Human-Computer Interaction
Why and How People Check Generative AI Output for Mistakes
Patrick Gage Kelley, Derrick Feldmann, Reena Jana et al. (+2 more)
Generative AI output can contain errors, such as
hallucinations, non-responsive results, or otherwise inaccurate or potentially harmful content. To explore the public's emerging understanding, attitudes, and behavior regarding such mistakes, we ran an online survey in the United States with 1,503 respondents, with a representative sample of the population. We report high public awareness of generative AI mistakes. Further, many respondents report checking generative AI output, for example, by comparing results with other online resources. We conclude with guidance for explanations and in-product disclosures about generative AI mistakes.
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All authors Patrick Gage Kelley, Derrick Feldmann, Reena Jana, Colleen Thompson-Kuhn, Allison Woodruff
Human-Computer Interaction
Baseline Exposure to Common Data Visualization Types Among the U.S. Adult Population
Kiegan Rice, Nola du Toit, Quentin Brummet et al. (+1 more)
Data visualizations are a primary means of communicating statistical information to the public. Their expanding use across news media, public health, education, and government reporting places greater importance on audiences' ability to recognize and interpret them. While a significant body of prior research has established frameworks for the measurement of graph and visualization literacy, far less is known about everyday exposure to different kinds of charts and graphs among the general adult population. This gap limits our ability to meaningfully interpret differences in graph literacy, focus efforts on improving that literacy, and design visualizations that align with audience ability. Establishing population level estimates of exposure to data visualizations is therefore essential for improving visual communication and reducing misinterpretation of quantitative information. To address this gap, we surveyed a nationally representative sample of 1,168 U.S. adults via NORC's AmeriSpeak panel about their exposure to sixteen different common data visualization types. The resulting survey responses demonstrate pronounced differences in baseline exposure to data visualizations across chart types and demographic groups. While widely used formats such as bar, pie, line, and grouped bar charts are highly recognizable to the vast majority of U.S. adults, many other practitioner-favored chart types remain unfamiliar to substantial portions of the adult population. Exposure also differs significantly by age and education, with higher educational attainment linked to greater exposure and older adults reporting lower exposure overall. Our findings provide essential population level context on visualization literacy and underscore the importance of aligning data visualization design with audience exposure and experience.
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All authors Kiegan Rice, Nola du Toit, Quentin Brummet, Heike Hofmann
Human-Computer Interaction
Designing Task-Induced Arousal: A Multimodal Stress Induction Method for Interactive Experiments
Morten Roed Frederiksen
HCI and HRI studies often require short, repeatable arousal manipulations that can run while participants continue interacting with a device or
robot. These experiments are often challenged by the need to induce arousal in settings that still resemble real interaction. Participants must continue using a device, touching a
robot, or producing sensor data while the manipulation unfolds. We aimed to develop a compact and repeatable way to induce controlled task-related arousal during interactive experiments by combining a lightweight browser-based pacing task, escalating timing demands and urgency cues, and a concurrent physical hotwire-style challenge. In an A-B-A within-participant study, the induction condition significantly increased mental demand, temporal demand, effort, frustration, and SAM arousal (all p < .001), while perceived performance decreased (p < .001). GSR peak rate increased relative to both calm conditions (p = .030) and escalated over time (p < .001). Grip variability also increased (p = .036), as did release speed (both p < .001), while valence remained above the scale midpoint. These results provide initial evidence that the combined procedure induces controlled, relatively high-valence task-related arousal and may serve as a reusable experimental tool for future human-computer and human-
robot interaction studies.
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Human-Computer Interaction · Cross-listed from eess.AS
CtrlSpeech: Coarse-to-Fine Control for Expressive Speech Synthesis
Zhisheng Zheng, Xiaohang Sun, Zhu Liu et al. (+5 more)
Recent Text-To-
Speech (TTS) systems have achieved strong naturalness and zero-shot voice cloning performance, but fine-grained control of expressive
speech at the word or phoneme level remains challenging. We propose CtrlSpeech, a controllable, expressive TTS framework with coarse-to-fine control. Built on the DiTAR architecture, CtrlSpeech combines global speaker conditioning with phone-aligned pitch, loudness, and duration signals, enabling localized prosodic control while preserving the target speaker's timbre. This design allows users to adjust expressive attributes at a fine temporal granularity, making
speech refinement more flexible and controllable. Experimental results show that CtrlSpeech achieves competitive zero-shot TTS performance and improves controllability over expressive attributes, demonstrating its effectiveness for flexible and practical expressive
speech synthesis.
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All authors Zhisheng Zheng, Xiaohang Sun, Zhu Liu, Caren Chen, Rohith Kumar, Manoj Aggarwal, Gerard Medioni, David Harwath
Human-Computer Interaction
Dramarrator: Object-Based Audio Editing for Audio Drama Production from Books
Karim Benharrak, Oriol Nieto, Bryan Wang et al. (+2 more)
Audio dramas weave dialogue, sound effects, and music into immersive stories. Creators often adapt books into audio dramas, but this process remains labor-intensive, requiring them to interpret source material, author scripts, generate audio assets, and assemble them on a timeline. Because story elements like characters and scenes manifest across many interdependent assets, a single change can ripple into manual updates across the entire project. We present Dramarrator, an audio drama authoring tool built around object-based audio editing, where these story elements are represented as editable objects. Dramarrator extracts these objects from a book, generates linked audio assets (
speech, sound effects, and music), and composes a multi-track audio drama. Edits to any object (e.g., a character's voice) automatically propagate to all dependent assets. In a user study with professionals (N=8), Dramarrator significantly lowered task load when creating audio dramas. A listener study (N=300) shows that creator-refined output from Dramarrator approaches the quality of productions made with existing professional tools, and an exploratory study (N=3) suggests object-based editing lowers entry barriers and generalizes beyond audio dramas.
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All authors Karim Benharrak, Oriol Nieto, Bryan Wang, Zeyu Jin, Amy Pavel
Human-Computer Interaction
A Decision Framework for Selecting Technology Acceptance and Use Models: TAM, TAM2, TAM3, UTAUT, and UTAUT2
Nathalino Pachêco Britto
Introduction: Models such as TAM, TAM2, TAM3, UTAUT, and UTAUT2 underpin a substantial share of research on technology acceptance and use in HCI and related fields. Although they differ in terms of constructs and conditions of application, their selection is often not conceptually justified, frequently driven by pragmatic considerations, with implications for theoretical consistency and cross-study comparability. Objective: To propose a decision framework that guides the selection among the five models of the TAM/UTAUT lineage based on conceptual criteria derived from their structural differences. Methods: A conceptual, artifact-oriented approach was adopted, comprising comparative analysis of the models and critical review studies, derivation of conceptual dimensions, and formulation of operational decision criteria. Applicability was demonstrated through two contrasting research scenarios. Results: The framework articulates five analytical dimensions, 16 guiding questions, and descriptive suitability profiles for the models. The demonstration illustrated, in the two scenarios examined, its ability to identify misalignments between the declared model and the actual operationalization, as well as to confirm theoretical choices consistent with the conditions of the study.
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Human-Computer Interaction
Situatedness in Visualization Design: Making Unresolved Work Actionable
Paul C. Parsons, Prakash Shukla, Phuong Bui et al. (+2 more)
Visualization design often proceeds under unresolved conditions—goals shift, data remain provisional, stakeholder needs evolve, and several plausible directions may remain available at once. Existing visualization frameworks help organize design work and articulate major decisions, yet offer limited explanation of how practitioners proceed before a path forward has become clear. Drawing on an episode-level analysis of a previously collected three-phase qualitative corpus involving eleven expert visualization practitioners, we examine situations in which the problem, representational target, or viable direction remained unsettled. We find that practitioners make such situations actionable through provisional local moves. These moves reveal patterns, distinctions, and interpretive possibilities; clarify what is tractable, viable, or worth pursuing; and sometimes reorient the work itself. The analysis shows that situated action, professional judgment, and explicit design
reasoning are intertwined in expert practice. It also identifies a practical limit on how fully design activity can be specified in advance. When the meaning of the next move depends on what a situation reveals in response to action, prescriptive decision structures cannot fully determine the course of design. The paper contributes an empirical account of situatedness in visualization practice and explains how local action makes unresolved work interpretable enough for consequential design decisions.
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All authors Paul C. Parsons, Prakash Shukla, Phuong Bui, Srishti Agrawal, Ali Baigelenov
Human-Computer Interaction
Design Knowledge in Data Visualization: Mapping the Epistemic Landscape
Paul C. Parsons, Colin M. Gray and Ali Baigelenov
Data visualization research has developed many influential forms of design knowledge, including perceptual principles, design guidelines, process models, and formalized representations of design constraints. These contributions have been effective at articulating explicit, portable, and codified forms of knowledge. Yet the broader landscape on which visualization design depends remains less clearly articulated, especially with respect to intermediate-level knowledge, precedents, tacit repertoires, and situated forms of knowing. In this paper, we draw on design theory to map this broader landscape of design knowledge in data visualization. Through this lens, we show how visualization research has built substantial strengths in some regions while leaving others comparatively underarticulated. We further argue that visualization design depends not only on knowledge artifacts such as theories, guidelines, and patterns, but also on knowledge-in-use—the situated interpretation, adaptation, and coordination of multiple forms of knowing in concrete design situations. This broader account has implications for how the field conceptualizes design expertise, evaluates and develops scholarly contributions, and approaches AI-assisted design. Rather than treating visualization design as either fully formalizable or wholly resistant to computational support, we argue for a differentiated view in which computational systems can support some forms of design knowing, while others remain inseparable from human judgment, contextual interpretation, and the ongoing reorganization of design work in practice.
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Human-Computer Interaction
Underwater MMG-Based Muscle State Monitoring with Integrated Emergency Buoyancy Assistance
Xiao Jin, Yixian Fan, Zefeng Yuan et al. (+1 more)
This paper presents an underwater MMG-driven wearable emergency assistance system for lower-leg muscle-state monitoring and automatic buoyancy deployment. A compact microphone-based MMG sensor was waterproofed using a flexible 5 mil PE membrane, preserving identifiable muscle-vibration responses under immersion, depth variation, and stirring disturbances. Two lower-leg sensors captured stroke-dependent MMG patterns across four swimming styles, and a MiniRocket classifier achieved 91.91% window-level and 97.56% file-level accuracy. For cramp-related monitoring, a pattern-based risk score was used to identify representative pre-cramp abnormal muscle-state transitions during rhythmic motion. A controlled underwater test demonstrated the closed sensing–decision–actuation chain, triggering CO_2 release, airbag inflation, and flotation in less than 5~s. These results support underwater MMG as a sensing basis for wearable robotic emergency assistance in aquatic environments.
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All authors Xiao Jin, Yixian Fan, Zefeng Yuan, Zhenhua Yu
Human-Computer Interaction · Cross-listed from cs.CR
Privacy-Preserving Data Drift Detection and Recovery for Large-Scale LLM Applications via Proxy Representations
Michael Levit, Josh Ledgard, Haoyu Dong et al. (+5 more)
LLM applications deployed at scale face a fundamental challenge:
privacy constraints prevent direct inspection of user interactions, making it difficult to obtain any representative evaluation
dataset or to track the ongoing
evolution of production traffic. We present ProxyDrift, a framework that (i) identifies and measures drift between production traffic and offline evaluation sets, and (ii) constructs and refreshes those evaluation sets accordingly; all without access to raw user data. Our approach operates entirely on non-PII proxy representations: structured, multi-dimensional descriptors derived from LLM-based classification of user interactions. We introduce (1) a chance-calibrated, redundancy-aware (RA)
alignment score that aggregates per-dimension drift measurements via mutual information; (2) a conditional sampler that generates synthetic proxies respecting inter-dimensional dependencies; (3) a roundtrip consistency analysis that exposes generator/classifier disagreements and guides proxy taxonomy refinement; and (4) a feedback-linkage analysis that ties per-dimension and per-value proxy distributions to user satisfaction, surfacing actionable failure and success modes. Serving hundreds of millions of users, ProxyDrift enables continuous drift monitoring and targeted synthetic data generation without exposing sensitive user data. Experiments confirm strong roundtrip consistency, discriminator-level indistinguishability of synthetic queries from human queries, and tight end-to-end
alignment (RA~0.9) with production.
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All authors Michael Levit, Josh Ledgard, Haoyu Dong, Vishwas Suryanarayanan, Eyal Kolman, Sharon Tan, Qiang Gan, Vishal Chowdhary
Human-Computer Interaction · Cross-listed from cs.CL
Focus particles and scalar inferences across humans and language models
Catherine M. Brousse and Nelu D. Radpour
Focus particles such as "even" and "only" are central to formal semantic theories that posit structured representations over sets of alternatives. "Even" highlights unexpected or extreme alternatives, while "only" enforces exclusivity. If such scalar representations are robust and generalizable, they should give rise to consistent judgments across contexts and systems. In this work, we test whether humans and large
language models (LLMs) construct stable scalar representations from sentences containing these particles. Using a
dataset of approximately 100 items, participants and models were asked to make scalar judgments. Preliminary results suggest that similar outputs across humans and LLMs may arise from different underlying mechanisms.
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Human-Computer Interaction · Cross-listed from cs.RO
Spatiotemporal Context-dependent Personalized Movement Compensation in Delayed Telemanipulation
Sai Jiang and Zonghe Chua
Communication delay remains a central challenge in telerobotics, where it disrupts visuomotor coordination and reduces task precision. Motion scaling is an effective countermeasure to delay-induced overshoot, yet typical deployments rely on uniform gains that neglect individual and contextual variability. We propose a human-centered method that fits personalized delay-, direction-, and distance-specific scaling parameters for each participant. We conducted experiments with twenty participants who performed delayed reaching tasks in a virtual simulator. Scaling gains were computed to minimize mean overshoot in simulation in each combination of experimental conditions. Evaluation was done in simulation and on a telesurgical
robot to evaluate assistance benefits. Performance was assessed across multiple delays, distances, and movement directions using overshoot, endpoint error, trajectory smoothness, economy of motion, and a composite error-time metric. Motion scaling consistently improved performance relative to unassisted trials, yielding up to 20-25% performance gains in key metrics. Effects were most pronounced at longer delays. Personalization demonstrated additional accuracy benefits for inward reaching at a short distance under moderate delay. The results highlight the potential of personalized scaling as a foundation for more adaptive frameworks that integrate contextual information to improve the safety and precision of teleoperated procedures.
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Human-Computer Interaction · Cross-listed from cs.DC
Evaluating and Improving Weak Scalability Analysis of Visualization Algorithms
Marvin Petersen, Jonas Lukasczyk and Christoph Garth
Research on visualizing large-scale
datasets traditionally relies on empirical evaluation of scalability, determining the effectiveness of specific computation methods, algorithmic strategies, or implementations. Weak scalability, which assesses the
algorithm's performance as problem size and computing resources increase, is a valuable indicator for a method's applicability at scale. However, sufficiently large data sets with increasing size are needed for weak scalability studies. To this end, it is customary to use simple scaling techniques to increase problem size by generating larger input data sets from a base data set. Nevertheless, many visualization
algorithms' workload depends on factors beyond input size, such as input data complexity or output size, leading to inaccuracies in the attributed weak scalability. In this work, we highlight different common data scaling methods on multiple
algorithms and data sets, recognizing that the suitability of scaling approaches varies across
algorithms and data sets. We present a method that effectively mitigates the observed inconsistencies in workload increases for the different scaling methods in a shared-
memory setting. With this work, we aim to further the discussion on how to evaluate and report scalable visualization research.
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Human-Computer Interaction
Understanding Security and Privacy Perceptions of Content Creators Regarding AI Labels of AI-Generated Content
Shuning Zhang, Hui Wang, Rongjun Ma et al. (+4 more)
AI labels, typically implemented via underlying tracing mechanisms such as watermarks and metadata, are crucial for protecting Artificial Intelligence-Generated Content (AIGC) against security threats like disinformation and evasion. However, the perceived devaluation of AI-assisted work discourages creators from disclosing AI use, incentivizing efforts to bypass labeling and compromising downstream traceability. Yet, how AIGC creators perceive the security and
privacy (S&P) implications of these labels, and how their behaviors impact technical resilience remain underexplored. To this end, we conducted semi-structured interviews with 21 AIGC creators and measured images across 6 image generation platforms against 16 self-reported manipulation settings. Our findings reveal that creators conflate binary AI labels with granular traceability, and express strong fears of de-anonymization via platform identifiers. Driven by fears of algorithmic traffic suppression and reputational risks, they defensively removed digital traces. Through empirical tests, we show that targeted modifications like coarse quantization significantly degrade detection. AI detection capabilities are also inconsistent across platforms, and suffer from false positives even for human-authored images. Based on these insights, we advocate for workflow-resilient implicit AI labels that align technical guarantees with creators' incentives.
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All authors Shuning Zhang, Hui Wang, Rongjun Ma, Xin Yi, Kanye Ye Wang, Robert Xiao, Hewu Li
Human-Computer Interaction
The Missing Link of XR: Empathy-Driven Reality for XR and Beyond
Yun Suen Pai, Tamil Selvan Gunasekaran, Jiashuo Cao et al. (+23 more)
Extended reality (XR) for socialising is becoming increasingly popular. However, unlike conventional social platforms, XR prioritises embodiment and immersion, factors that strongly impact one's physical and mental states. We envision a future for XR where all users, regardless of abilities and backgrounds, can understand one another, participate, and find safe socialisation spaces. An Empathy-Driven Reality (EDR) is a space where understanding each other's emotional, physical, and cognitive states takes centre stage. It has the potential to enhance empathy beyond how we normally perceive it. To explore this concept, we conducted a hybrid-style workshop over two months with 27 industry and academic researchers in XR, emotion, physiology, assistive technology, and social science. This paper reports on the findings and aims to establish a structure and reference for the 1) design guidelines, 2) research challenges, and 3) potential applications for the future of XR as an EDR. We frame EDR as a conceptual design framework rather than a validated system: a structured design space that links requirements to design mechanisms, together with a research agenda for empathy-centred XR.
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All authors Yun Suen Pai, Tamil Selvan Gunasekaran, Jiashuo Cao, Kunal Gupta, Andreia Valente, Ken Jen Lee, Giulia Barbareschi, Kai Lukoff, Lingyuan Li, Ruofei Du, Fannie Liu, Jennifer Day, Tanner Person, Johann Wentzel, Misha Sra, Yuhang Zhao, Theophilus Teo, Elisabeth Andre, Mark Armstrong, Mark Billinghurst, Danielle Lottridge, Kinga Skiers, Anish Kundu, Erica Principe Cruz, Takuji Narumi, Kouta Minamizawa
Human-Computer Interaction · Cross-listed from cs.CY
Beyond "I Can't Help With That": How Child Safety Experts Evaluate AI Chatbot Safety
Hannah Cha, Neha Shukla, Solon Barocas et al. (+3 more)
Youth increasingly turn to AI chatbots for social and emotional support, raising concerns about how these systems respond, especially in high-stakes situations. However, existing child safety evaluations of AI lack grounding in real-world harms that youth experience, rely on unvalidated assumptions about what counts as an appropriate output (e.g., refusal), and typically focus on detecting
adversarial prompts or surface-level harms in outputs only. Thus, these evaluations can fail to detect responses that pose harm to youth in practice. To better understand the limitations of current evaluation practices, we conducted interviews with 19 practitioners working directly with youth in vulnerable situations, including social workers, therapists, and psychologists, asking them to reflect on chatbots' responses to risky situations commonly faced by youth, as established in prior empirical work. Practitioners identified chatbot behaviors likely to cause harm as well as those that could meaningfully support youth in difficult moments, discussed the role that chatbots should (and should not) play in these interactions, and offered concrete recommendations for improving chatbot responses. Based on these findings, we provide recommendations for AI child safety evaluation and infrastructure, and highlight the need for incorporating practitioners' perspectives into safety work.
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All authors Hannah Cha, Neha Shukla, Solon Barocas, Alexandra Chouldechova, Eugenia Kim, Jennifer Wortman Vaughan
Human-Computer Interaction · Cross-listed from cs.CV
How Much Does It Cost to Answer My Question? Benchmarking Cloud VLM-based VQA Systems
Henri Vanhuynegem, Weitao Xu, Yiran Shen et al. (+1 more)
Vision-
language models (VLMs) are becoming a practical backend for mobile visual question answering (VQA) systems, enabling smartphones and smart glasses to answer users' questions about the physical world. Since modern VLMs remain difficult to run on mobile and edge devices, VQA systems increasingly offload inference to cloud-based VLMs. This gives mobile devices access to stronger computation, but it also makes visual input preparation a key system variable: how the image is prepared before offloading affects not only answer quality but also payload size,
token cost, and system latency. Proprietary APIs expose little control over model internals or serving behavior, leaving client-side preprocessing as the main practical optimization space for downstream developers. Many such techniques have been proposed for visual offloading, yet their cost-quality impact on commercial cloud VLMs has never been studied. To fill this gap, we present VQABench, the first systematic
benchmark that treats client-side input preprocessing as a controlled variable for cloud-VLM-based VQA. We evaluate 12 preprocessing techniques across three VQA
datasets and four commercial VLMs from three providers, totaling 95,168 API calls. Our results show that preprocessing is not universally beneficial: its effectiveness depends on the target model, API paradigm, provider
token-accounting rule, and task formulation. A poorly selected preprocessing strategy can increase deployment cost or latency while degrading answer accuracy. Overall, our
benchmark clarifies when preprocessing helps, when it fails, and why, providing insights to guide future research and real-world deployment of VQA systems.
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All authors Henri Vanhuynegem, Weitao Xu, Yiran Shen, Guohao Lan
Human-Computer Interaction
Marks, Channels, and Dead Ends: Stop Running Graphical Perception Studies and Start Modeling Visualizations as Images
Khairi Reda, Shambhawi Sharma, Luc Renambot et al. (+2 more)
Graphical perception studies are the visualization community's preferred tool for evaluating visualizations. By measuring how accurately people interpret arrangements of visual marks and channels, they aim to establish best practices for visual encoding. We argue that this model is fundamentally flawed, and no amount of additional empirical studies will fix it. Visualization theory frames effectiveness at the level of the encoder: which data-to-visual mappings work best in a given context. Human perception, however, operates as a fundamentally different decoder at the level of retinal images. This encoder-decoder asymmetry means that experimental results and guidelines can be poor predictors of perceptual performance. Moreover, the image reaching the visual system emerges from interactions among encoding rules, input data, and micro-design parameters–factors largely invisible to encoding theory. Consequently, small changes in data distributions or design variations can substantially alter perception even when the nominal encoding remains unchanged. We argue that visualizations should instead be studied as images and evaluated using computational models of human
vision that take pixels as input. Such models capture the perceptual representations the visual system actually constructs, shifting evaluation toward the decoder rather than abstract encoding specifications. This approach is scalable, human-grounded, and sensitive to emergent image properties that both encoding theory and graphical perception studies miss. We first describe weaknesses of the current paradigm and propose a theory of visualization perception grounded in summary-statistical accounts of
vision. We then show how image-based
vision models can predict visualization discriminability in scatterplots while reproducing established results. We close by outlining a research agenda for
vision-based visualization evaluation.
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All authors Khairi Reda, Shambhawi Sharma, Luc Renambot, Fabio Miranda, Saeed Boorboor