Papers for
ui 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.
Measuring how analysts and visualization agents work together effectively
Measuring the collaboration, not the agent
Abstract: Benchmarks for visualization agents score the agent alone; the human only supplies reference answers. For high-dimensional data this misses what matters: the knowledge of which variables count is held by on-site experts, not by the model, so the useful question is how well an analyst and an agent do together. We study one specific form of collaboration, the agent proposes a view, the analyst accepts, rejects, or modifies it, and those judgments are kept for later sessions, and propose five measures for it: complementarity, intervention efficiency, appropriate reliance, knowledge retention, and agency. The first four are computed from interaction logs alone. We test the measures, not people: in a testbed for parallel-coordinates design on public manufacturing data (UCI SECOM), with a simulated analyst whose behavior we control, all four are computable and respond to the controlled differences. Whether they reveal anything about real analysts is the next step; we release the testbed for it.
AI agents fail differently as their autonomy increases
When AI Agents Act on Our Behalf: A Taxonomy of Human-Agent Interaction Failure
Abstract: AI agents write and execute code, manipulate user interfaces, and transact on their users' behalf. We ask what forms failure takes in human-agent interaction, and how those forms change as agents act with greater autonomy. From 695 documented incidents in two public repositories, we developed 12 failure modes bottom-up within three interaction stages adapted from Amershi et al.'s guidelines, coding the autonomy at which each arose. What a person can do when an agent fails depends on how much the agent completes between points of user involvement--a property fixed at deployment. Therefore, the same model on the same task can fail differently under different configurations. All 12 modes appear at both low and high autonomy, and rising autonomy changes the form each failure takes. Users need controls between full delegation and full manual work, and neither incident records nor agent benchmarks reach the interaction where these failures occur.
Large language models produce less diverse ui designs than humans
Design Creativity Bench: Measuring creativity in LLM-Generated UI
Abstract: As leading LLMs improve on capability evaluations, their limitations in producing creative outputs on design tasks remain insufficiently characterised. Our work introduces Design Creativity Bench, a benchmark that evaluates diversity and appropriateness in UI designs. It measures distinctiveness among models on the same prompt (originality), how much a model's designs change between two prompts for the same UI goal in different product domains (creative range), and the share of a brief's acceptance criteria each design meets (appropriateness). Originality is 0.592 for same-prompt design pairs from different models (95% CI [0.582, 0.602]), far below the 0.764 for same-prompt human-model pairs (95% CI [0.751, 0.778]). Creative range is 0.581 across models (95% CI [0.567, 0.597]), against 0.902 for human designs (95% CI [0.884, 0.919]). Appropriateness is above 90% for every model, and the best model reaches 99.2%, slightly above the 98.0% for human designs. Our work shows that the default output of LLMs, though generally appropriate, is substantially more repetitive than the human baseline. This calls for strong measures to address the issue.
Human ai tools automate user interface design with shared thinking space
Automating the Application of HCI Principles: Skills for On-Demand UI Construction, the Human-AI Space to Think, and the Future of HCI
Abstract: Human-computer interaction (HCI) is in the middle of a transition: large language models can now generate functional user interfaces (UIs) on demand from natural-language task descriptions. A user explains what they are trying to accomplish, and the system materializes a working interface to support it. This capability already exists in systems such as Claude and ChatGPT and continues to grow in fidelity as the underlying models improve. The next step along this trajectory is to move from interfaces that are merely generated to interfaces that are generated well. We propose a framework in which the dialogue between user and artificial intelligence (AI) becomes a Space to Think: a shared, structured cognitive workspace in which task decomposition produces an on-demand user interface as an extension of the user's thinking rather than as a separate artifact. Within this paradigm, classical HCI design knowledge (Nielsen's heuristics, Norman's affordance prescriptions, Web Content Accessibility Guidelines (WCAG) success criteria, cognitive-load constraints, and mixed-initiative principles) is encoded as skills: machine-readable skill.md files that the generating agent loads at runtime as software engineering tools. Skills turn HCI design knowledge into declarative, inspectable, version-controlled, and editable artifacts owned by the HCI community itself so that accessibility, learnability, and consistency become properties of a generative process rather than properties of a finished product. We outline a research agenda depicting a future where the HCI field transitions from today's design and knowledge heuristic checklist towards a future where the craft becomes machine-readable, executable, and open.
Models show gaps in judging and fixing user interface aesthetics
AUV-Bench: Aesthetic Understanding and Generation Evaluation for User Interfaces
Abstract: Multimodal foundation models are increasingly used for evaluating and generating user interfaces (UIs), often producing seemingly reasonable aesthetic judgments and visually plausible pages. However, under professional design scrutiny, their behavior can differ substantially from that of human designers. In professional design practice, designers rely on a systematic set of aesthetic principles that consistently guide judgment, diagnosis, repair, and creation. A coherent aesthetic capability should therefore connect aesthetic judgment with design actions. Existing evaluations, however, typically assess these abilities in isolation, making it difficult to determine whether task-level success reflects a shared aesthetic understanding or merely fragmented task-specific competence. To address this gap, we introduce AUV-Bench, developed in collaboration with professional UI designers around 1,395 executable web interfaces and four tasks: aesthetic scoring, diagnosis, repair, and text-to-UI generation. The tasks share a pool of UIs and aesthetic principles, with diagnosis and repair further aligned on 660 controlled-degradation instances to enable instance-level analysis of judgment and action. Evaluation of 12 models reveals a capability imbalance: models show moderate agreement with professional designers in holistic aesthetic scoring, yet exact diagnosis-chain success peaks at only 24.7%. On the aligned diagnosis-repair cases, correct judgments and successful repairs do not consistently coincide, exposing a Judgment-Action Gap between identifying aesthetic problems and successfully acting on them. In open-ended generation, even leading models achieve only moderate aesthetic quality under human-calibrated evaluation. Overall, current models exhibit partial aesthetic competence, but still lack the fine-grained understanding and judgment-action coherence required for reliable UI design.
Visual attention modeling predicts gaze with explanations across domains
OpenVAM: Open-World Visual Attention Modeling with VLMs
Abstract: Predicting human gaze is a core capability for applications ranging from web/UI design analysis to robotics and human-computer interaction. Yet, most visual attention modeling methods output only a dense saliency map, which is often insufficient for action: practitioners need to connect attention peaks to discrete elements in the scene (what) and understand the drivers of those peaks in context (why), while remaining robust to domain shift across natural images, commercial content, and UI/web layouts. We, therefore, introduce OpenVAM (Open-world Visual Attention Modeling with VLMs), a unified framework that jointly addresses universality and explainability across heterogeneous domains (natural scenes, commercial imagery, and UI/web layouts) and supervision modalities. OpenVAM adopts a decoupled-but-aligned design: a dedicated dense visual pathway provides stable, spatially precise localization, while an instruction-following vision--language semantic head generates grounded what/why explanations conditioned on the same image and data-type prompts. A three-stage training strategy preserves strong localization priors while progressively introducing language grounding and improving explanation alignment via parameter-efficient adaptation without perturbing the saliency branch. We further propose a scalable pipeline to generate multi-domain saliency-reason annotations for training and systematic evaluation. Experiments across diverse datasets show that OpenVAM improves robustness under domain shift while producing image-grounded explanations that make saliency predictions more interpretable.
Framework maps interactive visual controls for image generators
A Design Space for Visual Interfaces for Generative Image Models
Abstract: Interactive visual interfaces have become an important means of controlling generative image models, enabling users to manipulate generation through prompts, direct manipulation, and a range of interactions. However, existing techniques are typically presented as independent systems, making it difficult to understand how they relate, compare their interaction mechanisms, or identify opportunities for new interface designs. We introduce a design space for interactive visual interfaces for generative image models derived from 51 research systems and practitioner tools. The framework decomposes each system into three complementary components: the user interface (U), the controllable model objects (Z), and the mapping function ($φ$) that translates user interaction into model operations. This decomposition provides a common representation for analyzing heterogeneous interaction techniques across model families, revealing recurring design patterns and underexplored regions of the design space. We further present an interactive corpus explorer that support comparative analysis, and discuss usage scenarios for both educational settings and HCI/AI practitioners identifying research and design opportunities.
Enhanced opacity improves contrast without changing source colors
Opacity Is Not Just Opacity
Abstract: Opacity is commonly understood as how much an object obscures its background, with full opacity as the endpoint. Yet alpha compositing scales the color difference between the object and its background, with transparency corresponding to contraction. At $α=1$, the output reaches the source color, but difference scaling need not stop there. We retain the compositing equation and extend the coefficient domain from $[0,1]$ to $[0,+\infty)$, adding expansion while preserving contraction. Each object carries a fixed source color and coefficient; the actual background determines the direction of enhancement. Contrast enhancement that adapts to the background thus becomes part of the object's compositing properties. The same graphical object can be reused across web contexts, reducing the design and maintenance of separate color variants. Implementation reuses the original equation without increasing the arithmetic operation count within the same pipeline. Across all 8-bit sRGB source colors and 16 predefined light and dark backgrounds, a fixed $α=1.1$ increases the contrast ratio in 99.8145% of combinations. It also moves 4.8346% of all combinations from below $3:1$ to at least $3:1$, meeting this contrast threshold without changing their source colors. Coefficient sweeps and background stress tests identify conditions under which clipping reduces color separation or the contrast ratio decreases. Output validation and timing across three browsers demonstrate implementation in a common WebGL pipeline, with no sustained runtime increase for $α>1$.