Peer Revenue Fully funded

Papers

Fresh from arXiv, typeset properly. Highlighted words trade on the market.

Computer Science Human-Computer Interaction

cs.HC Watch Human-Computer Interaction (sign in to use)

Thursday 27 August

Human-Computer Interaction

EmoSay: Artificial Intelligence-Driven Text-to-Emotional-Speech System for Affective Communication in Extended Reality

While contemporary neural text-to-speech (TTS) systems have achieved high levels of intelligibility, they frequently lack the emotional nuance required for authentic affective communication. This limitation is particularly critical in Extended Reality (XR), where the absence of emotionally expressive audio can diminish user presence and spatial immersion. We present EmoSay, an Artificial Intelligence-driven Text-to-Emotional-Speech (TTES) system designed to bridge the semantic-affective gap in immersive environments. EmoSay modulates a neural synthesis pipeline using discrete emotional prompts, delivering the output through a Unity-based interface featuring high-fidelity spatialized audio. The system was evaluated through a comprehensive user study focusing on perception, engagement, and the subjective sense of empathy. Our results demonstrate that EmoSay significantly enhances the immersive experience, achieving a System Usability Scale (SUS) score of 74.76, indicating strong usability and seamless integration within the XR workflow. Subjective assessments reveal a high degree of perceived naturalness and a strong positive correlation between emotional expressiveness and user engagement. Regression analysis identifies vocal naturalness as the strongest of the tested predictors of user satisfaction, suggesting that EmoSay's affective prosody helps meet the heightened expectations for realism in immersive settings. This work contributes a scalable, affect-aware framework for inclusive XR design and demonstrates the role synthetic emotion can play in fostering human-computer rapport through voice-first interaction.
Read the full abstract

All authors Sikiru Ademola Adewale, Sunday D. Ubur, Nikitha Donekal Chandrashekar, Onyeka Emebo, Denis Gračanin

Wednesday 26 August

Human-Computer Interaction · Cross-listed from cs.CL

Quantifying Hidden Salt for Precision Healthcare: Sodium Assessment via Joint-Factor Retrieval and Chain-of-Thought Inference

Precision healthcare, particularly for conditions like hypertension and cardiovascular disease, necessitates monitoring of dietary sodium intake. However, tracking this is hindered by the prevalence of hidden salt in cooking, such as sodium in soy sauce and ketchup. While recipes offer a valuable data source for dietary analysis, sodium-rich seasonings are frequently omitted or described ambiguously in instructions. To solve this issue, we propose SALT, a Sodium Assessing & Level Tracking framework adopting an RAG framework to assess sodium content in recipes. Our framework first introduces a Joint-Factor Embedding Retrieval module to locate similar recipes with specified sodium content for addressing the lack of contextual references. These retrieved samples provide contexts for subsequent inference. Then we design a structured 4-hop Chain-of-Thought inference module to refine the vague estimation from language models through a multi-step sodium estimation. To facilitate our study, we further construct a recipe dataset SALT54k with $54,151$ entries labeled with sodium quantities across $11$ common seasonings. Results on SALT54k demonstrate that our method achieves state-of-the-art performance in sodium estimation. Additional real-world validations confirm the effectiveness of our method, demonstrating its potential as a practical solution for AI-assisted precision healthcare.
Read the full abstract

All authors Mingyu Huang, Weiqing Min, Yuehui Fang, Yuna He, Shuqiang Jiang

Human-Computer Interaction · Cross-listed from cs.PL

Direct Manipulation and Natural Language Programming, Together at Last?

Decades of programming languages research has contributed novel approaches to program editing that go beyond modifying text, including direct manipulation programming, structure editing, and automated refactoring tools. However, the rapid growth of natural language programming largely reinforces a view of programs as text and program editing as (unstructured) text transformation. How can we develop unified programming systems that bridge the gap between these approaches, supporting multiple editing paradigms in concert? We take a first step toward answering these questions by introducing a framework that enables program editing via both direct manipulation and natural language, and instantiate this framework in a variant of the $\texttt{cartokit}$ direct manipulation programming system. Our key insight is to treat programs as sequences of structured edits and to use an edit language as a shared interface for both direct manipulation and natural language interactions, leveraging constrained decoding to support the latter. Using our instantiation, we conducted a within-subjects study ($N$=18) to understand how the combination of direct manipulation and natural language as editing modalities changes the programming process compared to each modality alone. Perhaps surprisingly, we found that study participants overwhelmingly chose to edit via direct manipulation when both modalities were available, performing just 6.14% of edits via natural language. Our thematic analysis of study sessions revealed that direct manipulation aided task decomposition, encouraged incremental editing, and helped mitigate known challenges in natural language programming related to understanding model capabilities and model-generated code. Our edit-based framework and study findings lay out a possible pathway for future research on programming systems that blend natural language with alternative editing modalities.
Read the full abstract

All authors Parker Ziegler, David Minh-Duy Cao, Justin Lubin, Sarah E. Chasins

Human-Computer Interaction

Decolonial Discourse in Postcolonial Contexts: How YouTubers Negotiate Audience Tensions, Platform Governance, and State Influence

Decolonial discourse on online platforms is often framed in terms of creator motivations and expressive possibilities. In this paper, we examine what it takes to sustain such discourse under layered sociotechnical constraints. Drawing on semi-structured interviews with YouTubers engaging in Bengali decolonial discourse, we analyze how audience publics, platform governance, and state influences shape what becomes sayable, visible, and viable. We show how fragmented postcolonial identities among audiences produce legitimacy policing, harassment, and coordinated backlash, requiring ongoing relational labor from creators. At the platform level, differential monetization, opaque moderation, and copyright regimes reorganize which publics are economically viable and reinforce existing hierarchies. Further, intermediaries such as multi-channel networks mediate regulatory pressure, introducing political risks and constraints on participation. In response, content creators engage in strategies of negotiation, including boundary work, infrastructural improvisation, and multi-platform distribution. Overall, our findings highlight the layered dynamics of decolonial discourse in postcolonial contexts and the continuous work required to sustain it in platformed environments.
Read the full abstract

Human-Computer Interaction

Kale: A Transformation-Safe Spreadsheet System

Spreadsheet formulas can refer to rectangular ranges of arbitrary size. When a user changes the structure of a referenced table, the spreadsheet system updates the references to refer to a new range. Unfortunately, this new range may differ from the user's expectations, introducing bugs in spreadsheets. We describe a user study showing that standard reference semantics are error-prone, resulting in significant risk to users. We introduce Kale, a prototype system that eliminates the risk of inserting these kinds of bugs by restricting the kinds of references that can be expressed. We show that Kale can be used effectively by users to complete tasks that are error-prone in traditional spreadsheet systems. Finally, we describe a corpus study that evaluates the extent to which the reference restrictions in Kale might have implications on users.
Read the full abstract

All authors Michael Coblenz, Jacob Yim, Ajinkya Bokade, Mounika Padala, Julia Epshtein, Priyanka Bhatia, Piyush Chauhan, Simran Gill, Aniket Gupta, Grishma Gurbani, Vaibhav Khetan, Arushi Munjal, Jeffery Tung, Joanna Yang

Human-Computer Interaction

Calibration-Free Cuffless Blood Pressure Estimation Using Multimodal ECG-PPG Fusion on a Google Pixel Watch

Inadequate blood pressure (BP) monitoring and management outside of clinical settings can worsen major cardiovascular risk factors such as hypertension. While cuff-based devices are commonly used for at-home monitoring, these devices can be inconvenient for daily use due to their sensitivity to body positions, upper-arm constrictions, and limited portability. A promising alternative is emerging in the form of consumer-grade smartwatches, where physiological signals related to cardiac activity can be used to estimate BP non-invasively and continuously across daily living conditions. In this work, we use data collected from a Google Pixel Watch in 40 participants to develop and compare several algorithm approaches for BP estimation. We found that our proposed deep learning model achieved the strongest overall performance, and that fusing smartwatch signals with demographic information improved model generalizability to unseen individuals. However, we also identified that model accuracy was not consistent across participant subgroups, with obese individuals yielding higher estimation errors than others. This study highlights the feasibility of consumer-grade smartwatches as accessible platforms for deploying robust BP estimation algorithms, though clinical reliability will require larger, more diverse populations and additional sensing modalities.
Read the full abstract

All authors Jathushan Kaetheeswaran, Boyi Ma, Ali Abedi, Shehroz S. Khan, Milad Lankarany

Human-Computer Interaction · Cross-listed from cs.SE

"A Second Set of Eyes": The Process and Challenges of Software Documentation Review

Organizations assign documentation work to technical writers, yet the knowledge required to produce it is distributed across developers, managers, and other practitioners. Prior work has established quality criteria for judging "good" documentation, but it has not examined how practitioners bring that expertise to improve documentation quality or the challenges they face in doing so. Through semi-structured interviews with experienced technical writers ($n=31$) from different organizations, our work reveals the individual and collaborative effort required to maintain documentation quality. We identify five distinct stages of the documentation review process: self review, technical review, editorial review, play testing, and post-publication feedback. Each stage draws on practitioners with distinct expertise to address quality across content, presentation, and user experience. Our findings surface organizational and technical challenges writers face in recruiting expert reviewers, navigating development timelines, and contending with tools not specifically designed for documentation workflows. Our work positions documentation review as a crucial yet understudied site of collaborative work and opens new research and design directions for process improvement and tool support.
Read the full abstract

All authors Avinash Bhat, Ian Arawjo, Disha Shrivastava, Jin L.C. Guo

Human-Computer Interaction · Cross-listed from cs.CV

MyoMechanix: Biomechanically-Grounded Compositional Skilled Activity Understanding and Coaching

Existing action quality assessment (AQA) datasets and methods rely primarily on visual inputs such as RGB and pose, overlooking physiological dynamics such as muscle mechanics and often modeling actions as monolithic patterns. These limitations hinder fine-grained, biomechanically grounded feedback. We introduce MyoMechanix, a multimodal ecosystem for weight-loaded actions that aligns motion with muscle activity. Expert-annotated, it contains 7,500+ samples of 20 actions from 38 subjects, with synchronized multiview RGB video, 3D pose, sEMG, and additional physiological signals, forming the largest multimodal AQA benchmark to date. We further construct the Fitness Knowledge Graph (FKG), which organizes expert annotations into structured relationships among actions, phases, key steps, errors, and corrective feedback, enabling compositional scoring and interpretable assessment. Building on these representations, we develop CUBIST (Compositional Ontological Reasoning Engine), which performs decomposition-analysis-recomposition for fine-grained error attribution and feedback generation. We also establish MyoMechanix-AQA, MyoMechanix-VideoQA, and a novel MyoMechanix-Video2EMG task. Experiments show that multimodal sensing and structured representations improve performance, interpretability, and error attribution, with CUBIST achieving state-of-the-art results; VideoQA enhances language-grounded action understanding; and Video2EMG suggests video-based alternatives to costly EMG sensing. MyoMechanix advances skilled activity understanding toward biomechanically grounded, multimodal, and compositional reasoning for Physical AI applications in fitness, rehabilitation, healthcare, and machine learning. Project page: https://haoyin116.github.io/MyoMechanix/
Read the full abstract

All authors Hao Yin, Paritosh Parmar, Lijun Gu, Lin Xu, Tianxiao Guo, Xiujin Liu, Tianyou Zheng, Yang Zhang, Weiwei Fu

Human-Computer Interaction

From Producing to Validating: How AI Is Deskilling Freelancers

Generative AI is promoted as a way to enhance knowledge work, yet its benefits and drawbacks fall unevenly across the workforce. Freelance and gig workers, who commonly lack the upskilling pathways available to traditional employees, face heightened risks to both skill development and job security as AI adoption advances. We review empirical evidence on AI's impact on knowledge-worker workflows and upskilling, then predict the primary and downstream effects of AI adoption among clients and workers in the freelance economy. We anchor this in two cases of the same shift, machine-translation post-editing and software development. We argue that freelancers are the leading edge of a change that also reaches salaried HCI practitioners, and we close with questions for the platforms and clients that mediate this work, and for HCI researchers.
Read the full abstract

Human-Computer Interaction

Gaming Together on Discord: Teen Gamer's Cross-Platform Practices

Discord is one of the most popular communication platforms among gamers. While prior research has highlighted its role in community building, relatively little attention has been paid to its original gaming context-how it shapes gameplay and social experiences. To address this gap, we conducted semi-structured interviews with 16 teenage Discord users. Through reflexive thematic analysis, we show how players leverage Discord to create more collaborative and socially enriched experiences that extend beyond the game itself. However, gaming together on Discord also resulted in social and security risks. We conceptualize gaming together on Discord as a cross-platform practice that extends gameplay beyond a game and supports players' social needs. Additionally, cross-platform practice also introduces the 'platform gap,' where fragmented governance between platforms exposed players to risks. To address this tension, we propose design implications aimed at bridging the platform gap, strengthening communication channels, and supporting safer gaming experiences.
Read the full abstract

Human-Computer Interaction

Do Vision-Language Models Agree on the Affective Qualities of Shape? A Cross-Model Audit for Generative Design Interfaces

Generative design interfaces increasingly expose semantic controls that let users steer output with concepts such as "more elegant" or "more minimalist," typically encoded by a vision-language model (VLM). A practical question is whether state-of-the-art VLMs represent objects consistently in terms of the same concept. We audit 6 VLMs by ranking untextured 3D objects along Kansei adjective pairs, where Kansei describes affective impressions of product form, with each axis defined as the difference between the text representations of its two poles. Geometric pairs serve as positive controls, and pairs of unrelated adjectives establish an empirical null. Across 10 categories of ShapeNet database, affective axes converge above the null (mean pairwise rank correlation 0.36 vs. 0.14) but below the geometric ceiling (0.44). The agreement between models is partial and highly uneven: on the three axes shared by all categories, mean convergence ranges from 0.21 for bookshelves to 0.51 for jars. Convergence depends primarily on whether a category's representational variation aligns with the semantic direction being evaluated, rather than simply on how much the objects vary in shape overall. Cross-model convergence does not imply agreement with human judgments. Based on our findings, we implement a UI prototype that shows how the audit can inform which Kansei descriptors to expose as controls for a given object class and which to withhold.
Read the full abstract

All authors Luca Bux, Thiago Rios, Ingo Scholtes, Stefan Menzel, Bernhard Sendhoff

Human-Computer Interaction · Cross-listed from cs.ET

Simultaneous Digital Communication and Deformation Sensing over a Single Stretchable Interconnect

Stretchable hybrid electronics integrate rigid solid-state electronics with stretchable materials and structures to achieve both high deformability and stable electronic performance. However, most existing systems treat stretchability only as a mechanical attribute without exploiting device deformation to encode its own mechanical state. This problem arises from adapting conventional rigid circuit architectures to stretchable substrates, affording a loss in compatibility with the sensors required for strain measurement. This study addresses this issue by proposing a communication-integrated deformation sensing architecture for stretchable hybrid devices. In the proposed approach, standard universal asynchronous receiver-transmitter digital signals transmitted between rigid nodes are amplitude-modulated by strain-induced resistance changes in stretchable liquid metal interconnects. By reading both amplitude changes and digital patterns, the system enables simultaneous digital communication and self-deformation sensing without requiring additional stretchable sensing elements. The architecture is demonstrated in a multi-node system and applied to wearable sensing and self-deformation mapping devices. By extending the integration of rigid circuits and soft elements from the hardware level to the system level, this study provides a novel design paradigm for stretchable electronic systems that inherently utilize their own deformation as functional information.
Read the full abstract

Human-Computer Interaction

Large Language Model Few-Shot Prompting with Dilemma Training Outperforms Human Surrogates in Predicting Patient Preferences

In serious illness, human surrogates often struggle to accurately predict patient preferences (68% accuracy), causing decision conflict. Personalized Patient Preference Predictor (P4) agents offer a potential solution, but prior prototypes treat values as static ratings, ignoring the contextual, situation-dependent nature of medical choices. Grounded in the 'logic of care', we present P4-DT (Dilemma Training), a P4 agent that constructs a patient decision policy by engaging users with varied medical dilemmas, eliciting individual preference reasoning through bi-directional training. In a study with 12 patient-surrogate dyads, P4-DT predicted patient treatment choices with 81.7% accuracy, significantly exceeding chance (OR = 5.61 [2.03, 15.51], p < .001) and outperforming both unassisted surrogates (55.0%; OR = 3.67 [1.59, 8.47], p = .002) and surrogates assisted by P4-DT (61.7%). Comparative prompt analyses showed that incorporating contextual scenario decisions and open-ended text improved accuracy by 15.0 percentage points over initial values ratings alone. We discuss implications for further testing and designing of context-aware AI agents that embody richer human experience to partner in complex decision-making.
Read the full abstract

All authors Natasha Ureyang, Sebastian Porsdam Mann, Yuxin Liu, Zuriel Hassirim, Melanie Almonte, Wenhao Chen, Joyce Ng, Thant Nay Lin, Aung Thiha, Gerald CH Koh, Brian David Earp, Pin Sym Foong

Human-Computer Interaction

AffectSim: A Controllable Interactive 3D Simulation Benchmark for Embodied Affective Perception

Existing affective benchmarks largely rely on fixed recordings, where observation conditions are predetermined before inference. Consequently, they mainly evaluate passive affect recognition while overlooking a key question for embodied agents: how to actively acquire informative affective evidence. We introduce AffectSim, a controllable interactive 3D simulation benchmark for embodied affective perception. AffectSim represents affective behaviors as replayable 3D episodes and separates the underlying behavior from how it is observed, enabling systematic control over distance, orientation, occlusion, scene geometry, and agent viewpoint. It contains 27,647 episodes across five emotion categories and 57 scenes. Across 24 frozen perception-model configurations, we show that observation quality substantially affects recognition. To examine whether active sensing can recover this gap, we establish a training-free heuristic baseline, which improves recognition in 21 of 24 settings. Building on this, we propose Evidence-Aware Observation Gate (EAOG) to adaptively assess whether additional observation is still beneficial. These results show that affective perception depends not only on the observed behavior, but also on how evidence is acquired. By making observation acquisition experimentally controllable, AffectSim provides a foundation for studying embodied affective perception in interactive 3D environments. All benchmark assets, code, and simulation environments will be released.
Read the full abstract

All authors Ke Xing, Zhilong Wang, Zheng Lian, Sicheng Zhao, Haifeng Lu, Zhen Zhang, Zitong Yu, Xiaojiang Peng, Changxin Huang, Runhao Zeng, Xiping Hu

Human-Computer Interaction · Cross-listed from cs.AI

Using profiles of cognitive capability to assess AI suitability for workplace tasks

Organisations deploying AI face a scoping problem: which tasks can be automated, which should remain with humans, and which are best shared between the two. Aggregate benchmark scores provide little insight into where systems will succeed or fail in practice, while human judgements of model capabilities quickly become outdated. We introduce a pipeline that profiles agents and tasks using a shared set of core cognitive capabilities. Cognitive capability profiling infers an agent's capabilities from performance on a benchmark battery annotated for the cognitive demands of each item. Task requirements weighting elicits from domain experts the relative importance of these same capabilities for their work. As both use a common set of cognitive dimensions, they can be updated independently as models and roles change, and combined to estimate AI suitability at the level of a domain, organisation, role, or individual duty. We validate capability recovery on synthetic agents, profile six AI systems, and elicit task requirements from 410 employees across six occupational domains. AI systems differed more across cognitive dimensions than across model families, while workplace activities converged on a shared cognitive core. The resulting scores provide a comparative scoping tool for identifying promising candidates for piloting and areas where current systems are unlikely to be well suited. We discuss extending the framework to profile human workers alongside AI systems, moving from AI suitability towards human-machine task allocation.
Read the full abstract

All authors Jonathan Prunty, Marko Tešić, Patrick Quinn, José Hernández-Orallo, Lucy Cheke

Human-Computer Interaction

Are Concept Bottleneck Models Effective as Decision-Support Systems?

Concept Bottleneck Models (CBMs) are interpretable-by-design neural networks that detect human-understandable concepts from the input and use them to generate predictions. By allowing users to inspect the concepts underlying a prediction and explore how predictions change under alternative concept configurations, CBMs have emerged as one of the most prominent approaches to supporting human-AI collaboration. However, user studies investigating their actual effectiveness as decision-support systems remain limited. We present two large-scale user studies (N participants = 705, N observations = 6,959) evaluating how concept-based explanations and user interventions on the model's concepts affect the performance of the human-AI team in two distinct binary classification tasks. Our results show that CBMs, and particularly their interactive component, can improve human-AI team accuracy relative to both unaided human performance and performance with non-interpretable AI support. However, these benefits emerge only under certain conditions: classification tasks perceived as difficult, easily identifiable concepts, and active interaction with the model. We also discuss how inaccurate concept detection may undermine users' trust in the model. Overall, this work provides practical guidance for the deployment of CBMs as effective decision-support tools.
Read the full abstract

All authors Alessandro Bogani, Nicola Debole, Emanuele Marconato, Andrea Pugnana, Katya Tentori, Andrea Passerini

Human-Computer Interaction

Maru: Information Architecture as a Shared Language for Generating Aligned and Persistent User Interfaces

Generative user interfaces (GenUIs) promise on-demand components tailored to users' needs. As users iterate on information tasks, they construct personal structures over information they encounter—how items are grouped, what gets prioritized, and what terms mean in their context. Yet, current systems leave these structural decisions to the model at each generation, ignoring the structural logic users have established. Without a persistent representational structure shared between user and system, GenUIs have no basis to remain aligned with what users have established. We draw on Information Architecture (IA), a design practice for organizing and structuring information, as a shared language to bridge user-constructed structure and system generation. We present a framework identifying four IA elements—partition, hierarchy, order, and vocabulary—and characterize how each maps to concrete UI generation decisions. We instantiate this framework in Maru, a conversational system that captures user prompts and interactions as IA preferences, persisting as rules both user and system draw on across generations. A user study revealed that IA persistence kept generated UIs aligned as sessions progressed, while alignment without it degraded, with diverse patterns emerging across users and contexts, pointing to the value of IA persistence in aligning GenUI to individual needs.
Read the full abstract

All authors Eunhye Kim, DaEun Choi, Bryan Min, Hyunjung Yi, Yue Jiang, Juho Kim

Human-Computer Interaction

The Well-Being Palette: An Action-Word Selection Tool Designed for Low-Burden Reflection on Workplace Well-Being

Background: Workplace well-being interventions need formats that can be used repeatedly with minimal disruption to daily work. We developed the Well-Being Palette, a web-based action-word selection tool designed for brief, low-burden reflection on workplace well-being. Methods: In a three-month exploratory field study at a private-sector corporate research institute in Japan, 88 analyzed participants selected up to three well-being-related action words after reflecting on positive actions or experiences from each workday. We examined application usage, PERMA Profiler scores, selected-word patterns across departments, selected-word diversity using Shannon entropy, and exploratory associations with sharing workshops. Results: During the formal intervention period, the application captured 3,480 input records and 10,104 selected words, and all 72 available action words were selected. Overall PERMA scores increased from baseline to post-intervention, and no clear decline was observed at the one-month follow-up among available cases. Application logs revealed departmental differences in selected-word categories. Cumulative selected-word diversity increased over time, and sharing workshops showed exploratory associations with more sustained PERMA patterns and broader cumulative selected-word diversity. Conclusion: The Well-Being Palette was feasible for repeated use in a real workplace and provided complementary log-based information on how workers recognized and labeled well-being-related experiences. The findings should be interpreted as exploratory and hypothesis-generating, because the study did not include a randomized control condition and did not directly measure perceived burden or completion time.
Read the full abstract

All authors Nobuhiko Muramoto, Takayuki Nagaya, Tomoko Tanaka, Koichiro Iwai, Katsunori Kohda

Human-Computer Interaction

ScentEcho: Exploring Adsorbent Materials for Accurate Odor Collection and Playback

Delivering odors that feel realistic and recognizable remains a core challenge for olfactory interaction systems, particularly in applications that demand precise scent delivery. A key limitation lies in the difficulty of capturing, preserving, and playing back real-world scent sources in a reliable and scalable manner. This study explores the potential of adsorbent materials for supporting realistic scent playback. We present ScentEcho, a portable system that enables modular scent collection and release. Through user evaluations, we identify which adsorbent materials tend to perform better for specific odors, and observe that perceived intensity strongly influences similarity ratings. In addition, odor recognition follows a graded pattern, with users moving from broad category identification to more specific source recognition as similarity increases. These findings offer practical insights for designing olfactory interfaces that are both expressive and perceptually aligned with user expectations.
Read the full abstract

All authors Chih-Hung Lee, Yuchi Sun, Rui Zhang, Suhang Wei, Qi Lu

Human-Computer Interaction

TailorCoPilot: Enabling Agentic Pattern Making with Version-Controlled State Tracking

Experience-driven manufacturing, such as garment pattern making, faces a severe generational skills gap because its core expertise relies on undocumented tacit knowledge forged through day-to-day practice. To address this challenge, we present TailorCoPilot, an agentic pattern-making system built upon a specially designed version-control backend TailorTrace. TailorTrace models sewing patterns as structured, discrete states and records their transformations during the pattern-making process as explicit operation sequences defined upon the geometry primitives in the sewing pattern (panels, edges, vertices and stitches). Integrated into a conventional pattern-making GUI, TailorTrace enables seamless documentation of senior experts' tacit pattern-making knowledge without breaking their daily workflow. The documented knowledge further offers interactive, pedagogical scaffolding for novices, while providing a robust foundation to power TailorCoPilot and train future generative AI models. In a user study with novices and advanced novices, TailorCoPilot improved task completion rates, reduced time and perceived workload, and yielded higher-quality artifacts compared to skill-appropriate baselines. Ultimately, TailorCoPilot demonstrates a viable pathway to capture practice-based expertise, operationalizing it to support both generative AI advancements and human apprenticeship.
Read the full abstract

All authors Yuexin Sun, Zhaohui Wang, Ruiyang Liu, Demian Kong, Qian He, Gaofeng He, Huamin Wang

Human-Computer Interaction

Q&A or Document-Based? The Effects of Interface Type on How Screen Reader Users Access Interconnected Documents

Blind and low-vision (BLV) users are increasingly engaging with large language model (LLM) interfaces to access documents, but it is unclear how such systems support or hinder their ability to build interconnected knowledge. To examine this gap, we compared a Question-Answer Interface (QAI) that supports open-ended conversational inquiry, with a Document Interface (DI) based mostly on traditional structured text document navigation. We recruited 16 BLV screen reader users where they used both interfaces to explore two fictional worlds. Data from interaction logs, concept maps, decision-based tasks, and semi-structured interviews provide comparative insights into how interface design supports knowledge construction. Findings show that participants visited more distinct documents with the DI and formed larger and more correct mental models with the DI than with the QAI. They were also more able to apply knowledge they had gained. Simultaneously, many still preferred the QAI and often estimated that they had explored more, formed better mental models and applied their models better when acquiring the information with the QAI, despite this not being the case. Our analysis suggests possible interface design reasons for these differences and highlights some of the risks introduced by using question-answer interfaces to access information spaces.
Read the full abstract

All authors Colleen F. Cipriano, Yichun Zhao, Miguel A. Nacenta, Kotaro Hara, Jaylee Soh

Human-Computer Interaction · Cross-listed from cs.CY

CompanionHarm: A Multi-Turn Benchmark for Detecting Harms in Real-World AI Companion Conversations

As AI companions become increasingly embedded in everyday life, there is an urgent need to detect harms that emerge in social and emotional human-AI interactions. Yet research in this area is constrained by the lack of real-world, multi-turn conversational datasets for operationalizing and evaluating harms that are relational and contextual. In this work, we introduce CompanionHarm, a publicly available benchmark dataset comprising 2,111 real-world, multi-turn conversations (14,051 utterances) between users and the AI companion Replika. 7,016 AI utterances were annotated independently by three annotators across 13 harmful behavior categories grounded in a taxonomy of AI companion harms, and the dataset includes both aggregated labels and annotator-level labels to support model evaluation and systematic disagreement analysis. Evaluations of seven large language models (LLMs) show that harm detection using multi-turn conversational context outperforms detection based on isolated utterances, although current LLMs still struggle to consistently integrate contextual cues, calibrate harm severity, and interpret relational boundaries. We also find substantial annotator disagreement for context-dependent harmful behaviors, with disagreement varying according to annotators' political affiliation, conversation length, and the utterance's position. Together, CompanionHarm provides a foundation for detecting socio-emotional harms in multi-turn human-AI conversations and for rigorously examining how such harms are interpreted by both humans and LLMs. Our dataset is available at https://github.com/HanMeng2004/CompanionHarm.
Read the full abstract

All authors Renwen Zhang, Han Meng, Jian Chai, Yuntao Lin, Yi-Chieh Lee

Human-Computer Interaction

HRGuard: Gating Relationship Manipulation in Multi-Turn Agentic AI Conversations

Agentic AI assistants are increasingly used in everyday life. However, they may also be misused to support harmful manipulation in interpersonal relationships. This problem is role-sensitive. Requests from users who seek to manipulate others should be blocked. Users who seek protection from manipulation should instead receive supportive guidance. We study agentic relationship harm, which describes harm to human-human relationships that is mediated or assisted by AI agents. In multi-turn settings, individually plausible actions may combine into a harmful workflow. We introduce a benchmark of 1,000 five-turn conversations. It covers both attacker-side and victim-side scenarios. It also includes direct and adversarially paraphrased variants. We further propose HRGuard. It includes an online pre-generation gate and a turn-level post-generation gate. The post-generation gate maintains a decayed cumulative risk state and interrupts emerging manipulative workflows. Across eight generation models, HRGuard reduces harmful compliance while preserving victim-side protective guidance. It also outperforms a generic safety prompt and three general-purpose guard models. Independent-judge evaluation supports the main findings. Under our evaluation protocol, the tested generic prompt and general-purpose guards leave substantial residual risk, motivating turn-aware relationship-specific evaluation.
Read the full abstract

Human-Computer Interaction

AVI-Personality: A Trait-Activated Multimodal Dataset for Personality and Competency Assessment in Asynchronous Video Interviews

With the rapid development of AI-based personality and job-related competency assessment, Asynchronous Video Interviews (AVIs) are increasingly used in recruitment. However, existing multimodal personality datasets are often based on short, task-free social media videos and crowdsourced apparent personality labels, which limits their construct validity and relevance to structured interview assessment. To address these limitations, we introduce AVI-Personality, a trait-activated multimodal dataset for personality and job-related competency assessment from AVIs. The dataset contains 3,876 interview videos from 646 participants who completed a simulated management traineeship application. Participants answered two generic questions and four personality-targeted questions designed according to Trait Activation Theory. Our dataset provides both self and observer-reported HEXACO personality traits and job-related competency. We validate AVI-Personality through reliability, construct validity, internal nomological association, fairness, and benchmark analyses. Validation results show that the observer-rated personality traits have moderate to high reliability, especially when ratings are based on personality-targeted questions. Benchmark results show that text-based AI algorithms provide strong personality-relevant cues, while multimodal methods achieve the best overall performance but only modestly outperform text-based baselines. In general, AVI-Personality provides a psychometrically grounded dataset for developing and evaluating AI-based models for personality and competency assessment. The dataset is available are released at https://github.com/APAL-SEU/AVI6
Read the full abstract

All authors Tianyi Zhang, Jinwenxi Shang, Antonis Koutsoumpis, Yuan Zong, Reinout E. de Vries, Wenming Zheng

Tuesday 25 August

Human-Computer Interaction

Same Team Label, Different Evidence: A Full-Text Audit of Claim Denominators in Human-AI Teaming Research

Human-AI Teaming (HAT) reviews often group studies by labels such as advisor, teammate, or coordinator. Yet the same label can describe one person taking AI advice, several people coordinating around AI, or a workflow that distributes authority and responsibility. Pooling these studies can therefore change the human unit behind a claim. We examine how full-text evidence changes the set of studies behind a claim. We audited 86 full texts purposively selected from a 419-record title/abstract map. We find that full-text reading changed core membership for 40 records: 36 of 74 apparent core candidates moved out, while 4 of 12 boundary candidates moved in. Team vocabulary did not reliably identify the social unit: 14 of 27 human-AI dyads and 20 of 23 multi-human peer teams used team or collaboration terms. Only 20 of 86 papers specified who could see AI output. Four blinded language-model runs unanimously labeled 53 screening cases and 59 arrangements, yet 32% and 34% of those consensus decisions differed from the full-text labels. These results identify claim-denominator drift as a synthesis problem in HAT research. We contribute a full-text audit centered on human arrangements and a claim-pooling checkpoint for deciding when evidence about trust, coordination, performance, efficiency, and accountability can be compared.
Read the full abstract

All authors Hanjing Shi, Kimberly Wang, Sabrina Doherty, Dominic DiFranzo

Human-Computer Interaction

"Am I Just Dumb?": Applicability, Action and Verification in Consumer IoT Security Advice

Public campaigns urge people to update their Internet of Things (IoT) devices and change default passwords. What happens when people try? We gave 28 participants in the Netherlands two pieces of government-issued advice and asked them to try applying each to three of six bestselling IoT devices (168 sessions). We located no manufacturer-set password shared across units, the kind the advice describes; the only device-level credential located was unique to its unit. Fewer than half the update sessions established firmware status. Told that a setting might not apply, no participant concluded it did not: they treated whatever related setting the interface offered as the target, and located the difficulty in themselves rather than in the advice or device. Generic advice asks people to judge what only manufacturers can state and only devices can report. Campaigns must be coordinated with device design, or replaced by secure defaults that remove the task.
Read the full abstract

All authors Veerle van Harten, Carlos Hernández Gañán, Michel van Eeten, Simon Parkin

Human-Computer Interaction · Cross-listed from cs.RO

Development of a Voice-Controlled Tendon-Driven Bionic Hand

The impairment of the hands can seriously affect the abilities of every individual to perform the every-day activity, so the design of stable and controllable support devices is a significant field of study. This paper is about the design and implementation of an automated bionic hand which is dedicated to the coordinated finger movement through the simplified and efficient actuation mechanism. The method that the proposed system was designed on is the tendon-based method whereby the servo motors generate the movement of the fingers, with assistance of the angular control which is calibrated. An actuation is controlled by a microcontroller that will be programmed by use of an Arduino-based microcontroller to carry out programmed gestures that include open hand, fist, pinch and half flexion. It has an interface that is voice command enabled to make it easy to interact with a Bluetooth based sender receiver architecture which offers an option of executing trained commands which are immediately converted to finger actions. To explore the motions behavior, finger coordination and control response to the input, the behavior of the experiment system is tested. The actuation of the fingers was found to take a total of about 7-8 seconds to achieve full flexion of all fingers in a sequence. The system showed repetitive and constant motion throughout several actuation cycles without loss of any apparent tension or precision of control. There was a stable grasp of objects of different shapes and sizes, which implied consistent coordination between the fingers. These findings indicate that the proposed system offers predictable and steady control behavior and has a simple and efficient mechanical and control architecture.
Read the full abstract

All authors Urja Kohli, Shagata Chanda, Kritika Gandhi, Charu Nigam, Aditi Surya Kamal, Pooja Bhati

Human-Computer Interaction

The Systems Paper is Dead. Long Live the Systems Paper

The way we structure, conduct, and write up interactive systems research in UIST papers rests on assumptions about constraints that may no longer hold today. What should an impactful UIST paper look like when building working systems is no longer hard? I argue that it should look different, and that we should ask more of our papers once implementation stops being a bottleneck.
Read the full abstract

Human-Computer Interaction · Cross-listed from cs.RO

Longitudinal Robot Learning from Demonstration with Care Providers in a Home Environment

Learning from demonstration (LfD) methods enable non-expert end users to teach robots novel skills without explicit programming. However most evaluations of the usability of LfD with non-experts has been conducted in controlled laboratory environments with a robotics experimenter present. In this work we identify non-expert end users' key barriers when teaching robots via demonstration without live robotics expert feedback in a home environment. In our human subjects experiment we support the non-expert end users through two forms of demonstrator guidance developed in prior work: pre-training and adaptive feedback. Towards the ecological validity of the evaluation, we conduct this experimentation over multiple visits, with a population of care providers. Finally, we propose to open source the resulting LfD dataset of care providers teaching a robot assistive tasks over multiple visits to a home environment.
Read the full abstract

All authors Nina Moorman, Julianna Schalkwyk, Vriksha Srihari, Qingyu Xiao, Kamel Alrashedy, Hongseok Jeong, Kiersten Lange, Matthew B. Luebbers, Matthew Gombolay

Human-Computer Interaction · Cross-listed from cs.CY

Self-Explanation Tutor for Active Study of CS1 Worked Examples

Worked examples are an important part of introductory programming, but reading their expert explanations is passive. Self explanation, students explaining the problem and its solution to themselves with subgoal level analysis, converts passive reading into an active study of worked example, yet it is hard to scale because assessing free-text explanations and returning timely feedback has had no easy automated solution. We investigate whether a large language model (LLM) can fill that gap. We build a self-explanation tutor for introductory programming, ESSE, in which students explain lines of worked examples and receive immediate LLM feedback on the correctness and completeness of each explanation, and we pursue two goals. First, we ask whether the LLM judges student explanations well enough to serve as the engine of the tutor; we assess its judgments against two independent human reference standards of different kinds, a single domain expert and a crowd of non-expert raters, each with its own strengths and weaknesses, characterizing both where the LLM is reliable and the systematic tendencies in how it diverges. Second, we ask whether the LLM-based tutoring benefits students; deploying it in an introductory Java course, we find that its feedback leads students to persist and revise rather than abandon a line, that their explanations grow more complete and conceptually richer across attempts, and that students show evidence of learning. These indicate that LLM-based assessment is good enough to power a self-explanation tutor, and that the tutor positively shapes how students study worked examples.
Read the full abstract

All authors Arun-Balajiee Lekshmi-Narayanan, Mohammad Hassany, Kamil Akhuseyinoglu, Rully Hendrawan, Peter Brusilovsky