Papers for

interactive system designers

Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.

Robot environment edits help learn clearer preferences from humans

Environment Edits as a Corrective Signal for Reward Learning

Abstract: Robot corrections allow people to adjust a robot's behavior, but a single correction changes many features. Also, preferences about object attributes and relationships between objects cannot be expressed by moving the robot. We propose environment edits as a complementary form of feedback. The robot's motion is held constant as the human edits the scene, so the only explanation for the edit is the moved object. We introduce Feature Learning from Environmental and Robot-Relational Edit Traces (FERRET), which learns preferences from both robot and environment corrections. We show that environment edits are able to disambiguate features and learn preferences that robot corrections alone cannot.

Mon 26 OctRobotics
The gist
Robots can be corrected by humans to improve how they behave, but one correction can change many things at once, which is confusing. The authors suggest letting humans also change the environment around the robot without moving the robot itself, making it clear what object or feature the human cares about. They created a system called FERRET that learns from both ways of correcting the robot, improving how well robots understand what humans want. This method helps robots learn preferences that were unclear from just watching robot movements.
Open → 2610.35659v1

Couples prefer subtle technology for supporting daily relationship moments

Supporting Couples' Social Well-being in Daily Life: A Needs Assessment and Co-design with Co-located Couples

Abstract: Romantic relationships shape physical, mental, and social well-being, and relationship quality is built through everyday interactions. Addressing minor issues early and reinforcing positive interactions help maintain relationship quality, and ubiquitous computing creates new opportunities to sense and support couples' relationships in daily life. However, existing systems remain largely developed with limited involvement from couples, raising questions about which types of sensing and support couples may accept in their private lives. To address this gap, we conducted exploratory needs-assessment interviews and co-design sessions with five co-located couples (10 participants) to identify their needs and preferences for relationship-attunement-enhancing technologies, including the use of LLMs. Couples' own designs converged on systems that detect meaningful moments---such as conflict onset---and offer subtle mediation rather than AI-generated advice, highlighting dyadic concerns around partners' agency, authenticity, and control over shared interaction data. We offer preliminary design implications for ubiquitous sensing and intervention systems that center the couple as a unit rather than the individual.

Mon 5 OctHuman-Computer Interaction
The gist
Everyday interactions shape how happy couples feel with each other. The authors talked to couples to find out what kind of technology could help them in their daily lives without feeling invasive. Couples liked ideas for systems that recognize important moments like the start of an argument and offer gentle help instead of direct advice. They were worried about keeping control over their personal connection data and valued authenticity in interactions. This work shows that technology should focus on the couple together, not just individuals.
Open → 2610.05822v1

Personalized AI memory adapts with geometry for better long-term use

Memory Has Geometry: Non-Uniform Geometric Memory for Long-Horizon Personalized AI

Abstract: Long-term memory is becoming a core substrate for personalized AI, yet most systems still represent personalization as discrete records in a largely static latent space, accessed under one global similarity notion. For data mining, this creates a mismatch: the evidence is a temporal event stream, while the dominant abstraction is a searchable record set. We argue that long-horizon personalization should instead model memory as a user-specific dynamical state space with locally heterogeneous geometry. Geometry here is a computational language, not a literal claim about cognition: it captures stable versus volatile regions, variable-rate drift, heterogeneous neighborhoods, and uncertainty about current user state. Profiles and isolated events remain useful as points, but interaction, feedback, and elapsed time induce trajectories. Memory access then becomes trajectory-conditioned reconstruction of the relevant user state, not only nearest-neighbor lookup.

Wed 16 SeptArtificial Intelligence
The gist
Personalized AI systems often remember information as fixed points you can look up, but this doesn’t match how our experiences change over time. The authors propose viewing AI memory as a moving path through a space that changes shape depending on the user’s context and time, not just fixed snapshots. This lets the AI better understand when information should stay stable or change quickly, and how to access relevant memories based on how the user’s situation evolves.
Open → 2609.17969v1

Interpreting and shaping human behavior in language model simulations

Interpreting and Steering LLM Agents for Social Simulations

Abstract: Simulations based on large language models (LLMs) have proven to be powerful for understanding human behavior, making them valuable additions to the social scientific toolkit. However, LLMs are ultimately black boxes based on deep neural networks which limits their value for social science. This is because of a lack of (i) interpretability: i.e. the ability to assign clear mechanisms driving observed behavior; and a lack of (ii) steerability: i.e. the ability to mute or amplify specific theoretically meaningful mechanisms of action to drive specific model behavior. Here, we demonstrate how the black box could be opened up to further enrich LLM-based simulations. Specifically, we compare three types of methods: (1) prompt-based manipulation, (2) SAE-derived feature steering, and (3) probe-based direction steering and examine their utility for LLM-based social scientific simulations. We do so by interpreting and steering two foundational components of human behaviors, namely preferences (risk attitudes, altruism) and capabilities (divergent creativity, product innovation), operationalized using four classic economic and creative tasks implemented as natural-language interactions. Overall, our results show that SAE- and probe-based techniques often outperform basic prompt-based methods for steering LLM agents, although this advantage depends on the specific prompting strategy involved. Together, SAEs and probes constitute an effective pipeline for social scientists seeking to interpret and steer agents in social simulations: SAEs decompose agents' internal representations into human-readable features, after which probes can reliably shift agents' behaviors in specified directions. We discuss implications of these methods for future work using LLM agents for social scientific simulations.

Mon 14 SeptMachine LearningArtificial IntelligenceComputation and Language
The gist
Simulations that use large language models can help understand how people behave, but these models often act like black boxes whose decisions are hard to explain or change. The authors show ways to look inside these models to understand what drives behavior and to control it better. They tested three methods on tasks involving human preferences and creativity, finding that some approaches can steer model behavior more reliably than others. This makes it easier for social scientists to both interpret and influence simulated agents in studies.
Open → 2609.16436v1

Freehand sketching simplifies programming of robot swarm shapes

Freehand Sketching for End-User Programming of Robot Swarms

Abstract: Robot swarms are increasingly used in applications where accessible interaction with non-expert users is desirable. This paper investigates freehand sketching as an end-user programming interface for specifying robot swarm geometries. Users communicate spatial intent through a drawing, while the swarm autonomously extracts target formation points, constructs a rigid formation graph, assigns robots to formation nodes, and executes distributed formation control with a guarantee against unintended reflected formations. The resulting sketch-to-swarm framework is evaluated through a human study examining the usability of freehand formation specification. Twenty participants generated $42$ geometric shapes, and the interface achieved a mean System Usability Scale score of $84.25$, which conventionally indicates high perceived usability. The results support freehand sketching as an intuitive interaction abstraction for human-swarm collaboration without requiring robotics or programming expertise.

Thu 10 SeptRobotics
The gist
Drawing is a natural way for people to show how they want groups of robots to arrange themselves. The authors developed a system where users sketch a shape by hand, and the robot swarm figures out where each robot should go to match the drawing. This system avoids confusing robot formations by making sure the shape is not mistakenly flipped. In tests, people found the sketching system easy and natural to use, even without robot or programming knowledge.
Open → 2609.11078v1