Papers for

user experience teams

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.

How stated preferences differ from what people reward in ai responses

Abstract Priorities, Concrete Rewards: How Stated Preferences Relate to What People Reward in AI Responses

Abstract: AI assistants built on large language models (LLMs) are trained on human feedback and increasingly personalized to users' stated preferences. Yet how closely these preferences reflect what people reward in responses remains unclear. We compare stated and revealed preferences in the public PRISM dataset, in which 1,396 participants reported how much seven response attributes mattered to them and then rated 29,347 responses from 21 LLMs. Among responses to the same prompt, features the survey never asked about, such as response length, formatting and refusal language, were at least as strongly associated with ratings as text proxies of the surveyed attributes. Whether stated priorities matched ratings depended on how attributes were measured: participants who prioritized an attribute favoured responses from models that others perceived as strong on it, but not responses that scored higher on text proxies for it. Written feedback was more telling: participants who asked for shorter answers, even in earlier conversations, gave length less weight in their ratings, and those asking for longer answers gave it more. Their relative priorities over the surveyed attributes, however, did not predict this weight. Reasons given for choices reflected perceived attributes more than measured features. Participants also differed stably in how much they weighted several concrete features, especially length, but with a median of 6 conversations per participant, these weights were estimated poorly. The largest gain from personal information in predicting held-out choices was 0.13 percentage points, compared with 1.11 for a stronger pooled model. Stated priorities thus track perceived attributes of AI responses but say little about the concrete features that ratings reward, a distinction that matters for preference elicitation and AI personalization.

Thu 22 OctHuman-Computer InteractionArtificial IntelligenceComputation and Language
The gist
People often say what they want from AI answers, like shorter responses or clearer language, but what they actually reward when rating these answers doesn't always match. The authors studied over a thousand people and found that while people’s stated priorities matched what they thought about AI responses, these priorities didn't predict the specific features they rewarded. For example, someone who asked for shorter answers might not give higher ratings to shorter responses. This means that what people say they want and how they actually rate AI responses can be quite different.
Open → 2610.30763v1

Questionnaire measures real moments of unexpected discovery online

The Serendiptionnaire: a Questionnaire for Measuring Experienced Serendipity

Abstract: Serendipity is important to design for, yet it remains difficult to measure and evaluate. No validated questionnaire exists, so studies either borrow ResQue's novelty scale, which does not measure serendipity, or build their own items, which makes findings hard to compare and synthesize. Building on our earlier conceptualization of experienced serendipity as a fortuitous encounter with content that is both refreshing and enriching, we developed the Serendiptionnaire, a questionnaire that operationalizes our framework. We conducted twenty-seven cognitive interviews over three iterations with respondents who varied in age, education level, country of birth, and English proficiency, while they browsed recommendations on platforms such as Instagram, TikTok, YouTube, and Spotify. After each iteration, we revised the items until respondents interpreted them as intended. The resulting instrument consists of modular scales that researchers can combine to target the specific flavor of serendipity they want to study or design for. The Serendiptionnaire offers a ground truth for validating system-centered serendipity metrics and LLM-based evaluations, and it provides a nuanced evaluation of users' experienced serendipity.

Wed 21 OctHuman-Computer Interaction
The gist
Serendipity means finding something surprising and interesting by chance, but it's hard to measure accurately. The authors created a new questionnaire called the Serendiptionnaire to capture how people feel when they experience serendipity, based on a detailed concept of what makes an encounter refreshing and enriching. They tested and refined the questions by watching how different people used popular apps like Instagram and YouTube. This tool can help researchers and developers better understand and improve moments of surprise and delight in digital recommendations.
Open → 2610.29487v1

Mapping computer use at multiple levels reveals user and agent differences

Comparing Computer Use Behavior Across Multiple Levels of Abstraction

Abstract: Interaction traces record how people and agents use computers, and comparing them can reveal usability barriers, differences in expertise, and human--agent similarity. Yet traces are recorded as low-level, interface-specific actions, making comparisons difficult across tasks, interfaces, and input modalities. Existing approaches either compare these actions directly, reduce traces to aggregate outcomes, or summarize them at higher-level goals, obscuring where behavior differs. We present MAP (Multi-level Action Parsing), a hierarchical semantic representation and annotation pipeline that maps traces into a common vocabulary across linked levels of abstraction. MAP compares traces by sequence, recurring patterns, and effort, localizing differences by type and abstraction level. A technical evaluation across three computer use datasets shows high agreement with manual annotations and broad coverage of behavior. Applying MAP shows that sighted and blind users increasingly converge at higher levels despite navigation differences, while agents omit corrective, help-seeking, and recovery behaviors present in human traces.

Mon 19 OctHuman-Computer Interaction
The gist
Comparing how people use computers is hard because computer actions are often recorded in very detailed, specific ways. The authors created a new method called MAP that groups these detailed actions into a common, simpler language at different levels, making comparison easier and clearer. They showed MAP works well by testing it on several datasets and found interesting differences: blind and sighted users act more similarly at higher task levels, while artificial agents skip helpful human behaviors like asking for help or fixing mistakes.
Open → 2610.26703v1

Pupil and gaze signals predict lipreading ability better than mouth focus

Predicting Individual Differences in Lipreading From Eye-Tracking and Pupillometry During Silent Visual Speech

Abstract: Lipreading ability varies widely, including among people who are hard of hearing. Although mouth-directed attention is linked to speechreading outcomes, it remains unclear how much lipreading skill can be inferred from viewing behavior and which signals carry this information. We examine whether individual differences in lipreading ability are reflected in viewing behavior during silent speech and quantify the contributions of gaze dynamics, pupil-linked signals, and spatial viewing allocation. We introduce the Lipreading Perception Study (LiPS) dataset and a tracker-independent preprocessing pipeline that synchronizes SR Research EyeLink gaze and pupil recordings with the stimuli. Twenty-four adults (age 32 $\pm$ 10 years) completed a four-alternative forced-choice silent lipreading task. An extreme-groups protocol yielded 18 participants labeled as stronger or weaker lipreaders. Each participant-trial included four aligned views: lip-region images, frame-level gaze, pupil summaries, and spatial viewing proportions. A four-branch neural network with cross-modal attention predicted labels using participant-disjoint splits and systematic ablations. The full model reached accuracy 0.680 $\pm$ 0.040 across five folds, outperforming naive fusion baselines in accuracy. The pupil and viewing-summary branch was most informative: removing it caused the largest degradation (0.618 accuracy, 0.623 AUC), while it alone achieved 0.675 accuracy. The lip-image stream contributed little to participant-level discrimination. Individual differences in lipreading are reflected in pupil-linked and frame-level gaze signals rather than in how much time a viewer spends looking at the mouth. Synchronized gaze and pupillary measures may provide objective markers of visual speech perception, warranting investigation in larger, clinically diverse populations. LiPS provides a resource for extending this work.

Sat 17 OctComputer Vision and Pattern RecognitionHuman-Computer Interaction
The gist
People differ a lot in how well they can understand speech by watching lips. This paper shows that how pupils react and subtle eye movements reveal more about lipreading skill than just looking at the mouth more. The researchers collected eye and pupil data while people silently lipread and used a neural network to find patterns linked to better or worse lipreading. This suggests new ways to measure lipreading ability objectively beyond just tracking where someone looks.
Open → 2610.24898v1

Llm writing changes reading effort by word and length differences

The Cognitive Cost of LLM Writing: A Reading-Time Comparison with Human Text

Abstract: Although linguistic differences between human-written and Large Language Model (LLM)-generated texts have been extensively studied, their implications for the cognitive effort involved in reading remain less explored. In psycholinguistics, reading time is commonly used as an indirect measure of cognitive processing effort. Building on this perspective, we investigate whether human-written texts and their LLM-generated rewrites exhibit differences in predicted reading time that may reflect differences in processing demands for readers. To this end, we introduce RoBERTa-RT, a model trained on human eye-tracking data to predict word-level reading times. We evaluate the model on both internal and external test sets, construct a paired dataset of 496 human-written articles and their LLM-generated rewrites, and apply RoBERTa-RT to compare their predicted reading times. Our findings show that LLM-generated rewrites tend to be shorter and have slightly lower predicted total reading times, while exhibiting higher predicted reading times per word. These differences are associated with systematic linguistic changes, including longer and less frequent words, greater lexical diversity, and higher contextual predictability. From a cognitive perspective, our findings suggest that LLM-generated writing may redistribute reading demands: reducing the amount of text to process while increasing the predicted processing effort associated with individual words. This highlights the importance of considering not only the linguistic characteristics of machine-generated content, but also its potential implications for human cognitive processing.

Fri 16 OctComputation and Language
The gist
Reading text created by large language models (LLMs) can feel different than reading text written by humans. The authors created a model to predict how long people spend reading each word, based on eye movement data. They found LLM-generated text is usually shorter overall but each word may take a bit more effort to read. This is because LLM texts use longer, less common words and more variety in vocabulary. Their study shows that while LLM writing reduces how much you read, it may increase the mental effort for each word.
Open → 2610.23715v1

Chatbot ranking models struggle to fairly compare similar AI versions

Similar Models, Broken Odds: Where Luce's Axiom Fails in Chatbot Arena

Abstract: Chatbot Arena ranks language models with the Bradley-Terry model, which gives each model one score and so assumes Luce's choice axiom. Choice theory predicts where this fails: near-copies are told apart more decisively than their scores imply. On 1.8 million Arena votes, votes between versions of one model are 1.37 times as decisive as Bradley-Terry predicts, between sizes of one generation 1.26 times and between models of one lab 1.12 times; a release a year later gives consistent multipliers, and the effect survives alternative tie treatments, prompt subsets and topics, and timing checks. How alike two models' answers are worded and formatted tracks the effect. A correction with four to six parameters predicts held-out votes better than Bradley-Terry and than models with hundreds of parameters, mostly by modelling ties; frozen and carried to new releases in a test fixed in advance, its gains are concentrated in ties, and better head-to-head odds are not established. The leaderboard order barely moves. With language-model judges and three-answer menus, a near-copy takes votes mostly from its twin when choices are pooled over prompts (log-odds shift +0.10, 95% interval 0.05 to 0.16); within a prompt the shift is smaller and clear for two of four judges.

Tue 13 OctComputation and LanguageMachine Learning
The gist
When comparing chatbot AI models, a standard ranking method assumes they are chosen independently based on a single score. The authors found that very similar AI versions are actually distinguished more clearly by human voters than this method predicts. This effect happens even when the differences are tiny, and it mainly affects how ties between choices are handled. They propose a small adjustment to better model these voting outcomes, which improves prediction but does not change the overall ranking order much.
Open → 2610.19095v1

Multimodal recommendation systems get clearer explanations for choices

Toward Explainability in Multimodal Recommendation

Abstract: Multimodal recommender systems effectively alleviate data sparsity and cold-start problems by integrating heterogeneous information, yet complex cross-modal representations and model decision-making processes also introduce new interpretability challenges. Despite the rapid growth of research on the interpretability of multimodal recommendation in recent years, relevant methods and evaluation criteria remain relatively fragmented, lacking a unified conceptual framework. To address this gap, this paper categorizes existing methods into modality explanation and post-hoc explanation based on the timing and manner of explanation generation, and further constructs a progressive system for each category. Building on this foundation, this paper synthesizes four categories of evaluation metrics from both objective quantitative and subjective perceptual perspectives, and reviews relevant datasets along the dimensions of application domain and data source. Through a comprehensive analysis of existing research, we further propose future research directions. This paper aims to establish a unified analytical perspective across multimodal representation, recommendation decision-making, and user preferences, providing a research foundation for building transparent and trustworthy multimodal recommender systems.

Sun 11 OctInformation Retrieval
The gist
Recommender systems that use multiple types of data, like images and text, help make better suggestions but can be hard to understand how they decide. The authors organize current explanation methods into two main types based on when the explanation is created, and create clear frameworks for each. They also review how explanation quality is measured and suggest future directions to help build recommendation systems that users can trust and understand better.
Open → 2610.15484v1

Interactive tool simulates cognitive diversity effects in interface design

NeuroDivSim: An Interactive Tool for Model-Based Reflection on Cognitive Diversity in Interface Design

Abstract: Recent approaches to simulated and synthetic users offer new ways to support design, but raise questions about how computational representations of users should contribute to design practice. We present NeuroDivSim, an interactive tool that explores simulation as an inspectable mechanism for reflecting on cognitive diversity during design and prototyping. Rather than using an LLM to act as a simulated user, NeuroDivSim uses generative AI to construct inspectable task, interface, and environment models from a usage scenario. After human review, these models are combined with explicit cognitive reference configurations and processed through deterministic simulation. This enables designers to hold a modeled usage situation constant while varying cognitive assumptions and tracing their consequences to interaction steps and rule-based design recommendations. We further report an exploratory pilot evaluation (N=10) that provided formative insights into how participants engaged with the workflow and informed subsequent refinements to the presentation of models, simulation results, and recommendations.

Thu 8 OctHuman-Computer Interaction
The gist
Designing interfaces that work well for people with different cognitive abilities can be hard. The authors created NeuroDivSim, a tool that builds detailed models of tasks and environments from design scenarios. It lets designers change assumptions about users’ cognitive traits and see how those changes affect interactions and suggestions for design improvements. This helps designers better understand and reflect on cognitive diversity during the design process.
Open → 2610.11590v1

Large language models measure effort to use command line tools

Beyond Task Completion: Measuring Interaction Cost in Terminal User Interfaces

Abstract: Large language models (LLMs) are increasingly used through terminal user interfaces (TUIs), yet task completion alone does not capture how difficult an interface is to understand and operate. Existing human assessments and LLM-generated ratings or reports do not provide repeatable measurements of interaction effort grounded in verified task execution. We propose Agent-as-a-User, an evaluation paradigm that places an LLM agent in the user role. Agent-KLM separates agent-side interpretation and operation costs and relates them structurally to human interaction. TUINaut operationalizes the paradigm by recording interaction trajectories and verifying outcomes with actor-independent oracles. Using TUINaut-Bench, we study 84 tasks across 15 real-world TUIs with six human participants and five observation-evaluator configurations, and evaluate 45 TUIs generated by three leading stacks. Similar aggregate success rates mask differences in which tasks humans and agents complete, whereas interpretation and operation costs follow correlated task rankings, especially for operation. This pattern persists across configurations. Generated TUIs can implement correct functionality while still requiring usability improvements. These results position Agent-as-a-User as a repeatable, execution-grounded paradigm for measuring task-based usability.

Sun 4 OctSoftware Engineering
The gist
Using command line tools can be tricky, and just knowing if you finish a task doesn’t tell you how hard it was. The authors created a method where a language model acts like a user to measure how much effort is needed to understand and operate these tools. They tested this on many real tasks and compared human and model efforts, finding differences not shown by simple success rates. This method helps find parts of tools that work but still need to be easier to use.
Open → 2610.05047v1

Teenagers struggle to understand social media privacy and safety settings

"A Necessary Evil": Teenagers' Sensemaking of Privacy and Safety Settings on Social Media

Abstract: Social media platforms are embedded in teenagers' daily lives, supporting friendship and identity while exposing teenagers to unwanted contact and privacy harms. Previous scholarship has documented how attention capture strategies and dark patterns shape social media use, and we extend this work to better understand platform settings that ostensibly provide privacy and safety protection. We report on think-aloud sessions with 11 teenagers aged 14 to 17 who completed six privacy and safety tasks on Instagram, TikTok, Snapchat, and YouTube. We show how participants worked out what a setting meant through their routines, boundaries, and prior experiences, how they accommodated protections softer and less predictable than expected, and how they treated the platform as the authority on what protection should look like. We argue that feature-by-feature evaluation cannot establish whether teenagers are protected, and that platforms should carry the obligation to show that a protective action took effect and is durable.

Wed 23 SeptHuman-Computer Interaction
The gist
Teenagers use social media every day, but the settings meant to keep them safe and private are often confusing. The authors observed how teens tried to figure out these settings on platforms like Instagram and TikTok by relying on their habits and past experiences. They found that teens expect clear and reliable protections but often face unclear or inconsistent features. The paper suggests that simply looking at each privacy feature isn’t enough to ensure teens are truly protected, and platforms should prove that safety settings actually work over time.
Open → 2609.28685v1

Human-aligned ai models do not always behave like humans

Are Human-Aligned Models Models of Humans? A Turing-Test Gap in Preference Alignment

Abstract: Human-feedback alignment has made language models useful assistants and is commonly described as aligning them with humans. However, the responses people prefer from an AI need not be the responses they themselves would give. We distinguish alignment with human preferences from alignment with human behavior, and show that alignment with human preferences can make model behavior less human-like even when both preferences and responses come entirely from humans. We call this the Turing-test gap. We show that preference alignment preserves the human response distribution only under a restrictive condition, and find no consistent evidence that real human preferences satisfy it. Empirically, the loss of human-response likelihood increases with the strength of preference weighting, regardless of its direction, and the gap also appears under standard DPO. These results establish human-likeness as an explicit dimension of alignment rather than something assumed to follow from preference alignment.

Sun 20 SeptArtificial Intelligence
The gist
The paper shows that when AI models are trained to give answers people prefer, their responses can actually become less like what a human would say. This happens because what people prefer from an AI is not always the same as what they would say themselves. The authors call this difference the 'Turing-test gap' and find that existing training methods do not guarantee the model’s behavior matches how humans respond. This means making AI responses human-like needs to be addressed separately from making AI responses align with human preferences.
Open → 2609.23640v1

Gricea platform helps build and share conversational AI studies

Gricea: An Open Science Platform for Conversational AI Research

Abstract: We need studies on conversational AI (CAI) at scale to understand human behavior and shape CAI design. However, fragmented reporting of systems and study configurations hinders replication, extension, and knowledge accumulation. We present Gricea, an open-science platform representing studies as configurable, deployable research artifacts that researchers can run, inspect, share, and reuse. Informed by a formative analysis of prior CAI research, Gricea couples study procedures, participant-facing systems, and conversational task behavior in. In a replication study using Gricea, we replicated configurations 93% of eligible CUI 2026 papers; while also flagging missing information in 96% of papers that hinder faithful replication --- further motivating Gricea's need. In a user study, researchers and practitioners from diverse backgrounds successfully constructed runnable studies addressing various open-ended research questions. Together, these findings demonstrate Gricea's support for constructing, reproducing, and extending CAI studies through shared research artifacts, enabling cumulative knowledge building through open science.

Fri 18 SeptHuman-Computer InteractionArtificial Intelligence
The gist
Studying how people interact with conversational AI is important but often hard to repeat because details are scattered or missing. The authors created Gricea, a platform that packages these studies into clear, ready-to-run setups that anyone can use and modify. When tested, it recreated most published study setups and exposed common missing details that block exact copying. People from diverse backgrounds used Gricea to build new studies, showing it helps teamwork and repeated experiments. This approach could speed up learning about conversational AI by making research easier to share and build upon.
Open → 2609.22039v1

Generative AI impacts how people seek and trust information

Investigating the Impacts of Generative AI on Information Seeking

Abstract: This paper is an encore submission of our 2026 journal article "Expertise and Information Seeking in the Age of Generative AI: New Procedures, New Problematics" with an extended discussion for the CSCW 2026 "Broader Impacts of GenAI in Communication" Workshop on October 10, 2026. In the original article, we employ procedural rhetoric to analyze how generative AI chatbots leverage natural language signifiers of expertise and intelligence to influence users' perception of their trustworthiness. In this submission, we extend our conversation in the CSCW community with the goal of cultivating a cross-disciplinary vocabulary for describing, analyzing, and mitigating the risks posed by the integration of generative AI into human communication practices. It is important to develop an understanding of how the procedures surrounding information-seeking practices are informed by users' values, experiences, and expectations - and how these procedures might in future be altered by the emerging turn toward AI "experts" and authority.

Sun 13 SeptHuman-Computer InteractionArtificial IntelligenceComputers and Society
The gist
It can be hard to know when to trust answers from AI chatbots. The authors studied how these AI systems use language that sounds smart or expert to shape how people trust them. They discuss how this changes the way people look for and judge information. The paper also aims to help different fields talk about the risks and effects of using AI as information sources.
Open → 2609.14638v1

Challenges arise in applying existing design rules to AI companions

Assessing the Applicability of Existing Design Recommendations to AI Companion Design: A Multi-Method Study

Abstract: With the rapid proliferation of large language model (LLM)-based systems, AI companions have emerged as conversational agents designed to cultivate emotional connection rather than primarily to support humans in instrumental tasks. Because engagement with AI companions involves relational, emotional, and potentially long-term interactions, their design is consequential. Prior work has offered guidance for designing trustworthy and relational AI systems and has begun to examine design for AI companionship. However, while such work provides insights into possible design solutions, less is known about what makes AI companion design difficult as a design problem. To examine this challenge, we assessed the applicability of existing design recommendations from adjacent domains in the context of AI companion design. Our multi-method investigation unfolded across four phases: literature review, practitioner co-analysis, internal heuristic evaluation, and external expert assessment. Throughout this process, we synthesized nine design principle areas that surfaced tensions in the applicability of existing recommendations to AI companion design. Our findings show that ethical and UX-oriented considerations are deeply intertwined and often require context-sensitive application. We document a systematic, multi-method problem analysis that uses these principle areas as an analytic artifact to examine why existing recommendations cannot be directly transferred to AI companion contexts.

Sun 13 SeptHuman-Computer InteractionArtificial Intelligence
The gist
AI companions are conversational programs meant to create emotional bonds with people over time. Designing these AI companions is tricky because existing design advice from related areas doesn’t always fit well. The authors studied how current guidelines apply to AI companions by reviewing literature, working with designers, and evaluating expert feedback. They found that ethical and user experience issues are closely linked and depend heavily on context. This means new or adapted design principles are needed specifically for AI companions.
Open → 2609.14236v1

TraceMind predicts how users absorb AI content during co-writing

TraceMind: Predicting User Information Uptake from Low-Cost Interaction Traces during Human-LLM Content Co-Generation

Abstract: In human-LLM content co-generation, AI-generated information can enter final artifacts without being adequately processed by users, creating risks when artifacts are shared or acted upon. We study whether recognition-level uptake of atomic information units can be assessed in open-ended co-generation and predicted from low-cost interaction traces. We collected data from 62 participants across three tasks. For each final draft, we extracted atomic information units and generated post-task recognition questions, yielding 1187 unit-level uptake labels. We present TraceMind, which tracks units across Chat and Draft histories, aligns interaction traces with changing on-screen layouts, and models spatial, temporal, and workflow-informed evidence. TraceMind outperformed all learned baselines across AUROC, AUPRC-non, balanced accuracy, and macro-F1. We found that uptake unfolds throughout interaction, with sustained active engagement providing informative evidence beyond isolated signals. Our work shifts human-LLM co-generation from content adoption toward what users actually take up, motivating uptake-aware systems grounded in low-cost interaction traces.

Fri 11 SeptHuman-Computer Interaction
The gist
AI can help people write content together, but users might not fully understand or remember the AI-generated parts. The authors created TraceMind to track small pieces of information and predict if users recognize them, using simple data from how users interact with the writing process. They tested TraceMind with 62 people and found it worked better than other methods by looking at how users engage over time. This work helps build tools that know what users actually understand, not just what they accept from AI.
Open → 2609.12600v1

Multi-source feedback integration boosts design confidence and flexibility

Integrating Multi-Source Feedback in Computational Design

Abstract: In real-world design practice, evaluations rarely rely on a single source of judgment. Designers routinely combine expert opinions, empirical studies, and computational models, each with distinct strengths and limitations. While machine learning offers methods to integrate multiple feedback sources, these approaches remain largely inaccessible to designers without technical expertise. In this paper, we explore how to integrate multiple feedback sources, primarily through: (1) a practical approach for multi-source integration, and (2) its implementation in MUSE, a no-code tool that allows designers to combine and balance diverse sources. Our technical findings show that independent modeling of multiple evaluation sources enables exploration across heterogeneous feedback, accommodates different evaluation speeds, surfaces disagreements between sources, and supports an adaptable evaluation setup that designers can reconfigure during their process. In a visualization design study, participants navigated their own judgments alongside simulator feedback, reporting a perception of enhanced confidence and flexibility. Our results highlight the viability of multi-source integration to support computational design, offering a step toward bridging the gap between advanced optimization methods and design practice.

Tue 8 SeptHuman-Computer Interaction
The gist
Designers often get feedback from many places like experts, experiments, and computer models, but it’s hard to combine all that information easily. The authors show a way to bring together different types of feedback in one tool called MUSE that doesn’t need coding skills. This tool helps designers see when feedback disagrees, lets them adjust how much they trust each source, and use feedback at different speeds. People using MUSE felt more sure about their designs and could work more flexibly. This method helps connect advanced computer analysis with how designers actually work.
Open → 2609.09483v1