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Jeffrey Nichols

Publications and source records attributed to Jeffrey Nichols.

32 records · Page 2Linked to original sources

Never-ending Learning of User Interfaces

Machine learning models have been trained to predict semantic information about user interfaces (UIs) to make apps more accessible, easier to test, and to automate. Currently, most models rely on datasets that are collected and labeled by human crowd-workers, a process that is costly and surprisingly error-prone for certain tasks. For example, it is possible to guess if a UI element is "tappable" from a screenshot (i.e., based on visual signifiers) or from potentially unreliable metadata (e.g., a view hierarchy), but one way to know for certain is to programmatically tap the UI element and observe the effects. We built the Never-ending UI Learner, an app crawler that automatically installs real apps from a mobile app store and crawls them to discover new and challenging training examples to learn from. The Never-ending UI Learner has crawled for more than 5,000 device-hours, performing over half a million actions on 6,000 apps to train three computer vision models for i) tappability prediction, ii) draggability prediction, and iii) screen similarity.

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WebUI: A Dataset for Enhancing Visual UI Understanding with Web Semantics

Modeling user interfaces (UIs) from visual information allows systems to make inferences about the functionality and semantics needed to support use cases in accessibility, app automation, and testing. Current datasets for training machine learning models are limited in size due to the costly and time-consuming process of manually collecting and annotating UIs. We crawled the web to construct WebUI, a large dataset of 400,000 rendered web pages associated with automatically extracted metadata. We analyze the composition of WebUI and show that while automatically extracted data is noisy, most examples meet basic criteria for visual UI modeling. We applied several strategies for incorporating semantics found in web pages to increase the performance of visual UI understanding models in the mobile domain, where less labeled data is available: (i) element detection, (ii) screen classification and (iii) screen similarity.

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Screen Correspondence: Mapping Interchangeable Elements between UIs

Understanding user interface (UI) functionality is a useful yet challenging task for both machines and people. In this paper, we investigate a machine learning approach for screen correspondence, which allows reasoning about UIs by mapping their elements onto previously encountered examples with known functionality and properties. We describe and implement a model that incorporates element semantics, appearance, and text to support correspondence computation without requiring any labeled examples. Through a comprehensive performance evaluation, we show that our approach improves upon baselines by incorporating multi-modal properties of UIs. Finally, we show three example applications where screen correspondence facilitates better UI understanding for humans and machines: (i) instructional overlay generation, (ii) semantic UI element search, and (iii) automated interface testing.

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Reflow: Automatically Improving Touch Interactions in Mobile Applications through Pixel-based Refinements

Touch is the primary way that users interact with smartphones. However, building mobile user interfaces where touch interactions work well for all users is a difficult problem, because users have different abilities and preferences. We propose a system, Reflow, which automatically applies small, personalized UI adaptations, called refinements -- to mobile app screens to improve touch efficiency. Reflow uses a pixel-based strategy to work with existing applications, and improves touch efficiency while minimally disrupting the design intent of the original application. Our system optimizes a UI by (i) extracting its layout from its screenshot, (ii) refining its layout, and (iii) re-rendering the UI to reflect these modifications. We conducted a user study with 10 participants and a heuristic evaluation with 6 experts and found that applications optimized by Reflow led to, on average, 9% faster selection time with minimal layout disruption. The results demonstrate that Reflow's refinements useful UI adaptations to improve touch interactions.

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Extracting Replayable Interactions from Videos of Mobile App Usage

Screen recordings of mobile apps are a popular and readily available way for users to share how they interact with apps, such as in online tutorial videos, user reviews, or as attachments in bug reports. Unfortunately, both people and systems can find it difficult to reproduce touch-driven interactions from video pixel data alone. In this paper, we introduce an approach to extract and replay user interactions in videos of mobile apps, using only pixel information in video frames. To identify interactions, we apply heuristic-based image processing and convolutional deep learning to segment screen recordings, classify the interaction in each segment, and locate the interaction point. To replay interactions on another device, we match elements on app screens using UI element detection. We evaluate the feasibility of our pixel-based approach using two datasets: the Rico mobile app dataset and a new dataset of 64 apps with both iOS and Android versions. We find that our end-to-end approach can successfully replay a majority of interactions (iOS--84.1%, Android--78.4%) on different devices, which is a step towards supporting a variety of scenarios, including automatically annotating interactions in existing videos, automated UI testing, and creating interactive app tutorials.

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Visual Intelligence through Human Interaction

Over the last decade, Computer Vision, the branch of Artificial Intelligence aimed at understanding the visual world, has evolved from simply recognizing objects in images to describing pictures, answering questions about images, aiding robots maneuver around physical spaces and even generating novel visual content. As these tasks and applications have modernized, so too has the reliance on more data, either for model training or for evaluation. In this chapter, we demonstrate that novel interaction strategies can enable new forms of data collection and evaluation for Computer Vision. First, we present a crowdsourcing interface for speeding up paid data collection by an order of magnitude, feeding the data-hungry nature of modern vision models. Second, we explore a method to increase volunteer contributions using automated social interventions. Third, we develop a system to ensure human evaluation of generative vision models are reliable, affordable and grounded in psychophysics theory. We conclude with future opportunities for Human-Computer Interaction to aid Computer Vision.

cs.CV↗

Screen Recognition: Creating Accessibility Metadata for Mobile Applications from Pixels

Many accessibility features available on mobile platforms require applications (apps) to provide complete and accurate metadata describing user interface (UI) components. Unfortunately, many apps do not provide sufficient metadata for accessibility features to work as expected. In this paper, we explore inferring accessibility metadata for mobile apps from their pixels, as the visual interfaces often best reflect an app's full functionality. We trained a robust, fast, memory-efficient, on-device model to detect UI elements using a dataset of 77,637 screens (from 4,068 iPhone apps) that we collected and annotated. To further improve UI detections and add semantic information, we introduced heuristics (e.g., UI grouping and ordering) and additional models (e.g., recognize UI content, state, interactivity). We built Screen Recognition to generate accessibility metadata to augment iOS VoiceOver. In a study with 9 screen reader users, we validated that our approach improves the accessibility of existing mobile apps, enabling even previously inaccessible apps to be used.

cs.HC↗

A Computational Method for Evaluating UI Patterns

UI design languages, such as Google's Material Design, make applications both easier to develop and easier to learn by providing a set of standard UI components. Nonetheless, it is hard to assess the impact of design languages in the wild. Moreover, designers often get stranded by strong-opinionated debates around the merit of certain UI components, such as the Floating Action Button and the Navigation Drawer. To address these challenges, this short paper introduces a method for measuring the impact of design languages and informing design debates through analyzing a dataset consisting of view hierarchies, screenshots, and app metadata for more than 9,000 mobile apps. Our data analysis shows that use of Material Design is positively correlated to app ratings, and to some extent, also the number of installs. Furthermore, we show that use of UI components vary by app category, suggesting a more nuanced view needed in design debates.

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Towards Malware Detection via CPU Power Consumption: Data Collection Design and Analytics (Extended Version)

This paper presents an experimental design and data analytics approach aimed at power-based malware detection on general-purpose computers. Leveraging the fact that malware executions must consume power, we explore the postulate that malware can be accurately detected via power data analytics. Our experimental design and implementation allow for programmatic collection of CPU power profiles for fixed tasks during uninfected and infected states using five different rootkits. To characterize the power consumption profiles, we use both simple statistical and novel, sophisticated features. We test a one-class anomaly detection ensemble (that baselines non-infected power profiles) and several kernel-based SVM classifiers (that train on both uninfected and infected profiles) in detecting previously unseen malware and clean profiles. The anomaly detection system exhibits perfect detection when using all features and tasks, with smaller false detection rate than the supervised classifiers. The primary contribution is the proof of concept that baselining power of fixed tasks can provide accurate detection of rootkits. Moreover, our treatment presents engineering hurdles needed for experimentation and allows analysis of each statistical feature individually. This work appears to be the first step towards a viable power-based detection capability for general-purpose computers, and presents next steps toward this goal.

cs.CR↗

Who Will Retweet This? Automatically Identifying and Engaging Strangers on Twitter to Spread Information

There has been much effort on studying how social media sites, such as Twitter, help propagate information in different situations, including spreading alerts and SOS messages in an emergency. However, existing work has not addressed how to actively identify and engage the right strangers at the right time on social media to help effectively propagate intended information within a desired time frame. To address this problem, we have developed two models: (i) a feature-based model that leverages peoples' exhibited social behavior, including the content of their tweets and social interactions, to characterize their willingness and readiness to propagate information on Twitter via the act of retweeting; and (ii) a wait-time model based on a user's previous retweeting wait times to predict her next retweeting time when asked. Based on these two models, we build a recommender system that predicts the likelihood of a stranger to retweet information when asked, within a specific time window, and recommends the top-N qualified strangers to engage with. Our experiments, including live studies in the real world, demonstrate the effectiveness of our work.

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Recommending Targeted Strangers from Whom to Solicit Information on Social Media

We present an intelligent, crowd-powered information collection system that automatically identifies and asks target-ed strangers on Twitter for desired information (e.g., cur-rent wait time at a nightclub). Our work includes three parts. First, we identify a set of features that characterize ones willingness and readiness to respond based on their exhibited social behavior, including the content of their tweets and social interaction patterns. Second, we use the identified features to build a statistical model that predicts ones likelihood to respond to information solicitations. Third, we develop a recommendation algorithm that selects a set of targeted strangers using the probabilities computed by our statistical model with the goal to maximize the over-all response rate. Our experiments, including several in the real world, demonstrate the effectiveness of our work.

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Optimizing The Selection of Strangers To Answer Questions in Social Media

Millions of people express themselves on public social media, such as Twitter. Through their posts, these people may reveal themselves as potentially valuable sources of information. For example, real-time information about an event might be collected through asking questions of people who tweet about being at the event location. In this paper, we explore how to model and select users to target with questions so as to improve answering performance while managing the load on people who must be asked. We first present a feature-based model that leverages users exhibited social behavior, including the content of their tweets and social interactions, to characterize their willingness and readiness to respond to questions on Twitter. We then use the model to predict the likelihood for people to answer questions. To support real-world information collection applications, we present an optimization-based approach that selects a proper set of strangers to answer questions while achieving a set of application-dependent objectives, such as achieving a desired number of answers and minimizing the number of questions to be sent. Our cross-validation experiments using multiple real-world data sets demonstrate the effectiveness of our work.

cs.SI↗

Home Location Identification of Twitter Users

We present a new algorithm for inferring the home location of Twitter users at different granularities, including city, state, time zone or geographic region, using the content of users tweets and their tweeting behavior. Unlike existing approaches, our algorithm uses an ensemble of statistical and heuristic classifiers to predict locations and makes use of a geographic gazetteer dictionary to identify place-name entities. We find that a hierarchical classification approach, where time zone, state or geographic region is predicted first and city is predicted next, can improve prediction accuracy. We have also analyzed movement variations of Twitter users, built a classifier to predict whether a user was travelling in a certain period of time and use that to further improve the location detection accuracy. Experimental evidence suggests that our algorithm works well in practice and outperforms the best existing algorithms for predicting the home location of Twitter users.

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Why Are You More Engaged? Predicting Social Engagement from Word Use

We present a study to analyze how word use can predict social engagement behaviors such as replies and retweets in Twitter. We compute psycholinguistic category scores from word usage, and investigate how people with different scores exhibited different reply and retweet behaviors on Twitter. We also found psycholinguistic categories that show significant correlations with such social engagement behaviors. In addition, we have built predictive models of replies and retweets from such psycholinguistic category based features. Our experiments using a real world dataset collected from Twitter validates that such predictions can be done with reasonable accuracy.

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