Searcharxiv⌕ Search

arXiv subjects

John Joon Young Chung

Publications and source records attributed to John Joon Young Chung.

At least 19 recordsLinked to original sources

"When to Hand Off, When to Work Together": Understanding Concurrent Human-Agent Interaction in Shared Co-Creative Workspaces

Shared co-creative workspaces allow users to contribute while agents execute. Yet how users adjust their participation as their work and the agent's execution shape one another remains less understood. We conducted two design probe studies with professional designers. In Study 1 (N=10), participants identified opportunities to contribute by observing the agent's progress, but avoided intervention when the agent misinterpreted their edits. Therefore, we developed CLEO, a second probe that tracks user actions and selectively updates its plan. In Study 2 (N=12), we analyzed 255 interaction turns and stimulated recall interviews, identifying five action categories, ten codes, six triggers, and four enabling factors. Participants engaged in concurrent interaction during 33.73% of turns, expressing newly recognized design ideas or preferences through edits and changing the division of work by completing pending subtasks or independently developing copies of unfinished outputs. We present a decision model and five design implications for concurrent human-agent collaboration.

cs.HC↗

Elsewise: Authoring Open-ended Interactive Narrative with Possibility Space Visualization

Interactive narrative (IN) authors craft spaces of divergent narrative possibilities for players to explore, with the player's input determining which narrative possibilities they actually experience. Generative AI can enable new forms of IN by improvisationally expanding on pre-authored content in response to open-ended player input. However, this extrapolation risks widening the gap between author-envisioned and player-experienced stories, potentially limiting the strength of plot progression and the communication of the author's narrative intent. To bridge the gap, we introduce Elsewise: an authoring tool for LLM-based INs that implements a novel Bundled Storyline concept to enhance author's perception and understanding of the narrative possibility space, allowing authors to explore similarities and differences between possible playthroughs of their IN in terms of open-ended, user-configurable narrative dimensions. A user study (n=12) shows that our approach improves author anticipation of player-experienced narrative, leading to more effective control and exploration of the narrative possibility spaces.

cs.HC↗

IRIS: Navigating and Reflecting on Writing Traces Using Intelligent Document Histories

Much of the text produced throughout the lifetime of a document is impermanent. In this paper, we explore how writing activity traces can be made visible and interactive to help writers navigate their document histories and understand their writing processes. Using the Flower and Hayes cognitive process model of writing, IRIS infers writing process states from keystroke logs and presents them using an AI-enhanced version history. IRIS provides three primary interactions: revision highlighting that shows local process histories in-situ, conceptual filters that constrain the version history by process type or topic, and natural language inquiry that lets writers pose reflective questions about their writing and process. Following a formative and a longitudinal study, we find that writers use the interfaces to locate specific revisions and understand the progression of their writing. They use system outputs as interpretive material, relating them to pre-existing beliefs and confirming, challenging, and deepening their understanding of their writing.

cs.HC↗

TailVis: Expressive Chart Refinement Preserving Data-Binding Integrity

Creating static visualizations for presentations and publications requires granular refinements of visual details, even for simple charts. Existing data-driven visualization tools offer limited interactive control for such refinements, forcing users to export charts to external graphic editors and breaking the critical link between data and visual representation. To address this gap, we propose an extended InfoVis Reference Model to account for post-render design refinement. A formative study with 18 visualization practitioners and a follow-up survey of 35 respondents confirmed that this stage is pervasive yet unsupported in current practice. Based on these findings, we present TailVis, a visualization authoring system that enables expressive visual customization while preserving data-binding integrity. TailVis supports element-level direct selection and scope expansion, allowing users to define a data-aware scope ranging from a single mark to a data-driven category with a simple selection. For modifications beyond predefined controls, TailVis blends natural language input with dynamically generated GUI widgets, where deictic interaction lets users reference elements simply by clicking them, keeping even open-ended edits bound to the data. To support rigorous exploration and comparison of design alternatives, TailVis implements a provenance history that enables users to capture diverse design iterations while ensuring data-visual integrity. A user study with 12 participants verified that TailVis effectively supports expressive, granular refinement without sacrificing data binding, significantly reducing repetitive manual processes in an integrated environment.

cs.HC↗

Artographer: a Curatorial Interface for Art Space Exploration

Relating a piece to previously established works is crucial in creating and engaging with art, but AI interfaces tend to obscure such relationships, rather than helping users explore them. Embedding models present new opportunities to support spatially exploring and relating artwork. We built Artographer, an art-exploration system featuring a zoomable 2-D map, constructed from similarity-clustered embeddings of ~16,000 historical artworks. We used Artographer as a design probe to explore how alternative artwork distribution interface design can shape media engagement: we invited 20 participants, including 9 art history scholars, to traverse the map, collecting artworks for a goal-driven task and while freely exploring. We identify values enacted in spatial art discovery (Visibility, Agency, Serendipity, Friction) and consider how these values challenge dominant design paradigms -- in particular, the recommendation systems governing contemporary media distribution platforms. We reimagine a curatorial approach to media distribution, within digital ecosystems where history and culture can thrive.

cs.HC↗

DiscoverLLM: From Executing Intents to Discovering Them

To handle ambiguous and open-ended requests, Large Language Models (LLMs) are increasingly trained to interact with users to surface intents they have not yet expressed (e.g., ask clarification questions). However, users are often ambiguous because they have not yet formed their intents: they must observe and explore outcomes to discover what they want. Simply asking "what kind of tone do you want?" fails when users themselves do not know. We introduce DiscoverLLM, a novel and generalizable framework that trains LLMs to help users form and discover their intents. Central to our approach is a novel user simulator that models cognitive state with a hierarchy of intents that progressively concretize as the model surfaces relevant options -- where the degree of concretization serves as a reward signal that models can be trained to optimize. Resulting models learn to collaborate with users by adaptively diverging (i.e., explore options) when intents are unclear, and converging (i.e., refine and implement) when intents concretize. Across proposed interactive benchmarks in creative writing, technical writing, and SVG drawing, DiscoverLLM achieves over 10% higher task performance while reducing conversation length by up to 40%. In a user study with 75 human participants, DiscoverLLM improved conversation satisfaction and efficiency compared to baselines.

cs.AI↗

Design Techniques for LLM-Powered Interactive Storytelling: A Case Study of the Dramamancer System

The rise of Large Language Models (LLMs) has enabled a new paradigm for bridging authorial intent and player agency in interactive narrative. We consider this paradigm through the example of Dramamancer, a system that uses an LLM to transform author-created story schemas into player-driven playthroughs. This extended abstract outlines some design techniques and evaluation considerations associated with this system.

cs.HC↗

LiteraryTaste: A Preference Dataset for Creative Writing Personalization

People have different creative writing preferences, and large language models (LLMs) for these tasks can benefit from adapting to each user's preferences. However, these models are often trained over a dataset that considers varying personal tastes as a monolith. To facilitate developing personalized creative writing LLMs, we introduce LiteraryTaste, a dataset of reading preferences from 60 people, where each person: 1) self-reported their reading habits and tastes (stated preference), and 2) annotated their preferences over 100 pairs of short creative writing texts (revealed preference). With our dataset, we found that: 1) people diverge on creative writing preferences, 2) finetuning a transformer encoder could achieve 75.8% and 67.7% accuracy when modeling personal and collective revealed preferences, and 3) stated preferences had limited utility in modeling revealed preferences. With an LLM-driven interpretability pipeline, we analyzed how people's preferences vary. We hope our work serves as a cornerstone for personalizing creative writing technologies.

cs.CL↗

LLMs Behind the Scenes: Enabling Narrative Scene Illustration

Generative AI has established the opportunity to readily transform content from one medium to another. This capability is especially powerful for storytelling, where visual illustrations can illuminate a story originally expressed in text. In this paper, we focus on the task of narrative scene illustration, which involves automatically generating an image depicting a scene in a story. Motivated by recent progress on text-to-image models, we consider a pipeline that uses LLMs as an interface for prompting text-to-image models to generate scene illustrations given raw story text. We apply variations of this pipeline to a prominent story corpus in order to synthesize illustrations for scenes in these stories. We conduct a human annotation task to obtain pairwise quality judgments for these illustrations. The outcome of this process is the SceneIllustrations dataset, which we release as a new resource for future work on cross-modal narrative transformation. Through our analysis of this dataset and experiments modeling illustration quality, we demonstrate that LLMs can effectively verbalize scene knowledge implicitly evoked by story text. Moreover, this capability is impactful for generating and evaluating illustrations.

cs.CL↗

Scaffolding Recursive Divergence and Convergence in Story Ideation

Human creative ideation involves both exploration of diverse ideas (divergence) and selective synthesis of explored ideas into coherent combinations (convergence). While processes of divergence and convergence are often interleaved and nested, existing AI-powered creativity support tools (CSTs) lack support for sophisticated orchestration of divergence and convergence. We present Reverger, an AI-powered CST that helps users ideate variations of conceptual directions for modifying a story by scaffolding flexible iteration between divergence and convergence. For divergence, our tool enables recursive exploration of alternative high-level directions for modifying a specific part of the original story. For convergence, it allows users to collect explored high-level directions and synthesize them into concrete variations. Users can then iterate between divergence and convergence until they find a satisfactory outcome. A within-subject study revealed that Reverger permitted participants to explore more unexpected and diverse high-level directions than a comparable baseline. Reverger users also felt that they had more fine-grained control and discovered more effort-worthy outcomes.

cs.HC↗

Fuzzy Linkography: Automatic Graphical Summarization of Creative Activity Traces

Linkography -- the analysis of links between the design moves that make up an episode of creative ideation or design -- can be used for both visual and quantitative assessment of creative activity traces. Traditional linkography, however, is time-consuming, requiring a human coder to manually annotate both the design moves within an episode and the connections between them. As a result, linkography has not yet been much applied at scale. To address this limitation, we introduce fuzzy linkography: a means of automatically constructing a linkograph from a sequence of recorded design moves via a "fuzzy" computational model of semantic similarity, enabling wider deployment and new applications of linkographic techniques. We apply fuzzy linkography to three markedly different kinds of creative activity traces (text-to-image prompting journeys, LLM-supported ideation sessions, and researcher publication histories) and discuss our findings, as well as strengths, limitations, and potential future applications of our approach.

cs.HC↗

DeckFlow: Iterative Specification on a Multimodal Generative Canvas

Generative AI promises to allow people to create high-quality personalized media. Although powerful, we identify three fundamental design problems with existing tooling through a literature review. We introduce a multimodal generative AI tool, DeckFlow, to address these problems. First, DeckFlow supports task decomposition by allowing users to maintain multiple interconnected subtasks on an infinite canvas populated by cards connected through visual dataflow affordances. Second, DeckFlow supports a specification decomposition workflow where an initial goal is iteratively decomposed into smaller parts and combined using feature labels and clusters. Finally, DeckFlow supports generative space exploration by generating multiple prompt and output variations, presented in a grid, that can feed back recursively into the next design iteration. We evaluate DeckFlow for text-to-image generation against a state-of-practice conversational AI baseline for image generation tasks. We then add audio generation and investigate user behaviors in a more open-ended creative setting with text, image, and audio outputs.

cs.HC↗

Modifying Large Language Model Post-Training for Diverse Creative Writing

As creative writing tasks do not have singular correct answers, large language models (LLMs) trained to perform these tasks should be able to generate diverse valid outputs. However, LLM post-training often focuses on improving generation quality but neglects to facilitate output diversity. Hence, in creative writing generation, we investigate post-training approaches to promote both output diversity and quality. Our core idea is to include deviation -- the degree of difference between a training sample and all other samples with the same prompt -- in the training objective to facilitate learning from rare high-quality instances. By adopting our approach to direct preference optimization (DPO) and odds ratio preference optimization (ORPO), we demonstrate that we can promote the output diversity of trained models while minimally decreasing quality. Our best model with 8B parameters could achieve on-par diversity as a human-created dataset while having output quality similar to the best instruction-tuned models we examined, GPT-4o and DeepSeek-R1. We further validate our approaches with a human evaluation, an ablation, and a comparison to an existing diversification approach, DivPO.

cs.CL↗

Phraselette: A Poet's Procedural Palette

According to the recently introduced theory of artistic support tools, creativity support tools exert normative influences over artistic production, instantiating a normative ground that shapes both the process and product of artistic expression. We argue that the normative ground of most existing automated writing tools is misaligned with writerly values and identify a potential alternative frame-material writing support-for experimental poetry tools that flexibly support the finding, processing, transforming, and shaping of text(s). Based on this frame, we introduce Phraselette, an artistic material writing support interface that helps experimental poets search for words and phrases. To provide material writing support, Phraselette is designed to counter the dominant mode of automated writing tools, while offering language model affordances in line with writerly values. We further report on an extended expert evaluation involving 10 published poets that indicates support for both our framing of material writing support and for Phraselette itself.

cs.HC↗

Toyteller: AI-powered Visual Storytelling Through Toy-Playing with Character Symbols

We introduce Toyteller, an AI-powered storytelling system where users generate a mix of story text and visuals by directly manipulating character symbols like they are toy-playing. Anthropomorphized symbol motions can convey rich and nuanced social interactions; Toyteller leverages these motions (1) to let users steer story text generation and (2) as a visual output format that accompanies story text. We enabled motion-steered text generation and text-steered motion generation by mapping motions and text onto a shared semantic space so that large language models and motion generation models can use it as a translational layer. Technical evaluations showed that Toyteller outperforms a competitive baseline, GPT-4o. Our user study identified that toy-playing helps express intentions difficult to verbalize. However, only motions could not express all user intentions, suggesting combining it with other modalities like language. We discuss the design space of toy-playing interactions and implications for technical HCI research on human-AI interaction.

cs.HC↗

Drama Llama: An LLM-Powered Storylets Framework for Authorable Responsiveness in Interactive Narrative

In this paper, we present Drama Llama, an LLM-powered storylets framework that supports the authoring of responsive, open-ended interactive stories. DL combines the structural benefits of storylet-based systems with the generative capabilities of large language models, enabling authors to create responsive interactive narratives while maintaining narrative control. Rather than crafting complex logical preconditions in a general-purpose or domain-specific programming language, authors define triggers in natural language that fire at appropriate moments in the story. Through a preliminary authoring study with six content authors, we present initial evidence that DL can generate coherent and meaningful narratives with believable character interactions. This work suggests directions for hybrid approaches that enhance authorial control while supporting emergent narrative generation through LLMs.

cs.HC↗

Patchview: LLM-Powered Worldbuilding with Generative Dust and Magnet Visualization

Large language models (LLMs) can help writers build story worlds by generating world elements, such as factions, characters, and locations. However, making sense of many generated elements can be overwhelming. Moreover, if the user wants to precisely control aspects of generated elements that are difficult to specify verbally, prompting alone may be insufficient. We introduce Patchview, a customizable LLM-powered system that visually aids worldbuilding by allowing users to interact with story concepts and elements through the physical metaphor of magnets and dust. Elements in Patchview are visually dragged closer to concepts with high relevance, facilitating sensemaking. The user can also steer the generation with verbally elusive concepts by indicating the desired position of the element between concepts. When the user disagrees with the LLM's visualization and generation, they can correct those by repositioning the element. These corrections can be used to align the LLM's future behaviors to the user's perception. With a user study, we show that Patchview supports the sensemaking of world elements and steering of element generation, facilitating exploration during the worldbuilding process. Patchview provides insights on how customizable visual representation can help sensemake, steer, and align generative AI model behaviors with the user's intentions.

cs.HC↗

One vs. Many: Comprehending Accurate Information from Multiple Erroneous and Inconsistent AI Generations

As Large Language Models (LLMs) are nondeterministic, the same input can generate different outputs, some of which may be incorrect or hallucinated. If run again, the LLM may correct itself and produce the correct answer. Unfortunately, most LLM-powered systems resort to single results which, correct or not, users accept. Having the LLM produce multiple outputs may help identify disagreements or alternatives. However, it is not obvious how the user will interpret conflicts or inconsistencies. To this end, we investigate how users perceive the AI model and comprehend the generated information when they receive multiple, potentially inconsistent, outputs. Through a preliminary study, we identified five types of output inconsistencies. Based on these categories, we conducted a study (N=252) in which participants were given one or more LLM-generated passages to an information-seeking question. We found that inconsistency within multiple LLM-generated outputs lowered the participants' perceived AI capacity, while also increasing their comprehension of the given information. Specifically, we observed that this positive effect of inconsistencies was most significant for participants who read two passages, compared to those who read three. Based on these findings, we present design implications that, instead of regarding LLM output inconsistencies as a drawback, we can reveal the potential inconsistencies to transparently indicate the limitations of these models and promote critical LLM usage.

cs.HC↗