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Thomas W. Malone

Publications and source records attributed to Thomas W. Malone.

10 recordsLinked to original sources

Togedule: Scheduling Meetings with Large Language Models and Adaptive Representations of Group Availability

Scheduling is a perennial-and often challenging-problem for many groups. Existing tools are mostly static, showing an identical set of choices to everyone, regardless of the current status of attendees' inputs and preferences. In this paper, we propose Togedule, an adaptive scheduling tool that uses large language models to dynamically adjust the pool of choices and their presentation format. With the initial prototype, we conducted a formative study (N=10) and identified the potential benefits and risks of such an adaptive scheduling tool. Then, after enhancing the system, we conducted two controlled experiments, one each for attendees and organizers (total N=66). For each experiment, we compared scheduling with verbal messages, shared calendars, or Togedule. Results show that Togedule significantly reduces the cognitive load of attendees indicating their availability and improves the speed and quality of the decisions made by organizers.

cs.HC

Where can AI be used? Insights from a deep ontology of work activities

Artificial intelligence (AI) is poised to profoundly reshape how work is executed and organized, but we do not yet have deep frameworks for understanding where AI can be used. Here we provide a comprehensive ontology of work activities that can help systematically analyze and predict uses of AI. To do this, we disaggregate and then substantially reorganize the approximately 20K activities in the US Department of Labor's widely used O*NET occupational database. Next, we use this framework to classify descriptions of 13,275 AI software applications and a worldwide tally of 20.8 million robotic systems. Finally, we use the data about both these kinds of AI to generate graphical displays of how the estimated units and market values of all worldwide AI systems used today are distributed across the work activities that these systems help perform. We find a highly uneven distribution of AI market value across activities, with the top 1.6% of activities accounting for over 60% of AI market value. Most of the market value is used in information-based activities (72%), especially creating information (36%), and only 12% is used in physical activities. Interactive activities include both information-based and physical activities and account for 48% of AI market value, much of which (26%) involves transferring information. These results can be viewed as rough predictions of the AI applicability for all the different work activities down to very low levels of detail. Thus, we believe this systematic framework can help predict at a detailed level where today's AI systems can and cannot be used and how future AI capabilities may change this.

cs.AI

A Risk Taxonomy and Reflection Tool for Large Language Model Adoption in Public Health

Recent breakthroughs in large language models (LLMs) have generated both interest and concern about their potential adoption as information sources or communication tools across different domains. In public health, where stakes are high and impacts extend across diverse populations, adopting LLMs poses unique challenges that require thorough evaluation. However, structured approaches for assessing potential risks in public health remain under-explored. To address this gap, we conducted focus groups with public health professionals and individuals with lived experience to unpack their concerns, situated across three distinct and critical public health issues that demand high-quality information: infectious disease prevention (vaccines), chronic and well-being care (opioid use disorder), and community health and safety (intimate partner violence). We synthesize participants' perspectives into a risk taxonomy, identifying and contextualizing the potential harms LLMs may introduce when positioned alongside traditional health communication. This taxonomy highlights four dimensions of risk to individuals, human-centered care, information ecosystem, and technology accountability. For each dimension, we unpack specific risks and offer example reflection questions to help practitioners adopt a risk-reflexive approach. By summarizing distinctive LLM characteristics and linking them to identified risks, we discuss the need to revisit prior mental models of information behaviors and complement evaluations with external validity and domain expertise through lived experience and real-world practices. Together, this work contributes a shared vocabulary and reflection tool for people in both computing and public health to collaboratively anticipate, evaluate, and mitigate risks in deciding when to employ LLM capabilities (or not) and how to mitigate harm.

cs.HC

AGI-Elo: How Far Are We From Mastering A Task?

As the field progresses toward Artificial General Intelligence (AGI), there is a pressing need for more comprehensive and insightful evaluation frameworks that go beyond aggregate performance metrics. This paper introduces a unified rating system that jointly models the difficulty of individual test cases and the competency of AI models (or humans) across vision, language, and action domains. Unlike existing metrics that focus solely on models, our approach allows for fine-grained, difficulty-aware evaluations through competitive interactions between models and tasks, capturing both the long-tail distribution of real-world challenges and the competency gap between current models and full task mastery. We validate the generalizability and robustness of our system through extensive experiments on multiple established datasets and models across distinct AGI domains. The resulting rating distributions offer novel perspectives and interpretable insights into task difficulty, model progression, and the outstanding challenges that remain on the path to achieving full AGI task mastery.

cs.AI

A Taxonomy for Human-LLM Interaction Modes: An Initial Exploration

With ChatGPT's release, conversational prompting has become the most popular form of human-LLM interaction. However, its effectiveness is limited for more complex tasks involving reasoning, creativity, and iteration. Through a systematic analysis of HCI papers published since 2021, we identified four key phases in the human-LLM interaction flow - planning, facilitating, iterating, and testing - to precisely understand the dynamics of this process. Additionally, we have developed a taxonomy of four primary interaction modes: Mode 1: Standard Prompting, Mode 2: User Interface, Mode 3: Context-based, and Mode 4: Agent Facilitator. This taxonomy was further enriched using the "5W1H" guideline method, which involved a detailed examination of definitions, participant roles (Who), the phases that happened (When), human objectives and LLM abilities (What), and the mechanics of each interaction mode (How). We anticipate this taxonomy will contribute to the future design and evaluation of human-LLM interaction.

cs.HC

Supermind Ideator: Exploring generative AI to support creative problem-solving

Previous efforts to support creative problem-solving have included (a) techniques (such as brainstorming and design thinking) to stimulate creative ideas, and (b) software tools to record and share these ideas. Now, generative AI technologies can suggest new ideas that might never have occurred to the users, and users can then select from these ideas or use them to stimulate even more ideas. Here, we describe such a system, Supermind Ideator. The system uses a large language model (GPT 3.5) and adds prompting, fine tuning, and a user interface specifically designed to help people use creative problem-solving techniques. Some of these techniques can be applied to any problem; others are specifically intended to help generate innovative ideas about how to design groups of people and/or computers ("superminds"). We also describe our early experiences with using this system and suggest ways it could be extended to support additional techniques for other specific problem-solving domains.

cs.AI

A Test for Evaluating Performance in Human-Computer Systems

The Turing test for comparing computer performance to that of humans is well known, but, surprisingly, there is no widely used test for comparing how much better human-computer systems perform relative to humans alone, computers alone, or other baselines. Here, we show how to perform such a test using the ratio of means as a measure of effect size. Then we demonstrate the use of this test in three ways. First, in an analysis of 79 recently published experimental results, we find that, surprisingly, over half of the studies find a decrease in performance, the mean and median ratios of performance improvement are both approximately 1 (corresponding to no improvement at all), and the maximum ratio is 1.36 (a 36% improvement). Second, we experimentally investigate whether a higher performance improvement ratio is obtained when 100 human programmers generate software using GPT-3, a massive, state-of-the-art AI system. In this case, we find a speed improvement ratio of 1.27 (a 27% improvement). Finally, we find that 50 human non-programmers using GPT-3 can perform the task about as well as--and less expensively than--the human programmers. In this case, neither the non-programmers nor the computer would have been able to perform the task alone, so this is an example of a very strong form of human-computer synergy.

cs.HC

Recruiting Hay to Find Needles: Recursive Incentives and Innovation in Social Networks

Finding innovative solutions to complex problems is often about finding people who have access to novel information and alternative viewpoints. Research has found that most people are connected to each other through just a few degrees of separation, but successful social search is often difficult because it depends on people using their weak ties to make connections to distant social networks. Recursive incentive schemes have shown promise for social search by motivating people to use their weak ties to find distant targets, such as specific people or even weather balloons placed at undisclosed locations. Here, we report on a case study of a similar recursive incentive scheme for finding innovative ideas. Specifically, we implemented a competition to reward individuals(s) who helped refer Grand Prize winner(s) in MIT's Climate CoLab, an open innovation platform for addressing global climate change. Using data on over 78,000 CoLab members and over 36,000 people from over 100 countries who engaged with the referral contest, we find that people who are referred using this method are more likely than others to submit proposals and to submit high quality proposals. Furthermore, we find suggestive evidence that among the contributors referred via the contest, those who had more than one degree of separation from a pre-existing CoLab member were more likely to submit high quality proposals. Thus, the results from this case study are consistent the theory that people from distant networks are more likely to provide innovative solutions to complex problems. More broadly, the results suggest that rewarding indirect intermediaries in addition to final finders may promote effective social network recruitment.

cs.SI

Integrated Information as a Metric for Group Interaction: Analyzing Human and Computer Groups Using a Technique Developed to Measure Consciousness

Researchers in many disciplines have previously used a variety of mathematical techniques for analyzing group interactions. Here we use a new metric for this purpose, called 'integrated information' or 'phi.' Phi was originally developed by neuroscientists as a measure of consciousness in brains, but it captures, in a single mathematical quantity, two properties that are important in many other kinds of groups as well: differentiated information and integration. Here we apply this metric to the activity of three types of groups that involve people and computers. First, we find that 4-person work groups with higher measured phi perform a wide range of tasks more effectively, as measured by their collective intelligence. Next, we find that groups of Wikipedia editors with higher measured phi create higher quality articles. Last, we find that the measured phi of the collection of people and computers communicating on the Internet increased over a recent six-year period. Together, these results suggest that integrated information can be a useful way of characterizing a certain kind of interactional complexity that, at least sometimes, predicts group performance. In this sense, phi can be viewed as a potential metric of effective group collaboration. Since the metric was originally developed as a measure of consciousness, the results also raise intriguing questions about the conditions under which it might be useful to regard groups as having a kind of consciousness.

cs.SI

Collective Intelligence 2012: Proceedings

This volume holds the proceedings of the Collective Intelligence 2012 conference in Cambridge, Massachusetts. It contains the full papers, poster papers, and plenary abstracts. Collective intelligence has existed at least as long as humans have, because families, armies, countries, and companies have all - at least sometimes - acted collectively in ways that seem intelligent. But in the last decade or so a new kind of collective intelligence has emerged: groups of people and computers, connected by the Internet, collectively doing intelligent things. For example, Google technology harvests knowledge generated by millions of people creating and linking web pages and then uses this knowledge to answer queries in ways that often seem amazingly intelligent. Or in Wikipedia, thousands of people around the world have collectively created a very large and high quality intellectual product with almost no centralized control, and almost all as volunteers! These early examples of Internet-enabled collective intelligence are not the end of the story but just the beginning. And in order to understand the possibilities and constraints of these new kinds of intelligence, we need a new interdisciplinary field.

cs.SI