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.

Wed 4 NovHuman-Computer Interaction
The gist
When people analyze complex data, the most important knowledge about what matters often comes from experts, not just computer agents. This paper suggests that instead of judging visualization tools alone, we should measure how well humans and agents collaborate. The authors propose five ways to measure this teamwork using interaction logs, focusing on how useful the agent's suggestions are and how the human reacts. They tested their ideas with a controlled setup using simulated analysts and public manufacturing data, showing these measures can capture differences in collaboration quality.
Open → 2611.06487v1

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.

Fri 30 OctHuman-Computer InteractionArtificial IntelligenceComputers and Society
The gist
AI agents do tasks for people, like writing code or handling interfaces. This paper looks at how and when these agents fail depending on how much control they have. The authors found 12 main ways failures happen, and these change as agents act more independently. Because users' ability to fix problems depends on how much the agent does alone, the same AI can fail in different ways if set up differently. The paper shows users need options between doing everything themselves and fully trusting the AI.
Open → 2611.00291v1

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.

Thu 8 OctHuman-Computer InteractionArtificial Intelligence
The gist
This work studies how well large language models (LLMs) create user interface (UI) designs that are both creative and suitable. The authors developed a test called Design Creativity Bench to measure how different and appropriate these model-generated designs are compared to human ones. They found that while LLMs are generally good at meeting design requirements, their designs are much less varied than those made by humans. This means LLMs often repeat similar ideas instead of generating fresh and diverse designs for the same task.
Open → 2610.11539v1

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.

Thu 1 OctHuman-Computer InteractionArtificial Intelligence
The gist
Designing user interfaces (UIs) by hand is complex and requires many HCI (human-computer interaction) rules. This paper describes how large language models can create UIs from simple user descriptions, making the process faster and more flexible. Instead of just generating interfaces, the authors suggest turning the conversation between user and AI into a shared workspace called a Space to Think, where design rules are encoded as machine-readable skills that guide the interface creation. This approach lets the HCI community update and control these rules directly, so the resulting interfaces are better in accessibility, learnability, and consistency. The paper proposes a future where UI design knowledge is executable by machines, not just checked at the end.
Open → 2610.02369v1

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.

Mon 28 SeptArtificial Intelligence
The gist
User interface design involves judging how nice a page looks and fixing problems when needed. The authors studied how well current AI models can score, diagnose, and fix UI designs compared to professional designers. They found that while models can somewhat agree on overall looks, they often struggle to correctly identify specific design issues and rarely fix them well. This shows that current AI models only partially understand UI aesthetics and need better connections between spotting problems and making improvements.
Open → 2609.34854v1

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.

Fri 25 SeptComputer Vision and Pattern Recognition
The gist
Predicting where people look in images is useful for design and interaction but existing methods only give vague heat maps. The authors developed OpenVAM, a system that not only shows where attention peaks occur but also explains what objects these peaks relate to and why they attract attention. It works on different kinds of images, like natural scenes and web pages, and stays reliable when shifting between types of images. OpenVAM uses a two-part design: one part focuses on locating attention precisely, while the other generates language-based explanations connected to those spots. The team trained it in stages to keep accuracy and add meaningful explanations without disrupting the core attention prediction.
Open → 2609.31364v1

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.

Wed 16 SeptHuman-Computer Interaction
The gist
It can be hard to compare different ways people use interactive tools to change computer-generated pictures because each tool looks very different. The authors studied 51 different systems and made a simple model with three parts that describe how these tools work together: what the user sees and does, what the computer model can change, and how user actions turn into model changes. This framework helps find common patterns and gaps in how these tools are designed. They also built a tool to explore these systems so others can learn from and improve them.
Open → 2609.18065v1

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 $α>1$.

Mon 14 SeptGraphicsHuman-Computer Interaction
The gist
Opacity usually means how see-through an object is, with full opacity making it fully solid and hiding the background. The authors propose allowing opacity values to go beyond full solid to actually increase contrast between an object and its background by stretching color differences. This works by adjusting how the object's color blends with different backgrounds, making it stand out more without changing the original color. Their method can reuse the same object design across various backgrounds and works efficiently in web graphics without slowing down rendering.
Open → 2609.14971v1