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Peter Demcak

Publications and source records attributed to Peter Demcak.

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What Would GPT Click: Practical Effects of Human-AI Behavioral Misalignment and the Cost of Synthetic Participants in User Experience

Synthetic participants represent a methodologically concerning concept that threatens the integrity of UX research. Findings from previous experiments specify how AI outputs are misaligned with the behaviors and thoughts of real humans in various ways. However, industry voices keep underestimating their severity, advocating for practical compromises where good-enough data does not need to be perfect, and all issues will be solved by future tuning. Our study tackles the lack of systematic understanding of the practical issues that arise with synthetic behavior and its use for steering decisions within real contexts. Within twelve diverse first click tests (n = 3431) obtained from real UX practice, we examine the ability of GPT to predict where humans click and how they reason about their behavior. Results (e.g., significantly different distribution from real data in 53% of tasks) demonstrate critical failures to reflect the patterns in which users click on visual elements and the underlying cognitive processes. Participant personas, chain-of-thought reasoning in GPT, and different sampling parameters fail to create sensible fidelity improvements apart from inflating believability. We expose a multitude of nuanced distortions in synthetic responses that reduce their overall analytical usefulness as a decision-making resource, compared with real data. Observed distortions can be theoretically linked to the properties categorically inherent to LLMs: their statistical nature and encoding of semantic heuristics dependent on their training on linguistic data.

cs.HC

Distorted Perspectives of LLM-Simulated Preferences: Can AI Mislead Design?

Designers of digital solutions increasingly consult Large Language Models (LLMs) for their work. However, it remains unclear how this may affect the user experiences they produce and there are no established practices. We investigate how design preferences expressed by LLM-driven simulation methods align with those of real users. We present a study that aggregates real-world data and design stimuli from twenty-nine preference tests conducted in practice by users of the UXtweak online research platform (n = 2073). We perform holistic multimodal simulations where we manipulate LLM variables (model reasoning, sampling, persona type, and specificity) and assess their effects on algorithmic fidelity. Our results unveil significant and systematic discrepancies between peoples' real design preferences and LLM simulations that are consistent across manipulations. Synthetic justifications lack genuine depth, nuance and reasoning, which they substitute by patterns like focus on generic properties, specific elements, elaboration and overpraising. The unique attention directed by this research toward preferences within visual design stimuli highlights misrepresentation of perception and meaning by LLMs in a context that is intuitive yet critical for design teams. The external and ecological validity of our findings is high, given their replication across a multitude of real-world studies.

cs.HC

Card Sorting with Fewer Cards and the Same Mental Models? A Re-examination of an Established Practice

To keep card sorting with a lot of cards concise, a common strategy for gauging mental models involves presenting participants with fewer randomly selected cards instead of the full set. This is a decades-old practice, but its effects lacked systematic examination. To assess how randomized subsets affect data, we conducted an experiment with 160 participants. We compared results between full and randomized 60\% card sets, then analyzed sample size requirements and the impacts of individual personality and cognitive factors. Our results demonstrate that randomized subsets can yield comparable similarity matrices to standard card sorting, but thematic patterns in categories can differ. Increased data variability also warrants larger sample sizes (25-35 for 60% card subset). Results indicate that personality traits and cognitive reflection interact with card sorting. Our research suggests evidence-based practices for conducting card sorting while exposing the influence of study design and individual differences on measurement of mental models.

cs.HC

Talking Surveys: How Photorealistic Embodied Conversational Agents Shape Response Quality, Engagement, and Satisfaction

Embodied conversational agents (ECAs) are increasingly more realistic and capable of dynamic conversations. In online surveys, anthropomorphic agents could help address issues like careless responding and satisficing, which originate from the lack of personal engagement and perceived accountability. However, there is a lack of understanding of how ECAs in user experience research may affect participant engagement, satisfaction, and the quality of responses. As a proof of concept, we propose an instrument that enables the incorporation of conversations with a virtual avatar into surveys, using on AI-driven video generation, speech recognition, and Large Language Models. In our between-subjects study, 80 participants (UK, stratified random sample of general population) either talked to a voice-based agent with an animated video avatar, or interacted with a chatbot. Across surveys based on two self-reported psychometric tests, 2,265 conversation responses were obtained. Statistical comparison of results indicates that embodied agents can contribute significantly to more informative, detailed responses, as well as higher yet more time-efficient engagement. Furthermore, qualitative analysis provides valuable insights for causes of no significant change to satisfaction, linked to personal preferences, turn-taking delays and Uncanny Valley reactions. These findings support the pursuit and development of new methods toward human-like agents for the transformation of online surveys into more natural interactions resembling in-person interviews.

cs.HC

Card Sorting Simulator: Augmenting Design of Logical Information Architectures with Large Language Models

Card sorting is a common ideation technique that elicits information on users' mental organization of content and functionality by having them sort items into categories. For more robust card sorting research, digital card sorting tools could benefit from providing quick automated feedback. Our objective of this research is to advance toward an instrument that applies artificial intelligence (AI) to augment card sorting. For this purpose, we develop the Card Sorting Simulator, a prototype tool that leverages Large Language Models (LLMs) to generate informative categorizations of cards. To illuminate how aligned the simulation is with card sorting by actual participants, and to inform the instrument's design decisions, we conducted a generalizability-focused comparative study. We obtained 28 pre-existing card sorting studies from real practitioners, comprising 1,399 participants, along with diverse contents and origins. With this dataset, we conducted a comprehensive and nuanced analysis of the agreement between actual card sorting results (clusterings of cards) and synthetic clusterings across a multitude of LLMs and prompt designs. Mutual information scores indicate a good degree of agreement to real result clustering, although similarity matrices also demonstrate inconsistencies from mental models, which can be attributed to their top-down nature. Furthermore, the number of cards or complexity of their labels impact the accuracy of its simulation. These findings bolster the case for AI augmentation in card sorting research as a source of meaningful preliminary feedback and highlight the need for further study for the development and validation of intelligent user research tools.

cs.HC

Systematic Literature Review of Automation and Artificial Intelligence in Usability Issue Detection

Usability issues can hinder the effective use of software. Therefore, various techniques are deployed to diagnose and mitigate them. However, these techniques are costly and time-consuming, particularly in iterative design and development. A substantial body of research indicates that automation and artificial intelligence can enhance the process of obtaining usability insights. In our systematic review of 155 publications, we offer a comprehensive overview of the current state of the art for automated usability issue detection. We analyze trends, paradigms, and the technical context in which they are applied. Finally, we discuss the implications and potential directions for future research.

cs.HC