Wendy E. Mackay’s research while affiliated with University of Paris-Saclay and other places

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Publications (222)


Parasitic or Symbiotic? Redefining our Relationship with Intelligent Systems
  • Conference Paper

October 2024

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2 Reads

Wendy E. Mackay


Figure 2: Interactions with DesignPrompt. Top: Drag image from search to canvas (a), click to open meta-data display (b), and drag elements from canvas to AI toolbar (c). Middle: AI toolbar maps multimodal input to final prompt (d) in real-time. The interactive prompt editing allows editing and reordering of prompt segments (e). Bottom: Generated results and final prompt (f) can be flipped.
Figure 3: DesignPrompt allows multimodal input as inspiration, such as Image Inpaint (A), Colors (B) and Semantics (C). DesignPrompt has Image Variation Feature (D). DesignPrompt has Prompt History Revealing Feature (E).
Figure 5: Interactive Prompt Editors allows mapping from multimodal input to text prompts (a), interactive prompt editing and reordering (b), interactive mapping with semantic labels as inspiration (c), interactive mapping with long text as inspiration (d).
Figure 6: The Multi-modal condition (a) and Text condition (b) each include a search engine (left panel), a central canvas, and a GenAI prompt space (right panel).
DesignPrompt: Using Multimodal Interaction for Design Exploration with Generative AI
  • Conference Paper
  • Full-text available

June 2024

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383 Reads

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4 Citations

Visually oriented designers often struggle to create effective generative AI (GenAI) prompts. A preliminary study identified specific issues in composing and fine-tuning prompts, as well as needs in accurately translating intentions into rich input. We developed DesignPrompt, a moodboard tool that lets designers combine multiple modalities — images, color, text — into a single GenAI prompt and tweak the results. We ran a comparative structured observation study with 12 professional designers to better understand their intent expression, expectation alignment and transparency perception using DesignPrompt and text input GenAI. We found that multimodal prompt input encouraged designers to explore and express themselves more effectively. Designer’s interaction preferences change according to their overall sense of control over the GenAI and whether they are seeking inspiration or a specific image. Designers developed innovative uses of DesignPrompt, including developing elaborate multimodal prompts and creating a multimodal prompt pattern to maximize novelty while ensuring consistency.

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Transforming HCI Research Cycles using Generative AI and “Large Whatever Models” (LWMs)

March 2024

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97 Reads

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2 Citations

This Special Interest Group (SIG) explores the transformative impact of Generative Artificial Intelligence (GenAI) on Human-Computer Interaction (HCI) research processes. The theme here is to answer “question zero”: when to use and when to refrain from using AI tools during the research cycle? The discussion is guided by five research phases commonly used in HCI: research planning, prototyping, data collection, analysis and synthesis, and dissemination and communication. We investigate how GenAI accelerates project cycles, enhances reproducibility, and influences inclusivity in research. We also address the challenging ethical considerations about the ownership of generated content. Our goal is to build a community of HCI enthusiasts to harness the early advantages of the recent groundbreaking technology and foresee challenges arising from its prevalence in the scientific community.



Creating Human-Computer Partnerships

December 2023

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6 Reads

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4 Citations

Communications in Computer and Information Science

How can we can design “human-computer partnerships” that take optimal advantage of human skills and system capabilities? Artificial Intelligence research is usually measured in terms of the effectiveness of an algorithm, whereas Human-Computer Interaction research focuses on enhancing human abilities. I argue that better AI algorithms are neither necessary nor sufficient for creating more effective intelligent systems. Instead, we need to focus on the details of interaction and how to successfully balance the simplicity of the user’s interaction with the expressive power of the system. After describing our approach to “generative theories of interaction”, I illustrate how to create interactive intelligent systems where users can discover relevant functionality, express individual differences and appropriate the system for their own personal use.


Creating StoryLines: Participatory Design with Power Grid Operators

December 2023

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5 Reads

Communications in Computer and Information Science

Designing interactive technology to support safety-critical systems poses multiple challenges with respect to security, access to operators and the proprietary nature of the data. We conducted a two-year participatory design project with French power grid operators to both understand their specific needs and to collaborate on the design of a novel collaborative tool called StoryLines . Our primary objective was to capture detailed, in-context data about operators’ work practices as part of a larger project designed to provide bi-directional assistance between an intelligent agent and human operator. We targeted handovers between shifts to take advantage of the operators’ existing practice of articulating the current status of the grid and expected future events. We use information that would otherwise be lost to gather valuable information about the operator’s decision rationale and decision-making patterns. This paper describes how we combined a bottom-up participatory design approach with a top-down generative theory approach to design StoryLines, an interactive timeline that helps operators collect information from diverse tools, record reminders and share relevant information with the next shift’s operator. We conclude with a discussion of the challenges of working with users in safety-critical environments and directions for future research.


Citations (81)


... Despite advancements in interactive support, a key challenge remains in bridging the gap between verbal prompts and visual output. While systems like PromptCharm [56] and DesignPrompt [39] use inpainting for interactive image editing, these tools typically offer only coarse-grained control over element addition and removal, requiring users to brush over areas before generating objects within those regions. Furthermore, users must manually input prompts to specify the objects they wish to generate. ...

Reference:

MagicQuill: An Intelligent Interactive Image Editing System
DesignPrompt: Using Multimodal Interaction for Design Exploration with Generative AI

... Canva, an online graphic editing tool launched a decade ago, has attracted 170 million monthly users worldwide in early 2024 [22]. These CSTs are designed to enhance both the creative person and the creative activity [45], aiming to "make people more creative more often" [89] and facilitating creative activities by improving the processes, usability, and workows involved in creative work [81]. Our within-subjects experiment design and expert evaluation procedure. ...

What Counts as ‘Creative’ Work? Articulating Four Epistemic Positions in Creativity-Oriented HCI Research
  • Citing Conference Paper
  • May 2024

... Given the consistent interest in cognitive augmentation within Mobile HCI and similar communities (e.g. [30] in MobileHCI'23, [12] in CHI'24, [6] in UbiComp'17, augmented cognition conference as part of HCI International conference [1]), we aim to harness the interdisciplinary expertise of the community to explore leveraging GenAI for creating new cognitive augmentation technologies. ...

Transforming HCI Research Cycles using Generative AI and “Large Whatever Models” (LWMs)
  • Citing Conference Paper
  • March 2024

... One user engaged in a productive learning process where, over the course of a one-hour studio session, he was able to more consistently and quickly re-perform one of his existing tracks. This created what Mackay describes as a co-adaptive situation [49] but also pointed out the limits of the control features interaction paradigm. ...

Creating Human-Computer Partnerships
  • Citing Conference Paper
  • December 2023

Communications in Computer and Information Science

... Our system builds on the open-source video-conferencing platform Mirrorverse [11]. 7 We adapted Mirrorverse by restructuring the interface to provide more space for the sticky notes and removed features that would not be used in our study in order to simplify the interface. ...

Mirrorverse: Live Tailoring of Video Conferencing Interfaces
  • Citing Conference Paper
  • October 2023

... It is noteworthy that we have employed a participatory development approach [6,8] throughout our work. Stakeholders significantly contributed to all phases of our development process, from initial specification of needs and requirements to the final assessment of the system. ...

Participatory Design and Prototyping
  • Citing Chapter
  • February 2023

... The interviews served two main purposes: firstly, to identify initial patterns and themes for validation in subsequent research and literature review; and secondly, to tap into the practical knowledge of SAs who interact directly with customers. The interview structure incorporated open and specific questions, facilitating participant engagement through the narrative inquiry technique (Mackay, 2023;Döringer, 2021). ...

DOIT: The Design of Interactive Things. Selected methods for quickly and effectively designing interactive systems from the user’s perspective
  • Citing Conference Paper
  • April 2023

... The game master tells the story, which the players should follow, and may balance actions through master decisions. Thereby, they plan and orchestrate the games and partly apply creativity-supporting tools, as outlined by Tchernavskij et al. [32]. Katifori et al. [21] highlight the importance of creative aspects as motivation for the game master and the player group dynamics as key factors. ...

Readymades & Repertoires: Artifact-Mediated Improvisation in Tabletop Role-Playing Games
  • Citing Conference Paper
  • June 2022

... Essa experiência visa atender às necessidades de seus usuários, fazendo com que eles se sintam confortáveis ao utilizá-lo. Assim, para que os usuários gostem de um determinado software, deve-se projetá-lo buscando oferecer flexibilidade e uma interação agradável [1][2][3]. ...

InContext: Futuring User-Experience Design Tools