December 2024
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1 Read
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December 2024
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1 Read
October 2024
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3 Reads
October 2024
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4 Reads
June 2024
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4 Reads
April 2024
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73 Reads
Multimodal Technologies and Interaction
Software developers new to creating Augmented Reality (AR) experiences often gravitate towards simplified development environments, such as 3D game engines. While popular game engines such as Unity and Unreal have evolved to offer extensive support and functionalities for AR creation, many developers still find it difficult to realize their immersive development projects. We ran an observational study with 12 software developers to assess how they approach the initial AR creation processes using a simplified development framework, the information resources they seek, and how their learning experience compares to the more mainstream 2D development. We observed that developers often started by looking for code examples rather than breaking down complex problems, leading to challenges in visualizing the AR experience. They encountered vocabulary issues and found trial-and-error methods ineffective due to a lack of familiarity with 3D environments, physics, and motion. These observations highlight the distinct needs of emerging AR developers and suggest that conventional code reuse strategies in mainstream development may be less effective in AR. We discuss the importance of developing more intuitive training and learning methods to foster diversity in developing interactive systems and support self-taught learners.
March 2024
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184 Reads
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9 Citations
Large Language Model (LLM) assistants, such as ChatGPT, have emerged as potential alternatives to search methods for helping users navigate complex, feature-rich software. LLMs use vast training data from domain-specific texts, software manuals, and code repositories to mimic human-like interactions, offering tailored assistance , including step-by-step instructions. In this work, we investigated LLM-generated software guidance through a within-subject experiment with 16 participants and follow-up interviews. We compared a baseline LLM assistant with an LLM optimized for particular software contexts, SoftAIBot, which also offered guidelines for constructing appropriate prompts. We assessed task completion, perceived accuracy, relevance, and trust. Surprisingly, although SoftAIBot outperformed the baseline LLM, our results revealed no significant difference in LLM usage and user perceptions with or without prompt guidelines and the integration of domain context. Most users struggled to understand how the prompt's text related to the LLM's responses and often followed the LLM's suggestions verbatim, even if they were incorrect. This resulted in difficulties when using the LLM's advice for software tasks, leading to low task completion rates. Our detailed analysis also revealed that users remained unaware of inaccuracies in the LLM's responses, indicating a gap between their lack of software expertise and their ability to evaluate the LLM's assistance. With the growing push for designing domain-specific LLM assistants, we emphasize the importance of incorporating explainable, context-aware cues into LLMs to help users understand prompt-based interactions, identify biases, and maximize the utility of LLM assistants.
February 2024
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5 Reads
IEEE Transactions on Visualization and Computer Graphics
Informal learners of computational skills often fi nd it difficult to self-direct their learning pursuits, which may be spread across different mediums and study sessions. Inspired by self-monitoring interventions from domains such as health and productivity, we investigate key requirements for helping informal learners better self-reflect on their learning experiences. We carried out two elicitation studies with paper-based and interactive probes to explore a range of manual, automatic, and semi-automatic design approaches for capturing and presenting a learner's data. We found that although automatically generated visual overviews of learning histories are initially promising for increasing awareness, learners prefer having controls to manipulate overviews through personally relevant filtering options to better reflect on their past, plan for future sessions, and communicate with others for feedback. To validate our findings and expand our understanding of designing self-monitoring tools for use in real settings, we gathered further insights from experts, who shed light on factors to consider in terms of data collection techniques, designing for reflections, and carrying out field studies. Our findings have several implications for designing learner-centered self-monitoring interventions that can be both useful and engaging for informal learners.
January 2024
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21 Reads
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4 Citations
Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies
A variety of consumer Augmented Reality (AR) applications have been released on mobile devices and novel immersive headsets over the last five years, creating a breadth of new AR-enabled experiences. However, these applications, particularly those designed for immersive headsets, require users to employ unfamiliar gestural input and adopt novel interaction paradigms. To better understand how everyday users discover gestures and classify the types of interaction challenges they face, we observed how 25 novices from diverse backgrounds and technical knowledge used four different AR applications requiring a range of interaction techniques. A detailed analysis of gesture interaction traces showed that users struggled to discover the correct gestures, with the majority of errors occurring when participants could not determine the correct sequence of actions to perform or could not evaluate their actions. To further reflect on the prevalence of our findings, we carried out an expert validation study with eight professional AR designers, engineers, and researchers. We discuss implications for designing discoverable gestural input techniques that align with users' mental models, inventing AR-specific onboarding and help systems, and enhancing system-level machine recognition.
October 2023
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26 Reads
September 2023
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29 Reads
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1 Citation
Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies
As video conferencing (VC) has become necessary for many professional, educational, and social tasks, people who are d/Deaf and hard of hearing (DHH) face distinct accessibility barriers. We conducted studies to understand the challenges faced by DHH people during VCs and found that they struggled to easily present or communicate effectively due to accessibility limitations of VC platforms. These limitations include the lack of tools for DHH speakers to discreetly communicate their accommodation needs to the group. Based on these findings, we prototyped a suite of tools, called Erato that enables DHH speakers to be aware of their performance while speaking and remind participants of proper etiquette. We evaluated Erato by running a mock classroom case study over VC for three sessions. All participants felt more confident in their speaking ability and paid closer attention to making the classroom more inclusive while using our tool. We share implications of these results for the design of VC interfaces and human-the-the-loop assistive systems that can support users who are DHH to communicate effectively and advocate for their accessibility needs.
... For example, providing an incomplete set of forwarding policies, best practices, or configuration lines may cause misconfigurations to be missed. Similarly, improperly modeling protocol semantics [6,54], excluding certain configurations [52], or supplying unrelated configuration lines [21,31,42,47] may cause false alarms. ...
March 2024
... To address these challenges, accessibility research delves deeply into the strategies currently adopted by people with disabilities, aiming to inform and develop more inclusive video conferencing practices and features [3,18,20]. For example, Maitraye Das et al. [18] studied working-from-home (WFH) experience of neurodivergent professionals and identified the need to rethink accessibility in remote work, highlighting essential strategies to improve inclusivity, such as normalizing video use, providing meeting agendas in advance, and establishing clear turn-taking protocols, which are not just "nice to have". ...
September 2023
Proceedings of the ACM on Interactive Mobile Wearable and Ubiquitous Technologies
... Despite the appealing and simplified AR development environments presented by modern game engines, many new creators still find it challenging to realize their immersive development projects [1,6]. To understand the types of obstacles developers face in AR development, even with simplified environments, a deeper insight into how new AR developers approach programming and debugging is essential. ...
October 2022
... For example, advanced computational methods such as machine learning have transformed life science with 1,487 publications on PubMed referencing this technique in 2012, compared to 30,684 in 2022 [2]. This level of disruptive change can leave practitioners at risk of having large areas of their discipline rendered unintelligible to them [3][4][5]. Life scientists see computational and data management training as their most unmet need [6,7], reflecting the challenge in modern science to incorporate knowledge and skills from across multiple disciplines (e.g., computational methods, see [8]. ...
September 2022
... Using an LLM is preferred when the user believes the problem is discussed frequently enough that the model has awareness of it, and they possess sufficient knowledge to identify incorrect responses [33]. In contrast, research into students' use of web-based resources showed that students often exhibit shallow, trial-and-error approaches without clear strategy or self-reflection [30]. While some students use web search for general reference [24], other students tend to seek quick answers and exact code matches to specific problems [30]. ...
July 2022
... These tools enable users to create animation through sketch-based interactions [15,[30][31][32]73] and tangible demonstrations [3]. Such authoring techniques have been demonstrated to be versatile and adaptable across various domains, including 3D animations [44], video augmentation [21,74], and motion graphics videos [26]. Although these methods have significantly enhanced the creative authoring of dynamic visuals, they may not be ideally tailored for explanatory content in physics textbooks. ...
April 2022
... In the research area of IR, Khurana et al. [17] show that providing NL explanations for why a chatbot did not understand a user's query or does not know what to do next in the context of spreadsheet applications can enhance users' perception of usefulness, transparency, and trust. Additionally, Papenmeier and Topp [27] show that providing transparency by backchanneling how the users' input was processed by the system can improve their perception of a chatbot's competence as well as their conversational engagement in conversational commerce. ...
October 2021
... For instance, researchers conducted a content analysis of 330 responses on two popular websites and performed content moderation on 24 graphic designers. The results revealed that in the field of graphic design, which is relatively gender-balanced, the frequency of women answering questions was still lower than that of men [24]. This implies that the perspectives, opinions, and experiences of women are not adequately represented in the data trained from these two question-and-answer websites, unlike those of men. ...
October 2020
Proceedings of the ACM on Human-Computer Interaction
... For example, measuring the cognitive distances between examples might help with better gallery organization and navigation. Similarly, developing a readability score (à la TuTVis [50]) for galleries might highlight places for improvement. A related coverage metric might analyze not just the fraction of the library's API represented, but how much of the essential ideas for its operation are covered. ...
August 2020
... End-user programmers, such as spreadsheet users, write code for their own use, but typically have no formal training in computing or programming [1]. In this paper, we are interested in a particularly common and effective method of expertise acquisition among end-user programmers in the workplace: Knowledge Sharing (KS) [2]. Previous research highlights that KS activities, such as interactions in public forums [3], documentation creation practices [4], [5], code-sharing, and informal over-the-shoulder recommendations [2] provide valuable opportunities for user learning. ...
August 2020