2,031 Matching Annotations
  1. Last 7 days
    1. Since histories of specific notations tends to miss detailed, direct observations around the initial creation process, we complement this "macro" analysis with occasional references to experiment-based literature from experimental semiotics, communication theory, and cognitive science into how people use notations to ground communication, largely in lab studies.
    2. we conducted a comparative historical analysis of the development of different notations which individually have been documented in prior literature. Specifically, we conduct a parallel comparative history which "seek[s] above all to demonstrate that a theory similarly holds good from case to case... [and where] differences among the cases are primarily contextual particularities against which to highlight the generality of the [theorized] processes"
    3. Our work contributes to a longstanding dream of dynamic abstractions in HCI, where users can dynamically communicate and express themselves through notations (interfaces) that they are most comfortable with at the moment of expression, beyond ones predefined by developers [96, 143, 144, 148, 149].
    4. Our historical analysis suggests that, cognitively and socially, a notation proceeds by: (1) Enumerating dimensions of meaningful variation in the target domain, which proliferate as more situations are encountered or considered (whether by inventors or users) (2) Mapping dimensions of meaningful variation to perceptual channels of representation (3) Designing the notation to leverage perceptual affordances by visual analogy to embodied transformations like pouring cups or rotating shapes, and ensuring these "natural" manipulations hold meaning in the target domain
    1. SDT broadly differentiates three types of motivation [157]: Intrinsic motivation denotes activity pursued for its inherently interesting or enjoyable qualities. Extrinsic motivation refers to activity pursued for a separable outcome. Amotivation denotes the absence of intentional motivation, where a person may no longer be aware why they pursue an activity.
    2. Basic psychological needs theory (BPNT) posits three basic psychological needs that energise organismic processes: competence, the feeling of having an effect; autonomy, a sense that actions are self-endorsed and performed willingly; and relatedness, a sense of reciprocal care, value, and belonging in relation to other social figures and collectives [158].
    1. To our knowledge, the first SDT research involving videogames [18] was conducted shortly after Deci's original formulation of CET [129] and investigated whether extrinsic rewards would reduce intrinsic motivation even for 'highly intrinsically motivating' activities such as videogame play. Videogames' intrinsically motivating qualities were also examined in early research on learning [e.g., 351]; however, focused examination of other core SDT concepts such as need satisfaction largely began much later [365].
    2. Research on games and play in HCI (henceforth HCI games research), however, has continued to employ broad psychological theories as foundational work [417, 556]. One prominent example can be seen in self-determination theory (SDT) [481, 483], an influential theory of human motivation, which has provided HCI games research with propositions and concepts that can help explain motivational and experiential qualities of games and game-adjacent systems (e.g., gamification).
    3. Psychological concepts and models have long been employed in human–computer interaction (HCI) to theorise the human user [88]. However, early applications of cognitive psychological theory did not develop into a coherent foundation of knowledge about human factors [89, 109, 455]—circumstances that Rogers [456, p. 22] attribute to "the stark differences between a controlled lab setting and the messy real world setting" for which interactive artefacts and systems are designed. The deployment of broad theory in HCI has subsequently declined in the intervening years [455, 456], and this sporadic progress in theory development in domains such as usability and user experience (UX) has been identified as a cause for concern [249, 314].
  2. Jun 2026
    1. Alignment is a bilateral process; it refers not only to AI acting according to human intentions but also to humans better leveraging AI by understanding the mechanisms behind it [54].

      Any individual sentence that describes information designed to set the stage for the contribution of the paper.

    2. Data labeling as a cognitive task—including defining a concept or determining how two similar objects may have different labels—requires both comparison and integration [62].

      Any individual sentence that describes information designed to set the stage for the contribution of the paper.

    3. However, relying exclusively on existing examples is not ideal for tasks requiring nuanced understanding of user intentions, as these examples often fail to represent diverse and edge-case scenarios [31].

      Any individual sentence that describes information designed to set the stage for the contribution of the paper.

    4. An important challenge in interactive machine learning, particularly in subjective or ambiguous domains, is fostering bi-directional alignment between humans and models.

      Any individual sentence that describes information designed to set the stage for the contribution of the paper.

    5. Machine teaching, a part of the human-in-the-loop approach, has been used as a process in which a human expert (the "teacher") provides guidance to a machine learning model to help it learn important and robust features for decision making [57].

      An individual sentence describing the setting in which this work was done.

    6. A targeted approach in IML is machine teaching (MT) [60], an interactive framework that allows users to devise and select useful data for labeling, with the goal of teaching the model relevant features during training [7, 18].

      An individual sentence describing the setting in which this work was done.

    7. Interactive ML (IML) methods, like active learning [3], continuously apply human feedback during model training to iteratively build and refine the model [35, 42, 43].

      An individual sentence describing the setting in which this work was done.

    1. Importantly, reflection happens on multiple levels: as individuals questioning assumptions and choices, as groups working together in projects or labs, and as a community negotiating shared values, norms, and directions.

      sentences that describe the concept/practice of reflection

    2. Structures — reflection on the structures that condition HCI and our own standings within them: societal constructs (positions, values, power) shaping what problems are visible and whose knowledge is legitimised.

      sentences that describe the concept/practice of reflection

    3. Reflection has been a recurring theme in HCI – from Schön's reflective practitioner [24] to Sengers et al.'s reflective design [25]. However, it is seldom centred in our collective conversations [2].

      sentences that describe the concept/practice of reflection

    1. As the community around augmented reading broadens and as possibilities continue to unfold, it is the purpose of this workshop to set up our community to drive innovation in a productive, desirable, and responsible way.

      Sentence that describes the setting in which the paper's contribution is relevant or intended.

    2. The landscape of technology for consuming information is changing rapidly. One mode of information consumption, reading, stands to see profound changes due to its ubiquity and frequency as a cognitive task.

      Sentence that describes the setting in which the paper's contribution is relevant or intended.

    3. Recent changes in the technological landscape are significantly changing the reading experience. AI has introduced many new possibilities for interfaces to augment or transform text to be more rapidly scanned, navigated, understood, and compared to other texts.

      Sentence that describes the setting in which the paper's contribution is relevant or intended.

  3. May 2026
    1. Results show that participants successfully customized interfaces using natural language. Users found the system intuitive and achieved good performance regardless of technical background, we report analysis of optimal prompt length, challenges in separating functional and visual instructions in structured templates, correlation between LLM experience and success, and learning effects.

      highlight abstract

    2. By allowing users to express desired changes using their own words and harnessing the generative capabilities of LLMs, MorphGUI mitigates the limitations of predefined options and reduces the need for technical expertise. The framework translates functional and stylistic requests into either modifications of existing application components or generation of new ones.

      highlight abstract

    3. Graphical user interface (GUI) customization relies on predefined configuration options and settings, constraining diverse individual needs and preferences within predetermined boundaries and often requiring technical expertise. To address these limitations, this work introduces MorphGUI, a framework leveraging Large Language Models (LLMs) to enable interface customization through natural language.

      highlight abstract

    1. implications for society focus on a technology's societal impact. The purpose of these implications is to raise awareness, stimulate reflection, and prompt action in relation to the impact of emerging technologies on our lives.

      highlight all definitions here

    2. While the term practitioner in HCI research often refers to those in design-related roles (e.g., a UX designer), the design and evaluation of sociotechnical systems also lead to implications for other domains. The target audience for implications for practice can be specific professionals, such as teachers or healthcare staff, or those in leadership positions.

      highlight all definitions here

    3. The prototypical implications of HCI work are implications for design. These implications seek to inform the design of technology, bridging the gap between research findings and real-world design challenges.

      highlight all definitions here

    4. Implications for the HCI community may follow from studies or reflections on how we operate as an academic community, for example, through bibliographical analysis or a critique of ethical shortcomings.

      highlight all definitions here

    5. Methodology implications aim to inform the way we design and analyze studies within HCI. These implications focus on aspects such as the selection and recruitment of participants or the analysis of data or reporting thereof.

      highlight all definitions here

    1. Many participants thought that it was important to consider how closely the final product aligned with their initial conceptions (P7, novelist; P8, web developer; P11, filmmaker), "almost like a success-type question" (P3, dancer). This idea can be thought of as an aspect of intentionality — as P11 (filmmaker) stated, "Did your intentions translate into the final work?"

      definitional statements (explicit or implicit) concerning intention and intentionality

    2. Levene and Friedman [20] examined the effects of creation and intent on ownership judged and found that the effects of creation hold even when controlling for other factors. They also showed that successful and intentional creations are ascribed more ownership than unsuccessful or unintentional creations, and that creation is ascribed more ownership than the equivalent labor.

      definitional statements (explicit or implicit) concerning intention and intentionality

    3. Even though the majority of participants stated that intentionality doesn't play a role in their conceptions of ownership as it is "a given" (P5, architect) and that "everything is intentional" (P17, illustrator, graphic designer), these cases showcase that intentionality can indeed play a role in ownership sentiments, especially when the ability to be intentional is taken away.

      definitional statements (explicit or implicit) concerning intention and intentionality

    4. there seem to be times when material constraints can indeed shift ownership feelings, especially when control, intentionality, and creative vision all lie at an intersection: "I lose ownership points there, because I'm limited by this specific tool even if I have a specific vision" (P4, nonfiction writer)

      definitional statements (explicit or implicit) concerning intention and intentionality

    5. The one participant who did directly reference intentionality did so more in terms of the medium they work with: "We're still digging up shards of pottery from hundreds and thousands of years ago; once you fire something, it doesn't go away. It's hard as rock. So you really want to be sure and confident and intentional when you make something out of clay and fire it, because it can't be undone" (P20, ceramicist).

      definitional statements (explicit or implicit) concerning intention and intentionality

    6. Only one participant directly mentioned the term intentionality, but a few participants reported that whether or not they were able to work on the project from start to finish (a sense of continuity perhaps) was important to their sense of ownership.

      definitional statements (explicit or implicit) concerning intention and intentionality

    7. Levene and Friedman [20] examined the effects of creation and intent on ownership judged and found that the effects of creation hold even when controlling for other factors. They also showed that successful and intentional creations are ascribed more ownership than unsuccessful or unintentional creations, and that creation is ascribed more ownership than the equivalent labor.

      examples illustrating the concept of intentionality

    8. Even though the majority of participants stated that intentionality doesn't play a role in their conceptions of ownership as it is "a given" (P5, architect) and that "everything is intentional" (P17, illustrator, graphic designer), these cases showcase that intentionality can indeed play a role in ownership sentiments, especially when the ability to be intentional is taken away.

      examples illustrating the concept of intentionality

    9. However, there seem to be times when material constraints can indeed shift ownership feelings, especially when control, intentionality, and creative vision all lie at an intersection: "I lose ownership points there, because I'm limited by this specific tool even if I have a specific vision" (P4, nonfiction writer); "I wrote everything that I wanted to, I planned everything the way that I wanted it to be. But when I went to shoot, and I started facing challenges, I realized I don't have enough time, enough budget, and the crew is not experienced enough. So then, your idea of making the film itself changes" (P11, filmmaker).

      examples illustrating the concept of intentionality

    10. The one participant who did directly reference intentionality did so more in terms of the medium they work with: "We're still digging up shards of pottery from hundreds and thousands of years ago; once you fire something, it doesn't go away. It's hard as rock. So you really want to be sure and confident and intentional when you make something out of clay and fire it, because it can't be undone" (P20, ceramicist).

      examples illustrating the concept of intentionality

    11. Our methodological design was guided by the goal of comparing how participants described ownership before and after being introduced to the framework, with a focus on understanding the coverage and utility of the framework's dimensions. To capture this contrast, we asked them to reflect on both a high-ownership and a low-ownership creative project, enabling comparison across contexts as well as within individual experience. We refer to these phases as the pre-webtool and post-webtool sections of the study.
    12. We analyzed interview transcripts using thematic analysis. Each transcript was segmented into meaningful units (quotes or lines), which were then coded based on the core theme or idea expressed. Codes were iteratively refined and collapsed, with similar codes grouped together into broader categories that reflected shared orientations toward ownership. Through repeated reduction, these categories were distilled into a set of central themes that captured the most salient patterns across the dataset.
    13. In the post-webtool phase, participants were introduced to the Creative Ownership Webtool, which asked them to evaluate each product across the nine subdimensions of the Person, Process, and System framework, resulting in a numerical value for each project. Finally, participants reflected on the framework outputs, discussing whether the results aligned with their intuitions, which dimensions resonated or felt less relevant, and what aspects of ownership they felt might be missing.
    14. Interviews were structured into two phases. In the pre-webtool phase, participants first provided background information on their creative trajectory, education, and domain of practice. They then reflected on two creative products selected in advance—one associated with high ownership and one with low ownership—explaining the reasoning behind their classifications and the factors that influenced them.
    15. We conducted semi-structured interviews lasting 45–60 minutes, guided by a shared set of questions and thematic prompts while allowing flexibility for participants to reflect on their individual experiences. This approach encouraged rich, situated accounts of ownership while maintaining comparability across interviews.
    16. Potential participants were identified through a combination of referrals from the researchers' professional networks, publicly available sources, and local art communities in the Greater Boston area. To be eligible, participants were required to: (1) work or participate significantly in a creative field, (2) have at least two finished creative products—one associated with high feelings of ownership and one with low feelings of ownership, (3) be fluent in English, and (4) be over 18 years of age. We recruited 20 participants via word of mouth, email, and snowball sampling.
    17. We conducted semi-structured interviews with 21 creative professionals across a diverse range of fields. We used a two-phase, within-participant protocol. Participants first described one high-ownership and one low-ownership project without the framework, then used our instrument to rate both works and reflect on the output.
    18. Building upon literature across psychology, philosophy, the humanities and social sciences more broadly, and within human-computer interaction, we introduce a nine-subdimension framework of creative ownership organized across Person, Process, and System.

      where the paper refers to a paradigm, not a framework

    19. We introduce a framework of creative ownership comprising three dimensions - Person, Process, and System - each with three subdimensions, offering a shared language for both system design and HCI research.

      where the paper refers to a paradigm, not a framework

    20. Hegel's ideas of ownership stem from the notion that the "will" can be embodied in external entities, and that this embodiment is necessary for one's actualization as a person cannot come to exist without both relation to and differentiation from the external environment.

      anything related to embodiment

    21. The sentiments highlighting the importance of embodiment largely paralleled those expressed prior to the participants viewing the framework. Participants stated that it was important to them that their work reflected their "value system" (P5, architect), "emotional experience in [their] lived feelings" (P2, ukulelist, singer), and that it was a "labor of love" (P16, cartoonist).

      anything related to embodiment

    22. Participants used a variety of words to get this message across: self-indulgence, passion, obsession, vulnerability. Being able to engage in their own explorations, share their backgrounds and experiences, and, in the words of one participant, "imbue more of [themselves]" (P9, dancer), was key across the study.

      anything related to embodiment

    23. Qualitatively, pre-framework talk concentrated on a limited subset of subdimensions (embodiment, control, abstraction). Once introduced, participants articulated and prioritized all nine subdimensions, enabling finer distinctions (e.g., conceptual authorship vs. physical production) and revealing medium-dependent nuances.

      findings

    24. Participants also found the categories legible, and a recurrent split emerged between person-focused and process-focused practices. Employment context further moderated ownership: low-ownership projects were often job-driven, whereas high-ownership projects skewed toward self-initiated work. These findings support modeling ownership as a multi-dimensional profile with moderators rather than a single latent factor.

      findings

    25. Pre-framework interviews concentrated on Embodiment, Control, and Abstraction. With the framework in view, attention distributed across all nine dimensions. Quantitatively, high-ownership cases exhibited higher overall scores, whereas low-ownership cases showed greater dispersion. Taken together, these patterns indicate that the framework broadens the analytic space of ownership and supports the capture of heterogeneous routes to ownership, particularly in low-ownership contexts.

      findings

    26. Overall, these results demonstrate both the coverage and diagnostic power of the framework: all nine sub-dimensions shifted between conditions, and the variance patterns in the low ownership condition surfaced the diverse ways participants experience reduced ownership.

      findings

    27. For HCI, the immediate use is practical: report ownership as a profile rather than a single score, state construct boundaries, and use the dimensions as design levers (e.g., decision rights for Control, intent alignment for Intentionality, attribution for Recognition, modality-aware workflows for Production/Abstraction, and role clarity for Interdependence).

      IMPLICATIONS

    28. Responses for low-ownership projects showed substantially greater variance, with wider inter-quartile ranges and more outliers than in the high-ownership condition. Whereas ratings for high-ownership projects clustered tightly at the upper end of the scale, low-ownership responses spanned nearly the full range, from near zero to moderately high values. This indicates that while participants converge on what constitutes high ownership, experiences of low ownership are more heterogeneous, reflecting different ways ownership may be diminished (e.g., limited control, lack of recognition, or minimal effort).

      findings

    29. Methodologically, we recommend reporting an ownership profile rather than a single score and explicitly stating construct boundaries. A brief "ownership design card" in Methods—specifying manipulated versus measured dimensions, expected moderators (e.g., medium tangibility, employment context), and anticipated trade-offs—would improve interpretability and comparability.

      IMPLICATIONS

    30. Across all nine sub-dimensions of the framework—Embodiment, Occupancy, Recognition, Control, Intentionality, Effort, Production, Abstraction, and Interdependence—participants gave consistently higher ratings for projects they associated with high ownership compared to low ownership (Figure 2). This pattern held across the board, suggesting that the framework reliably distinguishes between ownership conditions rather than capturing isolated dimensions.

      findings

    31. A potential risk is profile drift under sustained high-automation use (e.g., declines in perceived Effort or Control). Because the framework is lightweight, it can function as a periodic check-in to track such changes and recommend countermeasures (e.g., adding decision checkpoints or narrowing automation scope).

      IMPLICATIONS

    32. The framework yields actionable implications for system design. Treating ownership as a first-class experience goal positions each dimension as a design lever. Control can be protected by making decision rights explicit, keeping suggestions reversible, and attaching rationales to consequential edits. Intentionality can be supported through periodic intent check-ins and visual diffs that surface drift from initial goals. Recognition benefits from attribution by default. Production and Abstraction suggest modality-aware workflows (concept-first versus material-first), and Interdependence calls for role visibility and decision traceability in collaborative tools. The aim is not to prescribe features but to make ownership designable: systems can be tuned to the ownership profile a context demands.

      IMPLICATIONS

    33. Weber et al. [43], for example, use the term "artistic ownership" in studying support for creative goals, yet operationalize it through adjacent concepts such as creative vision, intentions, collaboration, pride, control, and emotional response [43]. Even when researchers begin with a focused definition, as in Wasi et al.'s work [41] on content ownership, related ideas often surface—embodiment, identity, originality, and effort among them.

      concepts that are adjacent to "creative ownership"

    34. P2 (ukulelist, singer) reported feeling a "creative attachment" to a piece, even though they didn't feel any ownership over it — "A little bit of my heart and the soul is in this thing, even though it doesn't have anything to do with me otherwise."

      concepts that are adjacent to "creative ownership"

    35. In the field of psychology, there have been numerous theoretical propositions and empirical studies attempting to explain the formation of psychological ownership. Several scholars have created frameworks based on decades of psychological research that capture key themes that have emerged time and again such as effectance and control of possessions [10, 25, 44], positive affect [10], and symbolic meaning and personhood [35].
    36. Hegel's ideas of ownership stem from the notion that the "will" can be embodied in external entities, and that this embodiment is necessary for one's actualization as a person cannot come to exist without both relation to and differentiation from the external environment [34].
    37. One of the most fundamental materialist theories is Locke's labor theory, which posits that "every man has a property in his own person," and thereby goes on to argue that when one mixes their labor with natural resources, the resulting good becomes their property - evoking the embodiment theory of personhood [22, 34].
    38. Materialist theories stem from notions of property as control over material entities, going as far as to stipulate that physical, material states are the ultimate determinants of reality, taking precedence over thought, consciousness, and abstract entities [27, 38]. On the contrary, idealism posits that something mental is the ultimate foundation of reality, and idealist theories of property and personhood are concerned with symbolic and mental conceptions of ownership [12].
    39. Building upon literature across psychology, philosophy, the humanities and social sciences more broadly, and within human-computer interaction, we introduce a nine-subdimension framework of creative ownership organized across Person, Process, and System. Person captures how the artifact relates to the self; Process characterizes the decisions, intentionality, and effort by which it is created; System situates creation within its material, collaborative, and contextual conditions.

      theory

    40. Research on the self-creation effect illustrates how creating something oneself can lead to stronger object valuation and a more profound sense of ownership - aspects that are often overlooked by traditional frameworks of ownership. Therefore, we draw upon existing frameworks and approaches to produce a framework that is more streamlined for creative contexts.

      theory

    41. In their 2003 paper, Pierce et al. define psychological ownership as "that state where an individual feels as though the target of ownership or a piece of that target is 'theirs'." In this paper, we will focus on a narrower definition revolving around creative ownership in which the target of ownership is a creative product or artifact that the individual in question had a role in creating — no matter how small or large.

      theory

    42. In the field of psychology, there have been numerous theoretical propositions and empirical studies attempting to explain the formation of psychological ownership. Several scholars have created frameworks based on decades of psychological research that capture key themes that have emerged time and again such as effectance and control of possessions, positive affect, and symbolic meaning and personhood. These frameworks span a range of formulations ranging from Targets-Antecedents-Consequences-Interventions to corrective dual-process models, among others. Some of the major themes found across frameworks include responsibility, accountability, identity, self-efficacy, belongingness, control, self-congruity, psychological closeness, object-knowledge, self-investment, and rights over the object.

      theory

    43. Hegel's ideas of ownership stem from the notion that the "will" can be embodied in external entities, and that this embodiment is necessary for one's actualization as a person cannot come to exist without both relation to and differentiation from the external environment. While the specifics of theories vary, the investment of one's self, values, and identity as a means of developing feelings of ownership is a common theme that arises.

      theory

    44. One of the most fundamental materialist theories is Locke's labor theory, which posits that "every man has a property in his own person," and thereby goes on to argue that when one mixes their labor with natural resources, the resulting good becomes their property - evoking the embodiment theory of personhood. "Bundle of Rights" views hold ownership as a set of contractual obligations between people in relation to property.

      theory

    45. While there are many schools of philosophical thought that could be used to frame a discussion of ownership, two juxtaposing ones that encompass the duality of ownership related values are materialism and idealism. Materialist theories stem from notions of property as control over material entities, going as far as to stipulate that physical, material states are the ultimate determinants of reality, taking precedence over thought, consciousness, and abstract entities. On the contrary, idealism posits that something mental is the ultimate foundation of reality, and idealist theories of property and personhood are concerned with symbolic and mental conceptions of ownership. This dualistic framing captures both the tangible and intangible elements of ownership.

      theory

    1. In HCI, evaluation refers to the application of some systematic methodology to attribute human-related values to an artifact, prototype, system, or process. Examples of such attributes include performance, experience, safety, and ethical aspects, such as the avoidance of bias or harm.
    2. A special part of a computing system is the user interface. It is the part that the user can see and utilize to control the computer. Through the user interface, users can provide input and instructions to a computer and receive feedback from it. In short, the user interface enables interaction with a computer.
  4. Apr 2026
    1. A study of large-scale web-clicking data employed this theory to explain why certain distributions of web page hits emerge on web sites. Huberman et al. [362] proposed a mathematical model that assumes that at any page, users decide to continue clicking as long as its information scent exceeds some threshold. This information scent can be computed using information foraging theory (IFT).

      sentence that mentions implicitly or explicitly a particular theory about computing or information

    2. IFT proposes that information-seeking behavior develops to maximize the rate of information gained per unit of time or effort invested. Note that the term information does not refer to the information-theoretic concept but to subjective interest; here, information means anything that users find interesting.

      sentence that mentions implicitly or explicitly a particular theory about computing or information

    3. Computational rationality is a theory and a modeling approach rooted in bounded rationality and bounded optimality. Recent applications include typing (Figure 21.7), pointing, driving, multitasking, menu selection, and visual search.

      sentence that mentions implicitly or explicitly a particular theory about computing or information

    4. Visual statistical learning is a research topic in perception that studies how the statistical distribution of our environments affects the deployment of gaze.

      sentence that mentions implicitly or explicitly a particular concept relevant to HCI

    5. It assumes that human long-term memory evolved to help survival by anticipating organismically important events. It is evolutionarily important to remember things that are important for survival. Therefore, the expected value of remembering a thing in the future should affect the probability of recalling it.

      sentence that mentions implicitly or explicitly a particular theory about how humans think or act

    6. According to rational analysis, behavior is sensitive to the statistical distribution of rewards in the environment that a user has experienced. Users learn the way rewards are distributed through continued exposure to an environment and adapt their behavior accordingly. A user's behavior is rational because it is tuned to the distribution of rewards in the environment—the ecology.

      sentence that mentions implicitly or explicitly a particular theory about how humans think or act

    7. The theory assumes that users are 'computationally rational': When picking an action—or deciding how to get from the present state to a state with positive rewards—users are as rational as their cognition allows. Users act based on their often inaccurate and partial beliefs, which they have formed via experience.

      sentence that mentions implicitly or explicitly a particular theory about how humans think or act

    8. Computational rationality is a theory and a modeling approach rooted in bounded rationality and bounded optimality. Recent applications include typing (Figure 21.7), pointing, driving, multitasking, menu selection, and visual search. Its core assumption is that users act in accordance with what they believe is best for them.

      sentence that mentions implicitly or explicitly a particular theory about how humans think or act

    9. These four theories differ in the factors they include and how the agent's decision-making problem is formulated. As such, the theories differ in how easily they help us find a solution to the user's decision-making problem.

      sentence that describes theories in the abstract

    1. lab study participants frequently made errors related to incorrectly matched braces when using a LaTeX baseline to augment formulas.

      sentence that describes the obstacles that the proposed system is designed to help the intended user get around to reach their goals

    2. Authors in Head et al. [30] described that "code gets horrible looking" as macros are added to it to specify augmentations.

      sentence that describes the obstacles that the proposed system is designed to help the intended user get around to reach their goals

    3. FreeForm is a projectional editor optimized for notation augmentation. This paper defines the key projections for the text: textual LaTeX, a formula render with tree-aware selections, and a property/hierarchy view.

      sentence that describes the characteristics that define the proposed system

    1. Ply allows users to develop, test, and tweak program components, exploring possibilities for how data can be transformed and composed to discover and achieve goals. This style of programming can support many use cases, even those not traditionally considered in the trigger-action programming model.

      sentence that describes the goals of the intended user

    2. Through the combination of these features, Ply allows users to develop, test, and tweak program components, exploring possibilities for how data can be transformed and composed to discover and achieve goals.

      sentence that describes the goals of the intended user

    3. Frequently, code-generation systems focus on building and then refining a full working application, using visibility of the full underlying code as a fallback when users need to build understanding of the generated program.

      sentence that describes the obstacles that the proposed system is designed to help the intended user get around to reach their goals

    4. Each sensor is accompanied by a glanceable visualization of the sensor's output payloads on the Ply canvas. This visualization is specific to the sensor and its output type, showing the most critical information for evaluating whether the sensor is behaving as expected.

      sentence that describes the characteristics that define the proposed system

    5. Ply uses a server program written in TypeScript to make code generation requests to a large language model and to execute the resulting code, which passes messages to and from sensors and actuators.

      sentence that describes the characteristics that define the proposed system

    6. Each layer in Ply tracks its dependencies; sensors receive data from their dependencies, actuators push data to their dependencies, and linkages each refer to exactly one sensor and one actuator dependency. Collections of layers and linkages in Ply are isomorphic to node graphs in node-based programming languages.

      sentence that describes the characteristics that define the proposed system

    7. Code generation offered by large language models can serve to author this glue code for trigger-action programs, allowing for data from triggers to be mapped to input data for actions automatically even when their native data formats or intended functionality do not match exactly.

      sentence that describes the conditions for which the system is designed

    8. Ply allows users to develop, test, and tweak program components, exploring possibilities for how data can be transformed and composed to discover and achieve goals. This style of programming can support many use cases, even those not traditionally considered in the trigger-action programming model.

      sentence that describes who the system is designed for

    1. In UTAUT, Venkatesh extended TAM by incorporating two constructs not directly related to a system's perceived properties, but derived from external aspects: social influence and facilitating conditions. Additionally, UTAUT posits four mediating factors that moderate the impact of each key construct on usage intention and behavior, namely gender, age, experience, and voluntariness of use.

      sentences that implicitly or explicitly mention theory

    2. While our key focus is to build a theoretical model that explains the process through which older adults accept (or reject) mobile technology, which can provide theoretical guidelines when designing a technology, and which may also be able to generate new investigations and experiments.

      sentences that implicitly or explicitly mention theory

    3. Azjen's theory of planned behavior [1, 2] posits that a specific behavior is the result of an intention to carry it out, and that intention is determined by attitudes, norms, and the perception of control over the behavior. Drawing upon this theory of planned behavior, Davis et al. developed the technology acceptance model (TAM) [10].

      sentences that implicitly or explicitly mention theory

    4. To summarize, existing models of technology acceptance can provide a partial explanation of older adults' behaviors of mobile technology acceptance. However, we also identified critical elements that are not represented in the existing models. Components in red boldface in Figure 3 provide a preview of the new elements we have identified and their relationship to the components proposed in earlier models.

      sentences about extending existing theoretical models with research findings

    5. we found out that the existing models of technology adoption require new theory components to be able to describe technology adoption processes of our participants. In particular, we identified an additional phase that is prominent among the participants, intention to learn, but did not appear in prior models. Then, we identified three new factors that significantly influence their technology acceptance but which are, again, not represented in the existing models: self-efficacy, conversion readiness, and peer support.

      sentences about extending existing theoretical models with research findings

    6. Triangulating the empirical findings from our preliminary results with the existing theoretical models, we proposed an extension of the existing theoretical models that explains the technology acceptance behavior of our participants who were aged 60 or over. Our proposed model incorporates key elements of prior models and introduces novel components that significantly influence the participants' technology acceptance, namely one new phase, intention to learn, and three factors, self-efficacy, conversion readiness and peer support.

      sentences about extending existing theoretical models with research findings

    7. Consolidating our preliminary findings with the existing models, we propose an extended technology acceptance model for older adults illustrated in Figure 3. Extending to the predecessor theories, our tentative model introduces the perceived effort of learning a new technology as an obstacle for older adults' technology acceptance, which has not been reported in any studies of younger adults' technology acceptance.

      sentences about extending existing theoretical models with research findings

    8. Another stream of efforts sought to understand physical and cognitive performance of older adults in interacting with mobile technologies. Studies have shown that typical interaction components and techniques of a smartphone often prevent older adults from smooth and instant interactions with it. For example, the small size and the low contrast of buttons on a mobile display has a significant negative influence on interaction performance such as speed and accuracy [18], and decline in motor skills is correlated with time required to complete a task [30].

      citations about older adults

    9. Lee and Coughlin reviewed studies of older adults' technology acceptance and identified ten factors that are critical facilitators or determinants of older adults' acceptance of technology: value, usability, affordability, accessibility, technical support, social support, emotion, independence, experience, and confidence [20].

      citations about older adults

    10. Many studies have empirically investigated technology acceptance practices among older adults. While diverse in detail, most works point out that an individual's personal context [38] and the social context [36] in which the technology is introduced are the primary factors influencing the perception of, experience with, and evaluation of new technological developments among older adults [19].

      citations about older adults