1,929 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. Given that user interfaces are a form of notation, it is not surprising that their evolution closely follows the patterns we identified.

      One or more sentences contextualizing the current work with typically uncited statements about the past.

    4. In this work, we lay some groundwork towards addressing thisquestion by presenting a parallel comparative historical analy-sis [ 129] of notation development across scientific, computing,and artistic disciplines.

      testing

    5. From our analysis, we derive a set of initial implications for the design of future systems that create new abstractions (Section 5), including that notations primarily originate through linking metaphors and most often in a social—rather than a technical—context, and that notation design decisions around what to include as "meaningful" (and thus what to exclude) are often left implicit by inventors, but could be made explicit and become manipulable objects through reification [10].
    6. 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].
    7. 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
    8. Our work heeds calls from HCI scholars for more historicism in the field, to better contextualize technology "within dynamic temporal processes of emergence, change, continuity, decline, disappearance, or revival," and to see "the past... as a repository of design knowledge and experience"
    9. From our analysis, we derive a set of initial implications for the design of future systems that create new abstractions (Section 5), including that notations primarily originate through linking metaphors and most often in a social—rather than a technical—context, and that notation design decisions around what to include as "meaningful" (and thus what to exclude) are often left implicit by inventors, but
    10. Our analysis identifies 33 patterns of how notations are created, evolved, and formalized over time, which are largely shared across histories and loosely categorized into three social stages of development (invention/incubation, dispersion/divergence, and institutionalization/sanctification) and three functional stages (descriptive, generative, and evaluative).
    11. Yet humans collaborating together do not always defer to a pre-existing formalism. Instead, they can develop ad-hoc, new notations to ground their communication [22, 34, 143], treating notations more like malleable resources than rigid systems.
    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].
    1. A father tells his daughter, “It’s time to put the tablet down.” Not wanting to stop using the tablet, butworried about the consequences of disobedience, the child finds herself in a dilemma. With a strokeof insight, she puts the tablet down on the table in front of her, and keeps playing with it. She can stilluse the tablet, and her father’s instructions were met. Technically.
  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. This meet-up invites CHI attendees to come together inthe META HCI community to explore how we as researchers andpractitioners reflect on our own practices – and how we might doso more intentionally.
    2. 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

    3. 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

    4. 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. But the ear-lier we go in development, the less able children are to comprehend verbal explanationsof abstract ideas. In contrast, there is evidence that analogical comparison and abstractionprocesses are present in 7–9-month-old infants, and even earlier (Anderson, Chang, Hes-pos, & Gentner, under review; Ferry, Hespos, & Gentner, 2015).
    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.
    3. HCI phenomena span eye movements, emotional reactions, aesthetic experiences, social interactions, and organizational structures; they also span behaviors from the millisecond level to changes in the use of interactive systems over decades as well as the individual, group, and societal levels.
    4. Human–computer interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them.

      a sentence that describes a concept

    5. For example, an expert in HCI4D (HCI for development) described the challengesfaced in non-Western contexts as follows [184, p. 2228]:We need to address the everyday problems of people. Most people don’t know how to scroll, navigate.We need to do basic HCI work to make text larger. Also, time of day is the most prominent thing on [aphone’s] screen. Let’s replace that with the amount of airtime you have left. We need to improve uponwhat we built yesterday rather than doing novel interventions or focusing on the future.
  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. MDP is a formalism that originates from studies of sequential decision-making in artificial intelligence and operations research. Instead of the choice between n actions, MDP deals with environments where rewards are delayed (or distal). This requires an ability to plan actions as part of sequences instead of one-shot choices.

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

    5. 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

    6. 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

    7. 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

    8. 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

    9. 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

    10. Rational analysis is a theory of rational behavior proposed by Anderson and Schooler [21]. It examines the distribution of rewards in the environment to explain how users adapt their behavior. According to rational analysis, behavior is sensitive to the statistical distribution of rewards in the environment that a user has experienced.

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

    11. 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

    12. The term satisficing is used to describe how users tend to behave when facing a complex decision-making problem. It refers to settling on a satisfactory but not optimal solution in the normative sense.

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

    13. The concept of rationality has its roots in economics, where it was developed to study how peo-ple should act in economic decision-making. In such settings, the idea is that people reach theirgoal, such as maximizing their return, by maximizing utility.
    1. Our design was motivated by two major goals for notation authoring. These goals followed from recent studies of notation augmentation [30, 71] and conversations with scientists who had experience writing notation in instructional materials and research communications (4 professors, 2 graduate students, R1–6).

      sentence that describes who the system is designed for

    2. We define the key projections as markup (in this case, LaTeX), an annotatable render, and a structure hierarchy view. Augmentations are made easy to invoke, and projections are kept synchronized and co-present so that authors can shift between representations as is expedient to them.

      sentence that describes the characteristics that define the proposed system

    3. the challenge of using these tools is that annotations are unmoored from the structure of the formula and must be redone whenever the formula changes. Authors must perform precision positioning and sizing operations that could be inferred from the coordinates of the augmented expressions.

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

    4. these markup languages can require cumbersome and error-prone editing, arising from the intermixing of annotation markup with the underlying formula. Participants in a study by Wu et al. [71] identified difficulty with debugging nested braces and locating markup to edit.

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

    5. 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

    6. 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

    7. FreeForm, a projectional editor wherein authors can augment formulas—with color, labels, spacing, and more—across multiple synchronized representations. Augmentations are created graphically using direct selections and compact menus. Those augmentations propagate to LaTeX markup, which can itself be edited and easily exported.

      sentence that describes the characteristics that define the proposed system

    8. 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. designing complex behavior can be a difficult programming task, and program representations in end-user programming tools may not be well-suited for heavy programs.

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

    2. 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

    3. 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

    4. 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