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R. Benjamin Shapiro

Publications and source records attributed to R. Benjamin Shapiro.

10 recordsLinked to original sources

Training Computer Use Agents to Assess the Usability of Graphical User Interfaces

Usability testing with experts and potential users can assess the effectiveness, efficiency, and user satisfaction of graphical user interfaces (GUIs) but doing so remains a costly and time-intensive process. Prior work has used computer use agents (CUAs) and other generative agents that can simulate user interactions and preference, but we show that agents still struggle to provide accurate usability assessments. In this work, we present a novel machine learning method that operationalizes a computational definition of usability to train CUAs to assess GUI usability by i) prioritizing important interaction flows, ii) executing them through human-like interactions, and iii) predicting a learned numerical usability score. We train a computer use agent, uxCUA, with our algorithm on a large-scale dataset of fully interactive user interfaces (UIs) paired with usability labels and human preferences. We show that uxCUA outperforms larger models in accurate usability assessments and produces realistic critiques of both synthetic and real UIs. More broadly, our work aims to build a principled, data-driven foundation for automated usability assessment in HCI.

cs.CL

Designing Transformational Games to Support Socio-ethical Reasoning about Generative AI

There is an increasing need for young people to become critically AI literate, understanding not only how AI works but also its limitations and ethical nuances. Yet, designing learning experiences that make such complex, serious topics engaging remains a challenge. This paper explores transformational games as a promising approach for supporting youth learning about generative AI (GenAI) and ethics. We designed and implemented two games, Diversity Duel and Secret Agent, that integrate GenAI tools with gameplay elements. This work investigates how the games' elements: (1) peer evaluation, (2) constraint-based creativity, and (3) social deduction supported socio-ethical reasoning about GenAI. Participants recognized and debated bias in GenAI outputs, connected these patterns to real-world inequities, and developed nuanced understandings of bias. Participants further came to see how prompt design shapes AI behavior. Our findings suggest that group-based games with these elements can support fostering critical AI literacy.

cs.HC

CreateAI Insights from an NSF Workshop on K12 Students, Teachers, and Families as Designers of Artificial Intelligence and Machine Learning Applications

In response to the exponential growth in the use of artificial intelligence and machine learning applications, educators, researchers and policymakers have taken steps to integrate artificial intelligence applications into K-12 education. Among these efforts, one equally important approach has received little, if any attention: What if students and teachers were not just learning to be competent users of AI but also its creators? This question is at the heart of CreateAI in which K12 educators, researchers, and learning scientists addressed the following questions: (1) What tools, skills, and knowledge will empower students and teachers to build their own AI/ML applications? (2) How can we integrate these approaches into classrooms? and (3) What new possibilities for learning emerge when students and teachers become innovators and creators? In the report we provide recommendations for what tools designed for creating AI/ML applications should address in terms of design features, and learner progression in investigations. To promote effective learning and teaching of creating AI applications, we also need to help students and teachers select appropriate tools. We outline how we need to develop a better understanding of learning practices and funds of knowledge to support youth as they create and evaluate AI/ML applications. This also includes engaging youth in learning about ethics and critically that is authentic, empowering, and relevant throughout the design process. Here we advocate for the integration of ethics in the curriculum. We also address what teachers need to know and how assessments can help establish baselines, include different instruments, and promote students as responsible creators of AI. Together, these recommendations provide important insights for preparing students to engage thoughtfully and critically with these technologies.

cs.CY

"Grillz on a hijabi": Intersectional Identities in Fostering Critical AI Literacy

As AI increasingly saturates our daily lives, it is crucial that youth develop skills to critically use and assess AI systems and envision better alternatives. We apply theories from culturally responsive computing to design and study a learning experience meant to support Black Muslim teen girls in developing critical literacy with generative AI (GenAI). We investigate fashion design as a culturally-rich, creative domain for youth to apply GenAI and then reflect on GenAI's socio-ethical aspects in relation to their own intersectional identities. Through a case study of a three-day, voluntary informal education program, we show how fashion design with GenAI exposed affordances and limitations of current GenAI tools. As the girls used GenAI to create realistic depictions of their dream fashion collections, they encountered socio-ethical limitations of AI, such as biased models and malfunctioning safety systems that prohibited their generation of outputs that reflected their creative ideas, bodies, and cultures. Discussions anchored in the phenomenology of impossible creative realization supported participants' development of critical AI literacy and descriptions of how preferable, identity-affirming technologies would behave. Our findings contribute to the field's growing understanding of how computing education experience designs linking creativity and identity can support critical AI literacy development.

cs.HC

Affordances of Sketched Notations for Multimodal UI Design and Development Tools

Multimodal UI design and development tools that interpret sketches or natural language descriptions of UIs inherently have notations: the inputs they can understand. In AI-based systems, notations are implicitly defined by the data used to train these systems. In order to create usable and intuitive notations for interactive design systems, we must regard, design, and evaluate these training datasets as notation specifications. To better understand the design space of notational possibilities for future design tools, we use the Cognitive Dimensions of Notations framework to analyze two possible notations for UI sketching. The first notation is the sketching rules for an existing UI sketch dataset, and the second notation is the set of sketches generated by participants in this study, where individuals sketched UIs without imposed representational rules. We imagine two systems, FixedSketch and FlexiSketch, built with each notation respectively, in order to understand the differential affordances of, and potential design requirements for, systems. We find that participants' sketches were composed of element-level notations that are ambiguous in isolation but are interpretable in context within whole designs. For many cognitive dimensions, the FlexiSketch notation supports greater intuitive creative expression and affords lower cognitive effort than the FixedSketch notation, but cannot be supported with prevailing, element-based approaches to UI sketch recognition. We argue that for future multimodal design tools to be truly human-centered, they must adopt contemporary AI methods, including transformer-based and human-in-the-loop, reinforcement learning techniques to understand users' context-rich expressive notations and corrections.

cs.HC

ContextQ: Generated Questions to Support Meaningful Parent-Child Dialogue While Co-Reading

Much of early literacy education happens at home with caretakers reading books to young children. Prior research demonstrates how having dialogue with children during co-reading can develop critical reading readiness skills, but most adult readers are unsure if and how to lead effective conversations. We present ContextQ, a tablet-based reading application to unobtrusively present auto-generated dialogic questions to caretakers to support this dialogic reading practice. An ablation study demonstrates how our method of encoding educator expertise into the question generation pipeline can produce high-quality output; and through a user study with 12 parent-child dyads (child age: 4-6), we demonstrate that this system can serve as a guide for parents in leading contextually meaningful dialogue, leading to significantly more conversational turns from both the parent and the child and deeper conversations with connections to the child's everyday life.

cs.HC

AVELA -- A Vision for Engineering Literacy & Access: Understanding Why Technology Alone Is Not Enough

Unequal technology access for Black and Latine communities has been a persistent economic, social justice, and human rights issue despite increased technology accessibility due to advancements in consumer electronics like phones, tablets, and computers. We contextualize socio-technical access inequalities for Black and Latine urban communities and find that many students are hesitant to engage with available technologies due to a lack of engaging support systems. We present a holistic student-led STEM engagement model through AVELA - A Vision for Engineering Literacy and Access leveraging culturally responsive lessons, mentor embodied community representation, and service learning. To evaluate the model's impact after 4 years of mentoring 200+ university student instructors in teaching to 2,500+ secondary school students in 100+ classrooms, we conducted 24 semi-structured interviews with college AnonymizedOrganization members. We identify access barriers and provide principled recommendations for designing future STEM education programs.

cs.CY

Co-ML: Collaborative Machine Learning Model Building for Developing Dataset Design Practices

Machine learning (ML) models are fundamentally shaped by data, and building inclusive ML systems requires significant considerations around how to design representative datasets. Yet, few novice-oriented ML modeling tools are designed to foster hands-on learning of dataset design practices, including how to design for data diversity and inspect for data quality. To this end, we outline a set of four data design practices (DDPs) for designing inclusive ML models and share how we designed a tablet-based application called Co-ML to foster learning of DDPs through a collaborative ML model building experience. With Co-ML, beginners can build image classifiers through a distributed experience where data is synchronized across multiple devices, enabling multiple users to iteratively refine ML datasets in discussion and coordination with their peers. We deployed Co-ML in a 2-week-long educational AIML Summer Camp, where youth ages 13-18 worked in groups to build custom ML-powered mobile applications. Our analysis reveals how multi-user model building with Co-ML, in the context of student-driven projects created during the summer camp, supported development of DDPs including incorporating data diversity, evaluating model performance, and inspecting for data quality. Additionally, we found that students' attempts to improve model performance often prioritized learnability over class balance. Through this work, we highlight how the combination of collaboration, model testing interfaces, and student-driven projects can empower learners to actively engage in exploring the role of data in ML systems.

cs.HC

Collaborative Machine Learning Model Building with Families Using Co-ML

Existing novice-friendly machine learning (ML) modeling tools center around a solo user experience, where a single user collects only their own data to build a model. However, solo modeling experiences limit valuable opportunities for encountering alternative ideas and approaches that can arise when learners work together; consequently, it often precludes encountering critical issues in ML around data representation and diversity that can surface when different perspectives are manifested in a group-constructed data set. To address this issue, we created Co-ML -- a tablet-based app for learners to collaboratively build ML image classifiers through an end-to-end, iterative model-building process. In this paper, we illustrate the feasibility and potential richness of collaborative modeling by presenting an in-depth case study of a family (two children 11 and 14-years-old working with their parents) using Co-ML in a facilitated introductory ML activity at home. We share the Co-ML system design and contribute a discussion of how using Co-ML in a collaborative activity enabled beginners to collectively engage with dataset design considerations underrepresented in prior work such as data diversity, class imbalance, and data quality. We discuss how a distributed collaborative process, in which individuals can take on different model-building responsibilities, provides a rich context for children and adults to learn ML dataset design.

cs.HC

ARtonomous: Introducing Middle School Students to Reinforcement Learning Through Virtual Robotics

Typical educational robotics approaches rely on imperative programming for robot navigation. However, with the increasing presence of AI in everyday life, these approaches miss an opportunity to introduce machine learning (ML) techniques grounded in an authentic and engaging learning context. Furthermore, the needs for costly specialized equipment and ample physical space are barriers that limit access to robotics experiences for all learners. We propose ARtonomous, a relatively low-cost, virtual alternative to physical, programming-only robotics kits. With ARtonomous, students employ reinforcement learning (RL) alongside code to train and customize virtual autonomous robotic vehicles. Through a study evaluating ARtonomous, we found that middle-school students developed an understanding of RL, reported high levels of engagement, and demonstrated curiosity for learning more about ML. This research demonstrates the feasibility of an approach like ARtonomous for 1) eliminating barriers to robotics education and 2) promoting student learning and interest in RL and ML.

cs.HC