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.

Mon 2 NovHuman-Computer InteractionHardware ArchitectureRobotics
The gist
Touching a virtual character on a screen is more complex than just sensing a finger touch. The researchers built a special screen that can bend and push back against a user's finger, making it feel more realistic. Their screen, called the Desktop Amid Touch (DAT), uses a stretchy mesh that you can push, and motors adjust how hard it is to press. The team explores how such touchable agents might react to being touched and whether they should have 'feelings' or 'boundaries' about touch. They describe their system but don't yet know how people interpret a virtual agent’s acceptance or refusal of touch.
Open → 2611.02525v1

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.

Sun 1 NovComputer Vision and Pattern Recognition
The gist
Creating computer graphics often involves writing a lot of detailed code. The authors highlight how smart software agents, powered by large language models, can now write and improve graphics code by themselves through repeated feedback. They created a new way to describe these agent systems to better understand ongoing research. They also built a tool that helps researchers analyze many papers quickly and found key challenges in using these agents for graphics. This includes how to make agents work together, collaborate with humans, plan long tasks, and evaluate performance.
Open → 2611.01860v1

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.

Mon 26 OctComputer Vision and Pattern Recognition
The gist
Understanding what people want to do next, especially when they don't say it out loud, is hard for current computer systems that watch videos or screens. The authors created a new test set called StreamVibe-Bench to better measure how well models can guess what users want to do as it changes over time. They also built StreamVibe-VL, a model that watches ongoing actions and tries to respond in a helpful way without waiting for explicit commands. To keep track of how user intent changes, they designed StreamVibe-Harness, which remembers past intentions and adapts responses over longer interactions. Their experiments show these tools make video-based interaction more timely, accurate, and consistent than past methods.
Open → 2610.34662v1

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.

Sun 25 OctArtificial Intelligence
The gist
Language agents use different types of interfaces to interact with tools, like a Model Context Protocol (MCP) or a command line interface (CLI). Even when these interfaces let the agent perform the same tasks, the way actions are presented changes how well and how efficiently the agent works. The authors found that small differences early on affect the entire interaction, resulting in different behaviors and success rates. They also created a method called DART that fixes interface-specific problems without changing what actions mean, improving performance and reducing cost.
Open → 2610.34298v1

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.

Tue 20 OctHuman-Computer Interaction
The gist
This paper studies how different digital nudges—suggestions or cues designed to influence decisions—affect people's choices when deciding the best time to stop searching, like in a hiring scenario. The authors found that one nudge meant to anchor decisions actually made people explore more choices, which was unexpected. Another nudge making certain options stand out had little effect. Most importantly, combining these nudges often worsened decision quality, meaning too many nudges can work against each other. These findings help designers create better digital interfaces that influence decisions ethically and effectively.
Open → 2610.28154v1

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.

Mon 12 OctMachine Learning
The gist
People look around using eye movements that can be broken down into small motion parts called motion tokens. The authors found that while these motion tokens are common, the way they are combined changes depending on what a person is looking at or doing. This means eye movement sequences are unique to each task or environment, making it hard to combine data from different sources without losing important details. The authors also offer a way to study these eye movements using ideas from information theory.
Open → 2610.16565v1

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 .

Sun 11 OctComputer Vision and Pattern Recognition
The gist
Low-level image saliency methods can find important parts of a picture, but they miss the deeper meaning that people notice. The authors developed AUTO-SUM, a new method that uses large language models to understand and describe scenes, then measures how removing each object changes the description. This helps identify which objects are most important to how humans understand and look at scenes. AUTO-SUM predicts human attention better than some earlier models and matches others trained on eye-tracking data.
Open → 2610.15467v1

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.

Thu 8 OctComputer Vision and Pattern Recognition
The gist
When vision-language models answer questions about images that contain conflicting clues, like the word 'RED' written in blue ink, they tend to focus more on the text than the color. The authors used a classic psychology test called the Stroop task to show this bias. They also looked inside the models and found that text features are more strongly and clearly represented than color features. This helps explain why it's easier to guide models using text information than color information. Overall, the study reveals that vision-language models treat different parts of an image with unequal importance when deciding how to respond.
Open → 2610.12650v1

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.

Wed 7 OctHuman-Computer InteractionArtificial Intelligence
The gist
It can be hard to tell AI-made faces from real ones just by looking. The authors studied how people react to faces when they are told if the face is made by AI or a human. They found that people’s brains pay more attention to the label than the face itself and that if the label doesn’t match the face’s source, viewers rethink what they see. Labels influence how people visually explore faces even if their feelings about the face do not change.
Open → 2610.10182v1

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.

Wed 7 OctHuman-Computer InteractionArtificial Intelligence
The gist
People tend to either trust or rely too much on AI systems without questioning them. The authors point out that it's important for humans to stay skeptical about AI's results and usage. They discuss how visualization can help people see risks and avoid blindly trusting AI outputs. Their paper suggests a direction for creating AI tools that encourage critical thinking without overwhelming users.
Open → 2610.09740v1

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.

Thu 1 OctHuman-Computer Interaction
The gist
Urban accessibility problems are hard to understand, so the authors created a tool inspired by a science-fiction show's diagnostic screen to make these problems clearer. They transformed fictional elements from the show's interface into real data about city access using a special method called E2SFCA. The project revealed challenges like balancing bright colors with easy viewing and managing animation without distracting users. This work shows how a fictional design can be turned into a practical tool, but also highlights some trade-offs in making it accessible and respectful.
Open → 2610.02562v1

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.

Tue 29 SeptArtificial Intelligence
The gist
Many companies need detailed records of how users interact with websites to improve services, but real user data is hard to get due to privacy and limited traffic. The authors created SimTrace, a system that makes realistic fake user activity based on real usage while protecting privacy. This synthetic data helps build models that predict user actions and improve recommendations almost as well as real data. Adding synthetic data to real data can even make predictions more accurate.
Open → 2609.38397v1

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

Tue 29 SeptArtificial Intelligence
The gist
Some computer programs that follow instructions on a screen get stuck doing the same unhelpful things over and over. The authors found this stuck feeling, called inertia, happens because the program’s internal thinking state stops changing. They came up with a way to reset part of the program’s memory temporarily to help it break free and finish the task better. Their method made the programs less stuck by a noticeable amount compared to just trying to guide them along.
Open → 2609.37176v1

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.

Tue 29 SeptComputation and LanguageArtificial IntelligenceComputer Vision and Pattern Recognition
The gist
This paper looks at how humans and vision-language models (VLMs) make connections between made-up words and images, such as pairing 'bouba' with round shapes and 'kiki' with sharp ones. The researchers compared not only what choices both groups made but also where they looked while deciding. Although some bigger models made similar choices to humans, their visual attention did not match human eye movements. Fine-tuning models improved choice similarity but still did not align their 'gaze' with humans. This shows that making similar choices or looking patterns does not mean the models think like humans.
Open → 2609.36475v1

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/.

Mon 28 SeptArtificial Intelligence
The gist
Mobile agents that control phone apps often fail to do the same task well when switching between different apps that offer similar features. The authors made a new benchmark called AnyAppBench to test how well agents can handle tasks across many apps with the same goal. They found that success in one app does not guarantee success in others, even when breaking tasks into smaller steps. This shows it is still hard to make reliable mobile assistants that work everywhere.
Open → 2609.34139v1

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.

Fri 25 SeptHuman-Computer Interaction
The gist
People working with AI to solve reasoning problems perform better but don’t get better at judging how well they did. The study finds that both solo humans and humans using AI tend to overestimate their performance, and having AI help doesn’t improve this self-awareness. Confidence is less reliable at distinguishing right from wrong answers when AI is involved. The researchers suggest designing AI tools that help users check answers and understand AI’s accuracy instead of just providing final answers.
Open → 2609.31095v1

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.

Thu 24 SeptComputation and LanguageArtificial Intelligence
The gist
Many computer agents today can find information on the web but have trouble completing complicated tasks that involve multiple steps, like creating documents or presentations from what they find. The authors created a new set of tests called KNOWS to better see how well these agents handle such tasks, which require understanding visuals, reasoning, and navigating programs. They found that while agents can do some parts well, they rarely finish the whole job perfectly. This shows there’s still work needed to improve agents’ abilities to act like helpful assistants.
Open → 2609.30604v1

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.

Tue 22 SeptHuman-Computer Interaction
The gist
When people use tools that combine AI and senses like speech or touch, it can feel like the tool always works perfectly. The paper explains that this feeling hides how uncertain AI predictions really are, which can cause confusion. The authors propose making this uncertainty clear through sensory feedback, like changing sounds or visuals, so users understand the AI's limits. This helps people work more effectively with AI by recognizing when the system is guessing and when it is confident.
Open → 2609.27104v1

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.

Tue 22 SeptArtificial Intelligence
The gist
Sometimes AI models get clues from both pictures or speech and text, but what happens if these clues don’t agree? The authors found that the order in which AI models see these clues matters a lot. If the picture or speech comes after the text, the model is more likely to believe the picture or speech. This means that AI answers can change just by swapping the order of the same information.
Open → 2609.26986v1

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.

Mon 21 SeptHuman-Computer Interaction
The gist
People read and understand code in a selective and non-linear way, often focusing on meaningful chunks rather than just line-by-line text. The authors introduce a new way to show code gradually by revealing its logical parts first, making it easier to grasp the overall meaning before seeing every detail. They ran a study tracking where programmers look on the screen and found this method helps them focus more on important parts and understand the code structure better. They also provide the resulting data and a demo for others to explore.
Open → 2609.24616v1

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.

Mon 21 SeptComputer Vision and Pattern Recognition
The gist
Building software that generates code from charts often uses large AI models to judge how good the chart outputs are. The paper’s authors created a test set called ChartJudgeBench to see how well these AI judges work. They found that the models tend to have certain biases, like favoring some chart positions, over-accepting results, struggling with style, and being too lenient after training. These issues mean current AI judges need careful checking before being used to improve chart-to-code systems.
Open → 2609.24210v1

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.

Sun 20 SeptHuman-Computer Interaction
The gist
Many computer systems try to create personalized interfaces, but people often have trouble explaining what they want. The authors propose a new way where the interface itself asks questions or uses techniques to help users discover and share their preferences. They developed a framework describing different ways to ask these questions and tested it with people. Their studies showed that users often found new preferences they hadn’t thought of and that people preferred different ways of being asked, suggesting the way the system asks questions should be personalized too.
Open → 2609.23642v1

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.

Fri 18 SeptComputer Vision and Pattern Recognition
The gist
Collecting where people look in virtual reality videos usually needs expensive VR headsets, making large studies hard to do. The authors designed OpenSAL360, a free tool that uses ordinary computer screens and a mouse to gather this information from many online participants cheaply. They checked that this new approach matches data from traditional VR eye tracking and used it to collect the largest 360° video eye-tracking dataset so far. This makes it easier to study and improve immersive video experiences without costly equipment.
Open → 2609.21480v1