Multimodal Agent Video Player (MAVP) demonstrates that an interactive accessibility mode can be added to a video through multilayered prompt orchestration. We describe a user-centered design process involving 18 sessions with BLV users that showed that BLV users do not just want accessibility features, but desire independence and personal agency over the viewing experience. We conducted a qualitative study with an additional 8 BLV participants; in this, we saw that the MAVP's conversational dialogue offers BLV users a sense of personal agency, fostering collaboration and trust. Even in the case of hallucinations, it is meta-conversational dialogues about AI's limitations that can repair trust.

cs.HC

GPTCoach: Towards LLM-Based Physical Activity Coaching

Mobile health applications show promise for scalable physical activity promotion but are often insufficiently personalized. In contrast, health coaching offers highly personalized support but can be prohibitively expensive and inaccessible. This study draws inspiration from health coaching to explore how large language models (LLMs) might address personalization challenges in mobile health. We conduct formative interviews with 12 health professionals and 10 potential coaching recipients to develop design principles for an LLM-based health coach. We then built GPTCoach, a chatbot that implements the onboarding conversation from an evidence-based coaching program, uses conversational strategies from motivational interviewing, and incorporates wearable data to create personalized physical activity plans. In a lab study with 16 participants using three months of historical data, we find promising evidence that GPTCoach gathers rich qualitative information to offer personalized support, with users feeling comfortable sharing concerns. We conclude with implications for future research on LLM-based physical activity support.

cs.HC

Black Older Adults' Perception of Using Voice Assistants to Enact a Medical Recovery Curriculum

The use of interactive voice assistants (IVAs) in healthcare provides an avenue to address diverse health needs, such as gaps in the medical recovery period for older adult patients who have recently experienced serious illness. By using a voice-assisted medical recovery curriculum, discharged patients can receive ongoing support as they recover. However, there exist significant medical and technology disparities among older adults, particularly among Black older adults. We recruited 26 Black older adults to participate in the design process of an IVA-enacted medical recovery curriculum by providing feedback during the early stages of design. Lack of cultural relevancy, accountability, privacy concerns, and stigmas associated with aging and disability made participants reluctant to engage with the technology unless in a position of extreme need. This study underscored the need for Black cultural representation, whether it regarded the IVA's accent, the types of media featured, or race-specific medical advice, and the need for strategies to address participants' concerns and stigmas. Participants saw the value in the curriculum for those who did not have caregivers and deliberated about the trade-offs the technology presented. We discuss tensions surrounding inclusion and representation and conclude by showing how we enacted the lessons from this study in future design plans.

cs.HC

ReactGenie: A Development Framework for Complex Multimodal Interactions Using Large Language Models

By combining voice and touch interactions, multimodal interfaces can surpass the efficiency of either modality alone. Traditional multimodal frameworks require laborious developer work to support rich multimodal commands where the user's multimodal command involves possibly exponential combinations of actions/function invocations. This paper presents ReactGenie, a programming framework that better separates multimodal input from the computational model to enable developers to create efficient and capable multimodal interfaces with ease. ReactGenie translates multimodal user commands into NLPL (Natural Language Programming Language), a programming language we created, using a neural semantic parser based on large-language models. The ReactGenie runtime interprets the parsed NLPL and composes primitives in the computational model to implement complex user commands. As a result, ReactGenie allows easy implementation and unprecedented richness in commands for end-users of multimodal apps. Our evaluation showed that 12 developers can learn and build a nontrivial ReactGenie application in under 2.5 hours on average. In addition, compared with a traditional GUI, end-users can complete tasks faster and with less task load using ReactGenie apps.

cs.HC

Model Sketching: Centering Concepts in Early-Stage Machine Learning Model Design

Machine learning practitioners often end up tunneling on low-level technical details like model architectures and performance metrics. Could early model development instead focus on high-level questions of which factors a model ought to pay attention to? Inspired by the practice of sketching in design, which distills ideas to their minimal representation, we introduce model sketching: a technical framework for iteratively and rapidly authoring functional approximations of a machine learning model's decision-making logic. Model sketching refocuses practitioner attention on composing high-level, human-understandable concepts that the model is expected to reason over (e.g., profanity, racism, or sarcasm in a content moderation task) using zero-shot concept instantiation. In an evaluation with 17 ML practitioners, model sketching reframed thinking from implementation to higher-level exploration, prompted iteration on a broader range of model designs, and helped identify gaps in the problem formulation$\unicode{x2014}$all in a fraction of the time ordinarily required to build a model.

cs.HC

Beyond Being Real: A Sensorimotor Control Perspective on Interactions in Virtual Reality

We can create Virtual Reality (VR) interactions that have no equivalent in the real world by remapping spacetime or altering users' body representation, such as stretching the user's virtual arm for manipulation of distant objects or scaling up the user's avatar to enable rapid locomotion. Prior research has leveraged such approaches, what we call beyond-real techniques, to make interactions in VR more practical, efficient, ergonomic, and accessible. We present a survey categorizing prior movement-based VR interaction literature as reality-based, illusory, or beyond-real interactions. We survey relevant conferences (CHI, IEEE VR, VRST, UIST, and DIS) while focusing on selection, manipulation, locomotion, and navigation in VR. For beyond-real interactions, we describe the transformations that have been used by prior works to create novel remappings. We discuss open research questions through the lens of the human sensorimotor control system and highlight challenges that need to be addressed for effective utilization of beyond-real interactions in future VR applications, including plausibility, control, long-term adaptation, and individual differences.

cs.HC

Towards a Drone Cinematographer: Guiding Quadrotor Cameras using Visual Composition Principles

We present a system to capture video footage of human subjects in the real world. Our system leverages a quadrotor camera to automatically capture well-composed video of two subjects. Subjects are tracked in a large-scale outdoor environment using RTK GPS and IMU sensors. Then, given the tracked state of our subjects, our system automatically computes static shots based on well-established visual composition principles and canonical shots from cinematography literature. To transition between these static shots, we calculate feasible, safe, and visually pleasing transitions using a novel real-time trajectory planning algorithm. We evaluate the performance of our tracking system, and experimentally show that RTK GPS significantly outperforms conventional GPS in capturing a variety of canonical shots. Lastly, we demonstrate our system guiding a consumer quadrotor camera autonomously capturing footage of two subjects in a variety of use cases. This is the first end-to-end system that enables people to leverage the mobility of quadrotors, as well as the knowledge of expert filmmakers, to autonomously capture high-quality footage of people in the real world.

cs.GR