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Timothy Merritt

Publications and source records attributed to Timothy Merritt.

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Agentic AI for Safety-critical Multi-drone Systems: Challenges and Opportunities

Multi-drone systems are increasingly positioned for safety-critical missions such as search and rescue (SAR) and critical infrastructure monitoring. Yet, real-world adoption remains constrained not only by autonomy performance, but by the difficulty of integrating agentic behavior into professional work: operators must understand, trust, and govern automation under uncertainty, time pressure, and accountability. This position paper synthesizes the ambitions and lessons from two ongoing efforts: NAMUR, which explores LLM-supported robot control in SAR and firefighting contexts, and PERSIST, which explores persistent drone operations for monitoring and security at critical infrastructure sites. We argue that agentic AI should be approached as a socio-technical design problem, where interfaces, oversight mechanisms, and evaluation practices are as critical as algorithms. We outline a human-centered, participatory, and iterative research approach aimed at uncovering stakeholder needs, shaping agent capabilities through successive prototypes, and producing transferable proof-of-concept systems and evaluation strategies for other safety-critical contexts.

cs.AI

Speech Command + Speech Emotion: Exploring Emotional Speech Commands as a Compound and Playful Modality

In an era of human-computer interaction with increasingly agentic AI systems capable of connecting with users conversationally, speech is an important modality for commanding agents. By recognizing and using speech emotions (i.e., how a command is spoken), we can provide agents with the ability to emotionally accentuate their responses and socially enrich users' perceptions and experiences. To explore the concept and impact of speech emotion commands on user perceptions, we realized a prototype and conducted a user study (N = 14) where speech commands are used to steer two vehicles in a minimalist and retro game style implementation. While both agents execute user commands, only one of the agents uses speech emotion information to adapt its execution behavior. We report on differences in how users perceived each agent, including significant differences in stimulation and dependability, outline implications for designing interactions with agents using emotional speech commands, and provide insights on how users consciously emote, which we describe as "voice acting".

cs.HC

When Discourse Stalls: Moving Past Five Semantic Stopsigns about Generative AI in Design Research

This essay examines how Generative AI (GenAI) is rapidly transforming design practices and how discourse often falls into over-simplified narratives that impede meaningful research and practical progress. We identify and deconstruct five prevalent "semantic stopsigns" -- reductive framings about GenAI in design that halt deeper inquiry and limit productive engagement. Reflecting upon two expert workshops at ACM conferences and semi-structured interviews with design practitioners, we analyze how these stopsigns manifest in research and practice. Our analysis develops mid-level knowledge that bridges theoretical discourse and practical implementation, helping designers and researchers interrogate common assumptions about GenAI in their own contexts. By recasting these stopsigns into more nuanced frameworks, we provide the design research community with practical approaches for thinking about and working with these emerging technologies.

cs.CY

Serious Play to Encourage Socialization between Unfamiliar Children Facilitated by a LEGO Robot

Socialization is an essential development skill for preschool children. In collaboration with the LEGO Group, we developed Robert Robot, a simplified robot, which enables socialization between children and facilitates shared experiences when meeting for the first time. An exploratory study to observe socialization between preschool children was conducted with 30 respondents in pairs. Additionally, observational data from 212 play sessions with four Robert Robots in the wild were collected. Subsequent analysis found that children have fun as Robert Robot breaks the ice between unfamiliar children. The children relayed audio cues related to the imaginative world of Robert Robot's personalities and mimicked each other as a method of initiating social play and communication with their unfamiliar peers. Furthermore, the study contributes four implications for the design of robots for socialization between children. This chapter provides an example case of serious storytelling using playful interactions engaging children with the character of the robot and the mini-narratives around the build requests.

cs.HC

Static Vs. Agentic Game Master AI for Facilitating Solo Role-Playing Experiences

This paper presents a game master AI for single-player role-playing games. The AI is designed to deliver interactive text-based narratives and experiences typically associated with multiplayer tabletop games like Dungeons & Dragons. We report on the design process and the series of experiments to improve the functionality and experience design, resulting in two functional versions of the system. While v1 of our system uses simplified prompt engineering, v2 leverages a multi-agent architecture and the ReAct framework to include reasoning and action. A comparative evaluation demonstrates that v2 as an agentic system maintains play while significantly improving modularity and game experience, including immersion and curiosity. Our findings contribute to the evolution of AI-driven interactive fiction, highlighting new avenues for enhancing solo role-playing experiences.

cs.HC

Interactive Inference: A Neuromorphic Theory of Human-Computer Interaction

Neuromorphic Human-Computer Interaction (HCI) is a theoretical approach to designing better user experiences (UX) motivated by advances in the understanding of the neurophysiology of the brain. Inspired by the neuroscientific theory of Active Inference, Interactive Inference is a first example of such an approach. It offers a simplified interpretation of Active Inference that allows designers to more readily apply this theory to design and evaluation. The basic premise in Interactive Inference is that the user predicts a result prior to performing a task. User behaviour is modeled as Bayesian inference on progress and goal distributions that predicts the next action. The difference between the observed result and the prediction is what is processed by the brain. This discrepancy between goal and progress distributions, or Bayesian surprise, can be modeled as a simple mean square error of the signal-to-noise ratio (SNR) of a task. The problem is that the user's capacity to process Bayesian surprise follows the logarithm of this SNR. This means terminal execution errors rise quickly once average capacity is exceeded. Our model allows the quantitative analysis of performance and terminal error using one framework that can provide real-time estimates of the mental load of users that needs to be minimized by design. We show how three basic laws of HCI, Hick's Law, Fitts' Law and the Power Law can be expressed using our model. We then test the validity of the model by empirically measuring how well it predicts human performance and terminal error in a car following task. Results suggest that driver processing capacity is indeed a logarithmic function of the SNR of the distance to a lead car, and that terminal error follows the residual surprise predicted by a KL-divergence model. This result provides initial evidence that Interactive Inference can be useful as a new theoretical design tool.

cs.HC

Speejis: Enhancing User Experience of Mobile Voice Messaging with Automatic Visual Speech Emotion Cues

Mobile messaging apps offer an increasing range of emotional expressions, such as emojis to help users manually augment their texting experiences. Accessibility of such augmentations is limited in voice messaging. With the term "speejis" we refer to accessible emojis and other visual speech emotion cues that are created automatically from speech input alone. The paper presents an implementation of speejis and reports on a user study (N=12) comparing the UX of voice messaging with and without speejis. Results show significant differences in measures such as attractiveness and stimulation and a clear preference of all participants for messaging with speejis. We highlight the benefits of using paralinguistic speech processing and continuous emotion models to enable finer grained augmentations of emotion changes and transitions within a single message in addition to augmentations of the overall tone of the message.

cs.HC