Papers for
user interface 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.
Screen lets users physically touch virtual agents with variable resistance
Touching Projected Agents through the DAT Screen -System Design and Questions of Interaction Boundaries-
Abstract: Touching a virtual agent involves more than detecting a finger on a display: the contact surface can deform and resist the user's push, and the agent can respond to that action. We describe the Desktop Amid Touch (DAT) screen, which combines spatial projection onto a semi-transparent, deformable mesh with touch sensing and motorized control of resistance to indentation. An initial prototype detected a single touch and estimated its position and depth from tension changes around a flexible projection screen. A subsequent prototype added motorized tension control to vary the screen's resistance to indentation. We describe the tension-controlled DAT implementation and its demonstrations, distinguishing what has been observed from what remains an open design question. These capabilities raise a design question: should touchable virtual agents respond as though they had preferences or boundaries, and under what conditions should such behavior be implemented on systems like DAT. The present paper describes a system and frames this question; it does not establish how users interpret an agent's refusal or consent.
Agent driven systems automate complex computer graphics coding tasks
Advances in Agentic Computer Graphics
Abstract: Computer graphics is built on code. Large language model (LLM) agents can now generate graphics code and iteratively refine it through various feedback. This capability opens the door to a potentially new paradigm of computer graphics, with graphics algorithms increasingly built around agentic systems to automate progressively complex tasks. Over the past years, research on agentic graphics has expanded rapidly across a diverse range of tasks. This rapid growth makes it increasingly difficult for manual literature reviews to keep pace with new developments. At the same time, similar ideas are often described using different terminology across these tasks, further complicating efforts to develop a systematic understanding of the field. In this report, we address these challenges through two contributions. First, we introduce a unified taxonomy for characterizing agentic systems across diverse computer graphics tasks. Second, we develop an agentic literature system that can assist human researchers in analyzing existing and newly published papers at scale. Building on these contributions, we analyze emerging research trends and discuss open challenges in coordinating agents and tools across graphics tasks, designing interfaces and representations for human-agent collaboration, sustaining long-horizon planning and refinement, and reliably evaluating interactive graphics systems.
StreamVibe improves video agents by tracking evolving user intent
StreamVibe: Proactive Video Agents for Evolving User Intent
Abstract: Vision-language models are shifting from offline passive understanding toward online proactive interaction. However, prevailing methods largely rely on explicit requests while miss the implicit user intent (e.g., "where should I click next?" while a user navigate a website), meanwhile fail to update the state simultaneously as user requests might update continuously. These limitations make them less suited to intent-aware interaction in practical. To address these challenges, we introduce StreamVibe-Bench, a new benchmark serving as testbed for user intent interaction, with 4.1K evaluation samples and 85K training samples spanning explicit, implicit, and dynamic intents. Building on this benchmark, we develop StreamVibe-VL, a streaming proactive model that infers implicit user intents from continuous observations and dynamically tailors its interactions as these intents evolve. We further introduce StreamVibe-Harness, which maintains user intents as persistent states with a fleixble lifecycles via a hierarchical memory to track the latest user intent and environmental state. Our experiments reveal three key findings: (i) StreamVibe-VL preserves strong general video understanding while improving response timing and answer quality by 10.7% over other baselines; (ii) existing proactive models remain limited in understanding user intent and deciding when to respond, especially under implicit and dynamic intents; and (iii) StreamVibe-Harness further improves response consistency and adaptation over sustained interaction, resulting in a 12.3% gain in proactive interaction.
Interface design shapes language agent behavior and efficiency
Matched Capabilities, Different Behaviors: A Controlled Study of MCP and CLI Interfaces for Language Agents
Abstract: Language agents increasingly act through external tools and interactive environments, making the interface between the model and its executable capabilities part of the decision process. Model Context Protocol (MCP) and command-line interfaces (CLI) can expose the same semantic operations through markedly different model-facing representations. We study whether these representational differences change agent behavior when executable capabilities are matched. We introduce Matched Interface Comparison and Analysis (MICA), which renders MCP and CLI from a shared semantic action contract and routes decoded actions through the same runtime. Across six models and three interactive environments, matched interfaces produce substantial differences in task performance and interaction cost. These effects extend beyond surface validity to semantic action selection, failure pathways, and recovery. Matched-state probes localize sensitivity to capability presentation, realization, and feedback. Paired natural trajectories reveal structured divergence in 94.3% of 2,004 episodes and show that early differences propagate through subsequent interaction. This analysis identifies interface realization as a direct intervention boundary. We therefore introduce Decoupled Action Realization and Targeted Repair (DART), which preserves validated semantic commitments while repairing interface-specific realization. DART improves benchmark score in all six evaluated settings by up to 9.0 points and reduces MCP token cost in all three environments by up to 27.1k tokens per task. Together, these results establish interface representation as part of the closed-loop decision environment shaping agent behavior.
Digital nudges interact antagonistically to reduce stopping decision quality
Digital Nudge Effects in Optimal Stopping Games: Antagonistic Interactions in Layered Choice Architectures
Abstract: Digital nudges have become a prominent area of research in human-centered interaction, yet little is known about how they interact when deployed together. This study examines the individual and combined effects of anchoring, salience, and social proof digital nudges on stopping behavior and outcome quality in a sequential decision task. Using a 2^3 between-subjects factorial design grounded in the secretary problem (N = 181), we find that (1) an anchor nudge significantly increased exploration rather than constraining it (b = 1.207, p = .017); (2) the salience nudge produced the smallest effect of any condition; and (3) combining the anchor and social proof nudges produced the worst outcome quality of any condition ($181.83 vs. $192.21 for anchor-only), with outcome quality declining monotonically as nudge count increased. These findings provide the first controlled evidence for a digital nudge crowding-out effect with direct implications for the ethical design of digital interfaces.
Gaze patterns use same motions differently across tasks and settings
The Language of Looking: Motion Tokens Reveal Domain-Dependent Local Structure in Gaze Sequences
Abstract: Human gaze is the primary high-bandwidth interface through which we parse the semantics of our environment. While often modeled as a sequence, the degree to which gaze exhibits transferable local structure across domains remains underexplored. Using motion tokenization as a diagnostic lens across four diverse datasets, we investigate the transferability of local sequence structure. We demonstrate that while gaze can share a reusable motion-token vocabulary, identical motion tokens are organized into different local transition patterns depending on the dataset and task context. Our results show the limitations of naive data-pooling under low-semantic motion-token representations and provide a framework for evaluating behavioral sequences through information-theoretic diagnostics.
Semantic saliency identified from scene understanding with language models
Semantic Saliency from Multi-Modal Large Language Model Scene Understanding Maps
Abstract: Image-computable low-level image saliency has shaped perceptual psychology and computer science, but is limited by its inability to capture human high-level cognitive factors that influence attention and eye movements. Here, we propose a new fully automated method to compute semantic saliency by quantifying each object's contribution to scene comprehension without fitting any parameters to human data: the Automated Scene Understanding Map (AUTO-SUM). AUTO-SUM automatically segments and removes individual objects from a scene, uses multimodal large language models (MLLMs) to describe the original and modified scenes, and measures the semantic similarity between these descriptions using text embeddings. We show that AUTO-SUM can predict which object is most important in a human-measured scene understanding map (H-SUM) estimated using human scene descriptions. We also show that AUTO-SUM can predict the object most fixated by human observers during free viewing and scene description tasks better than a low-level saliency model (GBVS, Itti-Koch), a saliency model trained based on human meaning ratings (Meaning Map), and comparable to DeepGaze, which is trained on human fixation data. We contend that AUTO-SUM can be used as a semantic saliency model that complements lower-level saliency models. Code are available at https://github.com/starsky77/AUTO-SUM-Source-Code .
Vision language models prefer text over color when features conflict
Feature Competition and Its Representational Origins in Vision Language Models: Evidence from the Stroop Paradigm
Abstract: When you ask a vision-language model (VLM) a question with an image, it answers your question based on the image. But to act means to choose: saying one thing means choosing to respond not say another. This becomes an issue when the image contains multiple features that equally relate to the question at hand: how would VLMs choose to respond? This problem is precisely studied by the classical Stroop task in psychology: among a set of deliberately designed images whose text and color conflicts (e.g., \textcolor{blue}{RED}), participants are instructed to report the color. We adapt this psychological paradigm to a benchmark and prompted a range of contrastive and generative VLMs on their behavior. Across models, we observe a persistent bias toward the feature of text in Stroop images: when text and color disagree, models preferentially generate responses centered to the text rather than color. We then opened the black box and examined the source of this bias and why certain features influences the model's behavior more than others. In the embedding space, we found that textual cues are represented more strongly and separably than color cues. This representational asymmetry predicts intervention success: steering models toward text-related directions is substantially easier than steering them toward color-related directions. Using a classical psychological paradigm, we demonstrate, at both behavioral and representational levels, that distinct features within the same image can exert unequal influence on VLM behavior. Our findings suggest that VLMs assign different degrees of saliency to different features within the same image, highlighting the need to understand how cue-specific saliency shapes their performance in widely used downstream applications.
AI disclosure labels change how people look at faces
EEG and Eye-Tracking Evidence That AI Disclosure Shapes Face Evaluation
Abstract: AI-generated faces can be difficult to distinguish from real ones, leaving viewers to rely on source labels when judging an image. Yet prior work has made it difficult to separate the effects of what an image actually is from what viewers are told it is. We validated faces as AI-generated or human in an online study (N=169), then crossed actual source (AI, human) with label (none, Made with AI, Made by a human) in a lab study $N=30), recording event-related potentials (ERPs) and gaze. ERP responses were equivalent for AI-generated and real faces, but varied with the label: labels drew early attention (N2), while labels that conflicted with the face's actual source prompted re-evaluation of the face (P3). Affective processing and initial gaze orienting were unchanged, but labels altered visual exploration. We provide a validated stimulus set and evidence that attributed origin shapes face processing, with implications for disclosure design.
Data visualization promotes healthy skepticism towards AI models
Healthy skepticism in AI: a data visualization research agenda
Abstract: Research in data visualization of artificial intelligence (AI) models has historically focused on enhancing trust through visual explanations of AI. The trustworthiness line of work was built at least partially on an assumption that humans were critical users unlikely to adopt AI technology. It is increasingly clear that human trust levels in AI span, in fact, a wide range from critical to over-reliant. There is an urgent need to support both trust and healthy skepticism in AI solutions. We argue that it is healthy for humans to adopt a skeptical view both on the results of AI models and on the use of such AI models. We share our thoughts on the rising phenomenon of over-reliance on AI models, the risks and opportunities in using AI models, and the role of data visualization in over-reliance situations where humans are not motivated to engage in critical thinking.
Urban accessibility visualized through neon genesis evangelion inspired interface
Santiago's A.T. Field: Visualizing Urban Accessibility through an Evangelion-Inspired Interface
Abstract: Science-fiction interfaces are often reproduced for their appearance, and their diagnostic logic is rarely rebuilt around real data. Here we describe Santiago's A.T. Field, an interactive visualization of urban accessibility built from a diagnostic interface in Episode 13 of Neon Genesis Evangelion. We translated that interface in five stages: phenomenon, field, progression, interface, and response. A microscopic Angel became a relational urban problem, and a fictional scanning lattice became an accessibility field computed with the E2SFCA method. Every element of the fictional display is tied to a quantity of the model. Three tensions appeared when we made the fictional language operational: the saturated palette of the genre against color-vision deficiency, the motion of the genre against the reduced-motion preference, and the per-frame cost of the animation. The urgency of the fictional command center has its own cost, because emergency aesthetics can cast urban populations as threats. These three tensions are what the translation cost, and they are what transfers to other attempts of this kind.
SimTrace generates synthetic user clickstreams for better online modeling
SimTrace: Grounded Multimodal User Trajectories Generation for Online User Modeling
Abstract: Virtual clients offer a cost-effective approach to support applications such as A/B testing, recommender system development, and interface evaluation. However, building them requires access to large-scale, semantically faithful, fine-grained online user trajectories. These data are difficult to obtain because proprietary logs are subject to privacy restrictions and small businesses often lack sufficient traffic. Consequently, existing public datasets either abstract away fine-grained user interaction details or preserve rich context but remain platform-specific and small-scale. To address this gap, we propose SimTrace, a framework that generates faithful, fine-grained synthetic multimodal clickstreams through a computer-use client agent that is grounded in real user trajectories and the given web environment. SimTrace anonymizes real interactions and constructs a simulated twin of the given web environment, then uses both to generate synthetic interaction trajectories. Each action is paired with its corresponding web observations and user context, yielding a shareable alternative to confidential logs for developing computer-use agent-style virtual clients. We apply SimTrace to an e-commerce setting and evaluate both its fidelity and downstream utility. SimTrace outperforms competing baselines on 7 out of 8 fidelity metrics. Models trained on synthetic data achieve performance comparable to those trained on real data on downstream tasks such as purchase prediction and recommendation. For next action prediction task, augmenting real data with synthetic data further improves accuracy by 11.0% relative to training on real data alone. We release SimTrace as an open-source package to facilitate research on online user behavior modeling.
Inertia in computer-use agents reduced by resetting activation states
Absorbed in Inertia: Activation Analysis for Computer-Use Agents
Abstract: Computer-use agents have become increasingly capable of executing tasks on live desktops through natural-language instructions, based on trajectories of screenshots, actions, and reasoning. We discover that they can stealthily exhibit inertia, in which they repeat fruitless actions despite recognizing that these actions are ineffective. We hypothesize that inertia is reflected in the agent's internal state, i.e., the activation values of the agent's underlying model, and propose a protocol to measure the relationship between the two. Extensive analysis of high-dimensional activation states shows that inertia corresponds to an absorbing region of activation space, where activation values become stale across actions and even after attempts to steer them. We conjecture that drastically changing the agents' activations by re-initializing them is necessary to escape inertia. Specifically, we propose R$^3$ (Reset, Reroute, Restore), which temporarily resets the agent's context trajectory to escape the absorbing region and then restores the historical context to effectively complete the task. Our approach yields 17-55% lower measured inertia across models relative to unmodified agents. These results suggest that changing the context can interrupt recurrence more effectively than directly steering the resulting activations. Our code is available at https://anonymous.4open.science/r/vlm-agent-defense-D076
Vision language models choose like humans but look differently
Similar Choices, Different Attention: Cross-Modal Associations in Humans and Vision-Language Models
Abstract: Cross-modal associations are systematic pairings of features across modalities, such as the association of 'bouba' with round shapes and 'kiki' with sharp shapes. Prior work has compared humans and vision-language models (VLMs) on such associations, but often using different stimuli or tasks between humans and models. Here, we ask whether VLMs align with humans not only in choices, but also in where they look when making those choices. We study both VLMs and humans (N = 53), presenting them with the same stimuli, a pseudo-word and two images, and record participants' choices and eye movements, which we release. We find choice alignment in a few larger VLMs, but their saliency matches human gaze less closely than a center-bias baseline, a fixed Gaussian at the center of each image. Fine-tuning small VLMs on human choices brings their choice alignment to the level of a human majority-vote reference on unseen words and images, yet their attention still matches human gaze less closely than this baseline. Training model attention on human gaze raises attention-gaze correlation without improving choice alignment, and a single average gaze map per image position raises it by a similar amount. Matching human choices, or even human gaze patterns, is therefore not sufficient evidence of human-aligned cross-modal processing.
Mobile gui agents struggle to work across different apps consistently
Same Tasks, Different Apps: Why Mobile GUI Agents Fail to Generalize?
Abstract: Mobile GUI agents deployed in real settings must work across different applications that support the same functionality. Most existing benchmarks test each task in only one app, so a high score can mean the agent understands the task, or only that it knows that particular app. We introduce AnyAppBench, a category-controlled live Android benchmark that evaluates cross-application generalization while keeping the user goal fixed. It spans 10 functional categories, 100 task templates, and 520 task--application pairs over 52 applications. Agents run from raw instructions and with app-independent sub-goals, and a VLM judge labels every failed run under a fixed failure taxonomy whose reliability is measured by human annotation. We find that, across 13 agents, success on the original application does not transfer reliably to new applications with the same goal. Furthermore, providing high-level sub-goal decomposition produces only small, category-dependent changes that do not close the gap, and the mix of failure types changes with the target interface. Based on those insights, we believe the AnyAppBench benchmark provides an important stepping stone toward robust real-world deployment of mobile GUI agents. Our code, data and the leaderboard can be found at the project website https://anyappbench.github.io/.
Ai boosts task scores but not users confidence calibration
Confident, Not Wiser: The Dunning-Kruger Effect in Human-AI Interaction
Abstract: AI assistance can improve performance without improving self-assessment. We report a study (N=366) comparing Human alone and Human+AI performance on reasoning tasks, for which the AI model is benchmarked on the same items. Participants estimated global and block performance and rated confidence in their answers. Human+AI achieved higher scores, but self-estimates tracked performance weakly. Average overestimation was similar across groups, covering individual errors. Across tasks, confidence distinguished correct from incorrect answers less accurately in the Human+AI group, while within-task differences remained uncertain. The Dunning-Kruger pattern was found in both groups, with a larger observed contrast in Human+AI. Controls for score noise reduced but did not eliminate the pattern, with the controlled group difference remaining inconclusive. An extended computational account describes global and block estimates. Our findings distinguish performance augmentation from metacognitive augmentation and motivate interfaces that support verification, communicate task-specific AI model performance, and help users evaluate the quality of their joint work rather than produce answers.
Computer agents struggle to complete complex web tasks fully
The Hard Part Comes After Search: Benchmarking Web Agents on Synthesizing, Organizing, and Displaying Knowledge
Abstract: Existing computer-use agent benchmarks do not fully evaluate agents acting as assistants. A useful assistant retrieves information across complex, multi-step workflows, synthesizes it into artifacts (documents, presentations, spreadsheets), and navigates program interfaces to produce a coherent final product. Such workflows demand reasoning and synthesis, decomposition of complex tasks, as well as visual and spatial understanding. To study agents on workflows like these, we introduce KNOWS, a benchmark of open-ended, complex, browser-based tasks that jointly evaluate these capabilities, with each task culminating in a produced artifact. To write tasks, we develop a task design rubric and a protocol for ensuring that tasks meet the requirements. Each task is paired with an evaluator, a program that combines deterministic checks with LLM judgments to balance the richness, reliability, and automation tradeoff inherent to agent evaluation. We evaluate and analyze frontier computer-use agents and browser-based harnesses. They achieve moderate scores on partial-success metrics, but the best performer fully succeeds in fewer than 3% of our complex, long-horizon tasks. Failures on visual steps render the resulting artifacts unusable, even when agents complete more than 50% of other evaluation steps. Our results expose limitations of current agents acting as end-to-end assistants, and call for progress on tool use, visual understanding, and long-horizon reasoning.
Ai uncertainty improves multisensory visualization interactions
When Direct Manipulation Becomes a Guess: Productive Friction in AI-Mediated Multisensory Visualization
Abstract: Generative visualization increasingly embeds large language models within direct manipulation and multisensory interaction. Speech, gaze, touch, gesture, sound, and haptics can make probabilistic inference feel like familiar, deterministic tool use. I call this gap a deterministic-affordance mismatch: deterministic interaction cues persist while AI weakens predictability, locality, reversibility, or provenance. Reading the malleable interfaces of Iron Man 2 against systems from Blade Runner 2049, I propose productive friction, including cross-sensory renderings whose detail reflects model uncertainty. Four frictions expose the inference boundary, match action to effect, make stochastic branches tangible, and attribute sensory agreement.
Modality order affects judgments in multimodal AI conflicts
Same evidence, different judgments: Evidence noncommutative in vision/speech-text conflicts
Abstract: For multimodal large language models, when images or speech conflict with accompanying text, measured text reliance can entangle modality preference with evidence position. Earlier studies of text bias often used a fixed evidence order or moved task instructions with the evidence, leaving the contribution of order unclear. In this paper, we use a paired comparison that keeps the instructions and evidence content fixed and swaps only the positions of the two sources to quantify this potential influence. Across vision and speech models, placing an image or recording after conflicting text consistently shifts answers toward its content. We also revisit previous studies and analyze why their experimental settings can lead to misleading conclusions. These findings reveal cross-modal evidence noncommutativity: the same evidence can lead to different judgments when its order changes, and placing perceptual evidence later can increase the model's reliance on its content.
Structured code reveal guides programmers to understand code better
Structure-Aware Rendering: How Code Reveal Shapes Programmers' Visual Attention
Abstract: AI coding interfaces present generated code either all at once or token-by-token. These rendering strategies reflect model generation rather than how programmers actually read code: selectively, non-linearly, and guided by the structure. We argue that code rendering is a first-class interaction primitive that shapes how programmers read and understand code. To explore this design space, we introduce structured rendering, a technique that reveals code in semantically meaningful chunks derived from its syntactic hierarchy, exposing high-level structure before low-level details. To isolate rendering effects on visual attention, we conducted an eye-tracking study with 53 participants comparing static, character-based, and structured rendering. Our findings show that rendering alters visual attention and reading behavior: dynamic rendering induces fewer but longer fixations and more sustained focus, while structured rendering further guides attention toward semantically meaningful units and supports high-level understanding. We release the anonymized dataset with an interactive demo (https://codegaze.vercel.app/) to support future research.
Large multimodal models show biases in evaluating charts for code generation
ChartJudgeBench: Evaluating LMM Judges for Chart-to-Code Generation
Abstract: Building strong chart-to-code systems increasingly relies on reinforcement learning, whose effectiveness depends critically on the quality of the reward signal. Large Multimodal Models (LMMs) play a natural critical role in jointly assessing chart visual appearance and task requirements. They are therefore increasingly used as visual critics and reward models, yet their reliability as judges remains largely unexplored. To this end, we introduce ChartJudgeBench, a diagnostic vision-language benchmark for assessing LMM judges in chart-to-code workflows. It includes 1,003 Chart Perception Alignment (CPA) instances for pairwise chart comparison and 650 Chart Reasoning Judgment (CRJ) instances for binary Accept/Reject verification in Chart Reproduction and Chart Editing. Together, these tasks emulate the core judging decisions required in agentic refinement and RL-based chart optimization. Our evaluation of strong LMMs reveals four systematic limitations: (i) positional bias in pairwise comparison, (ii) a strong tendency to overpredict Accept, (iii) difficulty in matching visual styles and aesthetics, and (iv) an unexpected leniency bias in RL-trained models. These findings show that current LMM judges require explicit reliability validation before being used as critics or reward models in chart-to-code optimization. The code and data are available on ChartJudgeBench.
Elicitive user interfaces help users shape personalized generative interfaces
Elicitive User Interfaces: Designing How Users Shape Generative Interfaces
Abstract: Generative user interfaces (GenUI) promise personalized interfaces to a user's tasks and needs. However, user needs are often implicit---difficult for systems to infer and users to articulate, making it hard for users to arrive at their ideal interface. We propose Elicitive User Interfaces, a design approach to GenUI that generates elicitation techniques as part of the interface itself. Elicitive UIs adapt these techniques to the user, task, and interface to draw out user preferences. To guide the design of Elicitive UIs, we synthesize a six-axis design space that shapes how an interface elicits user preferences. Across two user studies with a design probe, we found that while Elicitive UIs surfaced preferences users had not already formed, and that responses to elicitation varied more across users than across tasks. Users developed more consistent preferences for how they wanted to be elicited, suggesting an opportunity to personalize elicitation itself.
Open source platform enables low cost 360 video eye tracking crowdsourcing
OpenSAL360: Open-Source Crowdsourcing Platform for Omnidirectional Video Saliency Collection
Abstract: Omnidirectional video saliency prediction plays an important role in many immersive multimedia applications, including viewport-adaptive streaming and compression, foveated rendering, mesh simplification, perceptual quality assessment. Yet progress in this area remains constrained by the cost and complexity of collecting eye-tracking data with VR headsets, which makes large-scale dataset creation difficult to extend. We present OpenSAL360, the first open-source platform for scalable, low-cost 360° video saliency collection. Unlike conventional VR-based protocols, it requires only a standard screen, mouse, and internet connection, enabling parallel saliency data collection from common crowdsourcing assessors without specialized hardware. We validate our collection protocol against seven well-established VR eye-tracking datasets and conduct ablation studies on key interface, pre-, and post-processing parameters. To demonstrate the effectiveness and scalability of the proposed methodology, we collect and publicly release a saliency dataset covering 500 omnidirectional videos annotated by 2,000+ crowdsourcing assessors, making it, to the best of our knowledge, the largest dataset in this field. We make OpenSAL360 publicly available at https://github.com/msu-video-group/OpenSAL360.