857 Matching Annotations
  1. Mar 2026
    1. Employing dialogue to resolve key uncertainties: If the system is uncertain about the user's intent, the system should ask the user after having considered the cost of interrupting the user. While ambiguities can be resolved via dialogue, this principle warns against always asking the user: Every interaction bears a cost (e.g., time and effort) that should be factored in when deciding whether and when to engage in dialogue.

      most interesting 2-line segments

    2. Users are 'architects' of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      most interesting 2-line segments

    3. This broad definition has several immediate and important consequences for HCI. First, dialogue, as a form of interaction, is not limited to speech and language even though this is often our first interpretation of the term "dialogue."

      sentences 12 through 21

    4. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are "architects" of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      highlight passages that discuss the downsides of Norman's model

    5. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work. Via exploration, they also learn about their own abilities in using them. Consider the first time you launch an application; you probably try out various actions to see what happens. Kirsh argued that the discoverability of such options is as important as their visibility; however, discoverability is not covered well by Norman's theory.

      highlight passages that discuss the downsides of Norman's model

    6. The modelling subscribes to a linear account of the cognitive mechanism, going from goals to actions and back. However, according to current understanding in cognitive sciences, the picture is more complicated. One thing that is missing is an account of how beliefs about the computer are formed and updated and how they drive action specification. The current understanding is that users form internal models that predict how their actions produce perceived outputs, and they learn to minimize prediction errors. This explains why people explore interfaces (to develop better internal models) and why, eventually, they no longer need to compare outcomes against goals. Moreover, the model was initially used in a weak, heuristic sense and did not converge with efforts to implement interactive systems.

      highlight passages that discuss the downsides of Norman's model

    7. Employing socially appropriate behaviors for agent–user interaction: Any interruptions by a system should be compatible with the social expectations of the user being interrupted and offered automated services. For example, social media feeds may integrate AI-generated and human-generated content without disclosing the source.

      Highlight all the sentences that mention Artificial Intelligence

    8. Mixed-initiative interaction is the idea of organizing interaction in dialogue where both the computer and the human can take initiative. Unlike in the case of an FSM, the computing system can take action without a command from the user; the initiative is mixed.

      Highlight all the sentences that mention Artificial Intelligence

    9. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor." The challenge here is sometimes described as prompt engineering—the search for prompts that give the output the user finds adequate for the task.

      Highlight all the sentences that mention Artificial Intelligence

    10. New ways of interacting that rely on dialogue keep emerging; at the time of writing this book (early 2020s), large language models such as ChatGPT and Google Bard are making the headlines daily. The interaction with such models is primarily done through text prompts to which the model replies.

      Highlight all the sentences that mention Artificial Intelligence

    11. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are "architects" of their environments, as Kirsh put it.

      I want to highlight things that are novel (not simply tool stuff)

    12. Code-switching refers to a switch in language to match the capabilities of the communication partner... Such differences are important because depending on the communication context, people will have different expectations and styles they use in dialogue with a computer.

      I want to highlight things that are novel (not simply tool stuff)

    13. Consistency: Are the same actions available, and do they have the same consequences across similar states? Dialogue length: How many turns are needed to get from the initial state to the end state? Number of choices: The number of options available to the user is a predictor of choice reaction time. Error recovery cost: If an error is made, how many turns are needed to recover from it? Connectedness: Can final states be reached from all initial states? Strong connectedness: Can final states be reached from all initial states via a particular action? Reversibility: Can the effect of a given action be reversed in one action?

      gimme some software concepts that are color coded and categories

    14. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets. These models can be expressed with formal languages, including context-free grammars and graphs, and they can be implemented in event handlers in user interface (UI) software.

      gimme some software concepts that are color coded and categories

    15. An FSM is a tuple (Σ, S,s0, δ, F), where: • Σ is the input, that is, a finite set of symbols; • S is a finite set of states or modes; • s0 ∈ S is the initial state; • δ is the state transition function δ : S × Σ→S; • F is the set of final states, that is, a subset of S.

      gimme some software concepts that are color coded and categories

    16. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      Highlight sentences that give a definition of a concept.

    17. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context. The act aims to get the other partner to do or understand something. This understanding then forms the context within which the other partner takes their turn.

      Highlight sentences that give a definition of a concept.

    18. Dialogue is about the organization of communication as a series of turns between communication partners. The core elements of dialogue are communication turns, the communication context, and turn interpretation. Dialogue interaction includes speech-based and graphical interactions. Dialogue can be understood as computation, goal-directed action, communication, or embodied action.

      highlight the key concepts in this paper

    19. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are 'architects' of their environments, as Kirsh put it.

      highlight the key concepts in this paper

    20. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work.

      highlight the key concepts in this paper

    21. Mixed-initiative interaction is the idea of organizing interaction in dialogue where both the computer and the human can take initiative. Unlike in the case of an FSM, the computing system can take action without a command from the user; the initiative is mixed.

      highlight the key concepts in this paper

    22. Robustness refers to the communication partners' ability to achieve shared understanding even in light of misunderstandings and other unanticipated troubles.

      highlight the key concepts in this paper

    23. Human–machine interaction, according to Suchman, is similar to but different from human–human dialogue. It is similar in the sense that people pursue a shared understanding: They actively work to make themselves understood. It is different in the sense that the communication abilities of computers are limited, which requires humans to adapt.

      highlight the key concepts in this paper

    24. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      highlight the key concepts in this paper

    25. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets.

      highlight the key concepts in this paper

    26. Affordance, which we discussed in Chapter 3, refers to how well users can interpret what actions are possible with a widget. Visibility is a handy related concept in design that underlies direct manipulation interfaces.

      highlight the key concepts in this paper

    27. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation. These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      highlight the key concepts in this paper

    28. A significant early theory of dialogue interaction is the seven-stage model of Norman [600]. It considers interaction as goal-directed, turn-based dialogue.

      highlight the key concepts in this paper

    29. both the computer and the user may have initiative. For example, a pop-up window can be presented to confirm a risky selection. When there is a misunderstanding about the context of the dialogue, errors may happen, and the partners must recover from them.

      highlight the key concepts in this paper

    30. both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message. Therefore, the design of feedback, affordances, and cues is central to dialogue-based interaction.

      highlight the key concepts in this paper

    31. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context.

      highlight the key concepts in this paper

    1. The theory of task–technology fit (TTF) can illuminate what users consider useful and how this affects their decision to adopt a particular technology. TTF refers to the ability of technology to support a task [197]. The capabilities of the technology should match the demands of the task and the skills of the individual; in this case, the fit is perfect.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    2. Users actively repurpose tools to make them more personally usable and relevant. Design should support such repurposing. For example, Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    3. One prominent definition of accessibility is given by ISO 9241-171, which defines it as 'the usability of a product, service, environment or facility by people with the widest range of capabilities.'

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    4. Acceptability has two main dimensions [591]. The first dimension, practical acceptability, includes costs, the reliability of the interactive system, and its compatibility with other systems. The perceptions of utility and usability may also influence the judgment of practical acceptability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    5. ISO 9241-11 definition... defines usability as the 'extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.'

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    6. One shorthand way of expressing this is that utility is 'whether the functionality of a system in principle can do what is needed' [591, p. 25]. In practice, whether people can do anything concerns—among other things—usability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    7. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    8. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user. Ideally, the user can use the tool without unnecessary effort so that the use is direct, transparent, and unnoticeable.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    9. Usability is one of the best predictors of users' willingness to adopt software. For example, the User Burden Scale is a questionnaire for measuring the felt burden in software use [806]. It consists of six subscales: difficulty of use, physical burden, time and social burden, mental and emotional burden, privacy burden, and financial burden.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    1. However, self-attention alone is permutation-invariant, i.e., if we reorder the rows of X, then the mechanism has no built-in sense of which token came first. Since word order matters, we must inject positional information. We often add a position vector pt to the token embedding: h(0)_t = e(xt) + pt One classical choice for the positional encoding is called the sinusoidal positional encoding. pt[2k] = sin(t / 10000^{2k/d}), pt[2k+1] = cos(t / 10000^{2k/d}) The sinusoidal features give each position a distinct geometric signature across many frequencies. Nearby positions have related encodings while distant positions remain distinguishable. This lets the network reason about relative offsets.

      highlight where positional encoding is mentioned

    1. Some tools provide both computational and visualization features. For instance, CommunityPulse provides a scaffolding for multifaceted public input analysis using visualizations [JHSM21], and MultiConVis enables multilevel exploration and analysis of threaded conversations [HC16b].

      Highlight all civic participation approaches

    2. Researchers in HCI and digital civics have begun to explore methods to improve the analysis capabilities of visual analytics tools [JHSM21; MJS20b]. Although the broader community of visualization researchers acknowledges the importance of designing for varied levels of expertise [Mun14; GTS10; SNHS13], existing work on text analytics in general, as well as civic text visualizations in particular, focuses research efforts towards designing for analysts. Less effort has been put on designing and developing text visualization for non-experts—people who are not trained in or have had limited exposure to visualization and analytics.

      Highlight all civic participation approaches

    1. the psychology research community has been strongly questioning the value of NHST in psychology for some years now [6] and calling for a more meaningful reporting of statistical inference based on effect sizes, confidence intervals and Bayesian reasoning [9].

      Mentioning the problems with p-values

    2. Similarly, if the significance level is set at 0.05, then this is the probability of the data occurring by chance when there is no experimental effect, namely one in twenty times. The more tests that are done on a particular dataset, the more likely it is that some chance variation will be extreme enough to seem like significance.

      Mentioning the problems with p-values

    3. Violation of the assumptions of any statistical test can produce p values that bear little relation to the actual probabilities of outcomes and hence comparison to the significance level of 0.05 is meaningless.

      Mentioning the problems with p-values

    4. for an analysis to be sound, it is necessary that in the tests performed the probabilities of outcomes are accurately reflected in the p values produced by the tests. If this is not the case, then the NHST argument form is severely weakened.

      Mentioning the problems with p-values

    5. NHST is the most commonly encountered form of statistical inference and is what is usually associated with producing a null hypothesis, then testing it to give some statistic such as a t value, and then turning the statistic into a p value.

      Mentioning the problems with p-values

    1. The inclusion of counterfactuals often resulted in a substantial increase in precision, indicating that the models were better able to correctly classify relevant instances while reducing false positives.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    2. Mocha addresses two seemingly contradictory objectives: (1) generating labeled data that diversifies the training dataset to aid the model's learning, and (2) maintaining structural consistency across the batches of data presented to users to support their cognitive processes.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    3. The results of our study indicate that participants spent significantly less time annotating batches of counterfactuals when they were rendered according to SAT compared to other conditions i.e., supporting the participants' selective focus on the varying phrases, rather than phrases that stay consistent.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    4. From a cognitive perspective, the theme color aligns with the human's (theorized) structural mapping engine [27] by making relational discrepancies between the original and counterfactual examples more explicit.

      return any single sentence that describes an explicit or implicit connection to theory

    5. The last two prior works also combine Variation Theory (VT) and SAT together, as we did (i.e., a corollary of SAT referred to as Analogical Transfer/Learning Theory).

      return any single sentence that describes an explicit or implicit connection to theory

    6. Estes and Hasson [17] argue that while alignable differences can be more straightforward and easier for comparison, non-alignable differences can also provide key information that might otherwise remain overlooked.

      return any single sentence that describes an explicit or implicit connection to theory

    7. This symbiotic relationship stems from the fact that Structural Alignment Theory (SAT) enhances the salience of differences, while the way we used Variation Theory (VT) to generate contradicting examples across the boundaries of labels ensures that these differences are conceptually informative.

      return any single sentence that describes an explicit or implicit connection to theory

    8. Structural Alignment Theory states that humans naturally look for structural mapping between representations of objects to help them understand, compare, and infer relationships between said objects.

      return any single sentence that describes an explicit or implicit connection to theory

    9. According to Variation Theory, learners better understand concepts by observing variations along critical features (dimensions of variation) that define that concept and, separately, observing variations along superficial features that do not define that concept—all while other features, when possible, are held constant.

      return any single sentence that describes an explicit or implicit connection to theory

    10. Mocha exemplified the application of human cognition and concept learning theories in the interactive machine learning pipeline to support the negotiation of conceptual boundaries for bi-directional human-AI alignment.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    11. This pattern of selective attention suggests that the visual cues provided by Mocha effectively guided participants to focus on more relevant information within the context of unchanged text when making their labeling decisions.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    12. Overall, the incorporation of counterfactuals has generally improved the models' F1 scores, driven largely by the improvements in precision. This suggests that counterfactuals have effectively improved performance without necessitating a significant trade-off between precision and recall.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    13. The inclusion of counterfactuals often resulted in a substantial increase in precision, indicating that the models were better able to correctly classify relevant instances while reducing false positives. This improvement suggests that the counterfactuals provided essential information that helped refine the models' decision boundaries.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    14. By visualizing these consistent pattern rules, users may be better understanding the behavior of the model through inference projection [26]. This can not only boosts the model's performance but also enable participants to validate or correct the model during the interactive training process.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    15. Thus, the integration of both theories enables users to efficiently process and compare variations, leading to more informed decisions and a clearer understanding of the model's behavior.

      statements that draw general conclusions about humans, computers, and/or human-computer interaction based on the results of the specific experiment done in the paper.

    1. Taken together, these findings almost unanimously show that, on average, AI-supported writing decreases but does not eliminate writer's feelings of ownership, underscoring the need for a larger theory of AI participation in the creative process.

      sentence that refers to a theory

    2. This can be understood through the frame of precarious work [5]; as writers feel that their work is increasingly precarious, the power differential between themselves and the organizations seeking to train LLMs grows larger.

      sentence that refers to a theory