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User Interfaces that
Design Themselves
Antti Oulasvirta, with many others
Aalto University
School of Electrical Engineering
Invited talk given for the Data-Driven Design Day 2017
Helsinki, Finland
About the speaker
A cognitive scientist leading the User Interfaces
group at Aalto University
userinterfaces.aalto.fi
...in order to improve
user interfaces
Modeling joint performance of
human-computer interaction
... and developing new principles
of design and intelligent support
Recent book
AI and automation: Expectations
Saves human effort and
increases quality.
Scalability: Can be replicated
en masse
Should be: controllable,
appreciate needs, and adapt
sensibly
Fears
12.3.2018
5
“In future, data-driven design
will possibly reach out to
decision making and generative
design. But we’re not there yet.”
Lassi Liikkanen, blog post, June 2017
Machine learning does not
design. Data does not design.
So what does?
In this talk…
• Data-driven design: A view
• Computational approaches
• Model-driven design
• Generative design
• Self-designing interfaces
• A vision
12.3.2018
8
15+ examples of
recent research
Computational
design thinking
Did it not fail already?
Microsoft ‘Clippy’
Grid.io (AI for web design)
Data-driven design:
A computationalist’s view
Design as
problem-
solving
John Carroll; Nigel Cross;
Stuart Card, Tom Moran, Allan Newell
Generate
Evaluate
Define
Usability engineering
Sets measurable objectives
for design and evaluation.
Acquires valid and realistic
feedback from controlled
studies
Low cost-efficiency
Designers easily get fixated
on one solution
(Greenberg & Buxton 2008)
Rapid sketching
Accelerates the rate of
idea-generation
Depends on experience
and a-ha moments
Less contact with data
Rapid prototyping
Decreases the idea-to-evaluation cost
Axure
Online testing (A/B and MVT)
Decreases the per-subject cost of evaluation
Limited to partial features and may ‘contaminate’ users
Amazon
User analytics
Reduces time and
improved quality of
evaluation and
definition
Predefined views
cause myopia
12.3.2018
16
Google Analytics
Data-driven design
A combination of analytics, rapid ideation, and online testing
improves cost-efficiency of a design project. Increases reliance
on data not opinions.
Data-driven design
http://www.uxforthemasses.com/data-informed-design/
Data Brain-driven design
Interpretations, definitions,
and evaluations: do not
follow from data.
Reliance on human effort
makes design costly
Susceptible to biases and
relies on creative insight
and pure luck
Generate
Evaluate
Define
Model-driven
design
and the psychologist’s fallacy
12.3.2018
20
Model-driven design
Use models from
behavioral sciences to
automate Evaluation
Generate
Evaluate
Define
An idea invented multiple times…
August Dvorak Herbert Simon Stuart Card
Project Ernestine
Model-based evaluation
Predicts task performance with no empirical data. Tedious to
adapt. Humans still generate designs
12.3.2018
24
Glean/EPIC
Visual importance prediction
Deep learning predicts visual importance of elements on a page
12.3.2018
27
USA { her t zman, br ussel l } @adobe.com
Bylinskii et al. UIST 2017
Bounded agent simulators
Predict emergence of interactive behavior as a response to
design (e.g., reinforcement learning)
12.3.2018
28
Jokinen et al. CHI 2017
Bounded agent simulators: Result
Predict emergence of interactive behavior as a response to
design (e.g., reinforcement learning)
12.3.2018
29
Jokinen et al. CHI 2017
Models integrated in prototyping tools
Integration of models into design tools lower the costs of
modeling.
12.3.2018
30
CogTool
Multi-model evaluation (VIDEO)
12.3.2018
31
Aalto Computational
Metrics Service (in progress)
Assessment: Model-informed design
Reduces evaluation costs and improve designs
Increases understanding of design
Models don’t design!
Modeling is tedious and requires special expertise
12.3.2018
32
Computational
design
12.3.2018
33
Computational design
= applies computational thinking - abstraction,
automation, and analysis - to explain and
enhance interaction. It is underpinned by
modelling which admits formal reasoning and
involves:
1. a way of updating a model with data;
2. synthesisation or adaptation of design
12.3.2018
35
Oulasvirta, Kristensson, Howes, Bi. 2018 OUP
Many algorithmic approaches
Rule-based systems
State machines
Logic/theorem proving
Combinatorial optimization
Continuous optimization
Agent-based modeling
Reinforcement learning
Bayesian inference
Neural networks
12.3.2018
36
The computational design problem
Computational design rests on
1. search (of d),
2. inference (of θ),
3. prediction (of g)
12.3.2018
37
Find the design (d) out of candidate set (D) that
maximizes goodness (g) for given conditions (θ):
Implications
Design is hard because the math is hard
• Regular design problems have exponential design
spaces and many contradictory objectives
Only computational approaches offer 1) high probability
of finding the best design and 2) design rationale
12.3.2018
38
UI description languages
Port a design from one terminal to
another. Heavy. Overly case-specific.
12.3.2018
39Eisenstein et al. IUI 2001
Probabilistic design generation
A statistical model of features is formed and used to generate
designs conforming to the domain. Poor transferability
12.3.2018
40
9
Image Parsing via Stochastic Scene Grammar
Yibiao Zhao, Song-Chun Zhu
1
Department of Statistics University of California, Los Angeles Los Angeles, CA 90095, Department of
Statistics and Computer Science University of California, Los Angeles Los Angeles, CA 90095
Introduction
This paper proposes a parsing algorithm for indoor scene
understanding which includes four aspects: computing 3D
scene layout, detecting 3Dobjects (e.g. furniture), detecting
2D faces (windows, doors etc.), and segmenting the
background. The algorithm parse an image into a hierarchical
structure, namely a parse tree. With the parse tree, we
reconstruct the original image by the appearance of line
segments, and we further recover the 3Dscene by the
geometry of 3D background and foreground objects.
3D synthesis of novel views based on the parse tree
Results
Stochastic SceneGrammar
The grammar represents compositional structures of visual entities, which includes three types
of production rules and two types of contextual relations:
• Production rules: (i) AND rules represent the decomposition of an entity into sub-parts; (ii)
SET rules represent an ensemble of visual entities; (iii) OR rules represent the switching
among sub-types of an entity.
• Contextual relations: (a) Cooperative + relations represent positive links between binding
entities, such as hinged faces of a object or aligned boxes; (b) Competitive - relations
represents negative links between competing entities, such as mutually exclusive boxes.
BayesianFormulation
We define a posterior distribution for a solution (a parse tree) pt conditioned on an image I.
This distribution is specified in terms of the statistics defined over the derivation of production
rules.
P(pt|I) / P(pt)P(I|pt) = P(S)
Y
v2 Vn
P(Chv|v)
Y
v2 VT
P(I|v) (1)
The probability is defined on the Gibbs distribution: and the energy termis decomposed as
three potentials:
E(pt|I) =
X
v2 VOR
EOR
(Ar(Chv)) +
X
v2 VAND
EAND
(AG(Chv)) +
X
⇤ v2 ⇤ I,v2 VT
ET
(I(⇤ v)) (2)
InferencebyHierarchical Cluster Sampling
We design an efficient MCMC inference algorithm, namely Hierarchical cluster sampling, to
search in the large solution space of scene configurations. The algorithm has two stages:
• Clustering: It forms all possible higher-level structures (clusters) from lower-level entities by
production rules and contextual relations.
P+ (Cl|I) =
Y
v2 ClOR
POR
(Ar(v))
Y
u,v2 ClAND
PAND
+ (AG(u),AG(v))
Y
v2 ClT
PT
(I(Av)) (3)
• Sampling: It jumps between alternative structures (clusters) in each layer of the hierarchy to
find the most probable configuration (represented by a parse tree).
Q(pt⇤
|pt,I) = P+ (Cl⇤
|I)
Y
u2 ClAND,v2 ptAND
PAND
- (AG(u)|AG(v)). (4)
Experiment andConclusion
Segmentation precision compared with Hoiem et al. 2007 [1], Hedau et al. 2009 [2], Wang et
al. 2010 [3] and Lee et al. 2010 [4] in the UIUC dataset [2].
Compared with other algorithms, our contributions are
• AStochastic Scene Grammar (SSG) to represent the hierarchical structure of visual
entities;
• AHierarchical Cluster Sampling algorithm to performfast inference in the SSG model;
• Richer structures obtained by exploring richer contextual relations. Website:
http://www.stat.ucla.edu/ ybzhao/research/sceneparsing
(b) Our result
TEMP LATE DESIG N © 2008
www.PosterPresentations.com
Image Parsing via Stochastic Scene Grammar
Yibiao Zhao and Song-Chun Zhu
University of California, Los Angeles
Introduction
This paper proposes a parsing algorithm for indoor scene understanding which
includes four aspects: computing 3D scene layout, detecting 3D objects (e.g.
furniture), detecting 2D faces (windows, doors etc.), and segmenting the
background. The algorithm parse an image into a hierarchical structure, namely a
parse tree. With the parse tree, we reconstruct the original image by the
appearance of line segments, and we further recover the 3D scene by the
geometry of 3D background and foreground objects.
Bayesian Formulation
o Sampling: It jumps between alternative structures (clusters) in each layer of
the hierarchy to find the most probable configuration (represented by a parse
tree).
Stochastic Scene Grammar
The grammar represents compositional structures of visual entities, which
includes three types of production rules and two types of contextual relations:
o Production rules: (i) AND rules represent the decomposition of an entity
into sub-parts; (ii) SET rules represent an ensemble of visual entities; (iii) OR
rules represent the switching among sub-types of an entity.
o Contextual relations:
between binding entities, such as hinged faces of a object or aligned boxes; (b)
such as mutually exclusive boxes.
Results
Inference by Hierarchical Cluster Sampling
Website: http://www.stat.ucla.edu/~ybzhao/research/sceneparsing
3D synthesis of novel views based on the parse tree
The probability is defined on the Gibbs distribution:
and the energy term is decomposed as three potentials:
We define a posterior distribution for a solution (a parse tree) pt conditioned on
an image I. This distribution is specified in terms of the statistics defined over the
derivation of production rules.
We design an efficient MCMC inference algorithm, namely Hierarchical cluster
sampling, to search in the large solution space of scene configurations. The
algorithm has two stages:
o Clustering: It forms all possible higher-level structures (clusters) from lower-
level entities by production rules and contextual relations.
Experiment and Conclusion
Segmentation precision compared with Hoiem et al. 2007 [1], Hedau et al. 2009
[2], Wang et al. 2010 [3] and Lee et al. 2010 [4] in the UIUC dataset [2].
Compared with other algorithms, our contributions are
o A Stochastic Scene Grammar (SSG) to represent the hierarchical structure of
visual entities;
o A Hierarchical Cluster Sampling algorithm to perform fast inference in the SSG
model;
o Richer structures obtained by exploring richer contextual relations.
(c) Original poster[35]
Qiang et al. arXiv 2017
Heuristic design exploration
Alternative layouts can be proposed to the designer. Lots of low
quality suggestions
12.3.2018
41
DesignScape
Model-based UI optimization
Models allow the computer to predict ‘good design’. Costly to
set up optimization systems.
12.3.2018
42MenuOptimizer Bailly et al. UIST’13
Interactive optimization
Algorithms can nudge designers toward better designs and
more diverse thinking.
12.3.2018
47
Assessment: Algorithms that design
Can generate good designs and show viable alternatives
Interactive steering of the optimizer
Only for initializing a design, not for updates/redesigns
Limited scope (yet)
Expensive to set up optimization systems
No contact with user data
12.3.2018
48
Self-designing
interfaces
12.3.2018
49
Self-designing
interfaces
Interfaces that initialize and update
themselves as more data comes in…
Rests on three pillars:
1. Inference (from data to models)
2. Search (from models to designs)
3. Prediction (from designs to people)
Generat
e
Evaluat
e
Define
Recommendation engines
Recommend content based on inferred interest or
preference. Only changes an isolated slot in the UI.
12.3.2018
51
‘Coadaptive user interfaces’
Interfaces that can fully reconfigure themselves taking into
account how users will react to changes
Requirements:
1. Models able to predict the effects of its actions: what
happens when design changes
2. Algorithms operate in run-time
3. Fast inference of model parameters from empirical data
12.3.2018
52
Ability-based optimization
When model parameters can be obtained for a user group, an
optimizer can differentiate designs. How to obtain parameters?
12.3.2018
53
Jokinen et al. IEEE Pervas Comp
“Inverse modeling”
Model parameters (θ) can be inferred from log data only
using Bayesian optimization. Costly to run.
12.3.2018
54
Figure1. Thispaper studiesmethodology for inferenceof parameters
of cognitivemodels from observational data in HCI. At thebottom of
thefigure, wehavebehavioral data (orangehistograms), such astimes
and targets of menu selections. At the top of the figure, a cognitive
model generates simulated interaction data (blue histograms). In this
models, it requiresnopredefinedspecification of the
task solution, only theobjectives. Giventhose, andt
straintsof thesituation, wecanusemachinelearning
theoptimal behavior policy. However, achievingthei
that isinferringtheconstraintsassumingthat thebeha
optimal, isexceedingly difficult. Theassumptionsabo
quality and granularity of previously explored meth
thisinversereinforcement learningproblem[32, 39, 4
tobeunreasonablewhenoftenonly noisy or aggregat
dataexists, suchasisoftenthecaseinHCI studies.
Our application caseisarecent model of menu inter
[13]. Themodel studiedherehaspreviously capture
tationof searchbehavior, andconsequently changes
completiontimes, invarioussituations[13]. Themodel
parametricassumptionsabout theuser, for exampleab
visual system (e.g., fixation durations), and uses rei
ment learning to obtain abehavioral strategy suitabl
particular menu. Theinverseproblem westudy is
Kangasrääsiö et al. Proc. CHI 2017
Co-adaptation
Model-based optimizers learn parameters from data. Use
models to predict the effects changes the UI
12.3.2018
55
Browser-side ‘familiarization’1.Most-Encountered 2.Serial Position Curve 3.Visual Statistical Learning
History
earning 4.GenerativeModel of Positional Learning
Original
Server-side assortment UI optimization
12.3.2018
57
Objectives:
Visual search time
Exploratory behavior
Design space:
Swaps, replaces
Contact with data:
Attention/click data
Demo
Assessment: Self-designing UIs
Initialization AND updating
Graceful (conservative) evolution with data
Still opaque systems: designers have little control
(No evidence yet that this works)
12.3.2018
59
Conclusion
12.3.2018
60
Why computational design?
1. Increase efficiency, enjoyability, and robustness of interaction
2. Proofs and guarantees for designs
3. Boost user-centered design
4. Reduce design time of interfaces
5. Free up designers to be creative
6. Harness new technologies quicker
Computational Design Stool
12.3.2018
62
Search
Inference
Prediction
Predictions that I like
1. Resources emerge that lower the entry barrier
2. Organizations that use computational design win competition
3. Collaborative AI helps novice designers to design better
4. Users start demanding algorithmic UIs
5. Some commonly used UIs become coadaptive
6. Interaction design as a field embraces computation
12.3.2018
63
Hire top
students from
our classes
SC5 workshop
on ‘Designing
with Models and
Algorithms’
Check out our book
Computational
Interaction
(Oxford U Press 2018)
Email me for pointers:
antti.oulasvirta@aalto.fi
Send research
topics to our
course
Join our CHI course
or summer school

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User Interfaces that Design Themselves: Talk given at Data-Driven Design Day in 2017, Helsinki. Antti Oulasvirta / Aalto University

  • 1. User Interfaces that Design Themselves Antti Oulasvirta, with many others Aalto University School of Electrical Engineering Invited talk given for the Data-Driven Design Day 2017 Helsinki, Finland
  • 2. About the speaker A cognitive scientist leading the User Interfaces group at Aalto University userinterfaces.aalto.fi ...in order to improve user interfaces Modeling joint performance of human-computer interaction ... and developing new principles of design and intelligent support
  • 4. AI and automation: Expectations Saves human effort and increases quality. Scalability: Can be replicated en masse Should be: controllable, appreciate needs, and adapt sensibly
  • 6. “In future, data-driven design will possibly reach out to decision making and generative design. But we’re not there yet.” Lassi Liikkanen, blog post, June 2017
  • 7. Machine learning does not design. Data does not design. So what does?
  • 8. In this talk… • Data-driven design: A view • Computational approaches • Model-driven design • Generative design • Self-designing interfaces • A vision 12.3.2018 8 15+ examples of recent research Computational design thinking
  • 9. Did it not fail already? Microsoft ‘Clippy’ Grid.io (AI for web design)
  • 11. Design as problem- solving John Carroll; Nigel Cross; Stuart Card, Tom Moran, Allan Newell Generate Evaluate Define
  • 12. Usability engineering Sets measurable objectives for design and evaluation. Acquires valid and realistic feedback from controlled studies Low cost-efficiency Designers easily get fixated on one solution (Greenberg & Buxton 2008)
  • 13. Rapid sketching Accelerates the rate of idea-generation Depends on experience and a-ha moments Less contact with data
  • 14. Rapid prototyping Decreases the idea-to-evaluation cost Axure
  • 15. Online testing (A/B and MVT) Decreases the per-subject cost of evaluation Limited to partial features and may ‘contaminate’ users Amazon
  • 16. User analytics Reduces time and improved quality of evaluation and definition Predefined views cause myopia 12.3.2018 16 Google Analytics
  • 17. Data-driven design A combination of analytics, rapid ideation, and online testing improves cost-efficiency of a design project. Increases reliance on data not opinions.
  • 19. Data Brain-driven design Interpretations, definitions, and evaluations: do not follow from data. Reliance on human effort makes design costly Susceptible to biases and relies on creative insight and pure luck Generate Evaluate Define
  • 21. Model-driven design Use models from behavioral sciences to automate Evaluation Generate Evaluate Define
  • 22. An idea invented multiple times… August Dvorak Herbert Simon Stuart Card
  • 24. Model-based evaluation Predicts task performance with no empirical data. Tedious to adapt. Humans still generate designs 12.3.2018 24 Glean/EPIC
  • 25.
  • 26. Visual importance prediction Deep learning predicts visual importance of elements on a page 12.3.2018 27 USA { her t zman, br ussel l } @adobe.com Bylinskii et al. UIST 2017
  • 27. Bounded agent simulators Predict emergence of interactive behavior as a response to design (e.g., reinforcement learning) 12.3.2018 28 Jokinen et al. CHI 2017
  • 28. Bounded agent simulators: Result Predict emergence of interactive behavior as a response to design (e.g., reinforcement learning) 12.3.2018 29 Jokinen et al. CHI 2017
  • 29. Models integrated in prototyping tools Integration of models into design tools lower the costs of modeling. 12.3.2018 30 CogTool
  • 30. Multi-model evaluation (VIDEO) 12.3.2018 31 Aalto Computational Metrics Service (in progress)
  • 31. Assessment: Model-informed design Reduces evaluation costs and improve designs Increases understanding of design Models don’t design! Modeling is tedious and requires special expertise 12.3.2018 32
  • 33. Computational design = applies computational thinking - abstraction, automation, and analysis - to explain and enhance interaction. It is underpinned by modelling which admits formal reasoning and involves: 1. a way of updating a model with data; 2. synthesisation or adaptation of design 12.3.2018 35 Oulasvirta, Kristensson, Howes, Bi. 2018 OUP
  • 34. Many algorithmic approaches Rule-based systems State machines Logic/theorem proving Combinatorial optimization Continuous optimization Agent-based modeling Reinforcement learning Bayesian inference Neural networks 12.3.2018 36
  • 35. The computational design problem Computational design rests on 1. search (of d), 2. inference (of θ), 3. prediction (of g) 12.3.2018 37 Find the design (d) out of candidate set (D) that maximizes goodness (g) for given conditions (θ):
  • 36. Implications Design is hard because the math is hard • Regular design problems have exponential design spaces and many contradictory objectives Only computational approaches offer 1) high probability of finding the best design and 2) design rationale 12.3.2018 38
  • 37. UI description languages Port a design from one terminal to another. Heavy. Overly case-specific. 12.3.2018 39Eisenstein et al. IUI 2001
  • 38. Probabilistic design generation A statistical model of features is formed and used to generate designs conforming to the domain. Poor transferability 12.3.2018 40 9 Image Parsing via Stochastic Scene Grammar Yibiao Zhao, Song-Chun Zhu 1 Department of Statistics University of California, Los Angeles Los Angeles, CA 90095, Department of Statistics and Computer Science University of California, Los Angeles Los Angeles, CA 90095 Introduction This paper proposes a parsing algorithm for indoor scene understanding which includes four aspects: computing 3D scene layout, detecting 3Dobjects (e.g. furniture), detecting 2D faces (windows, doors etc.), and segmenting the background. The algorithm parse an image into a hierarchical structure, namely a parse tree. With the parse tree, we reconstruct the original image by the appearance of line segments, and we further recover the 3Dscene by the geometry of 3D background and foreground objects. 3D synthesis of novel views based on the parse tree Results Stochastic SceneGrammar The grammar represents compositional structures of visual entities, which includes three types of production rules and two types of contextual relations: • Production rules: (i) AND rules represent the decomposition of an entity into sub-parts; (ii) SET rules represent an ensemble of visual entities; (iii) OR rules represent the switching among sub-types of an entity. • Contextual relations: (a) Cooperative + relations represent positive links between binding entities, such as hinged faces of a object or aligned boxes; (b) Competitive - relations represents negative links between competing entities, such as mutually exclusive boxes. BayesianFormulation We define a posterior distribution for a solution (a parse tree) pt conditioned on an image I. This distribution is specified in terms of the statistics defined over the derivation of production rules. P(pt|I) / P(pt)P(I|pt) = P(S) Y v2 Vn P(Chv|v) Y v2 VT P(I|v) (1) The probability is defined on the Gibbs distribution: and the energy termis decomposed as three potentials: E(pt|I) = X v2 VOR EOR (Ar(Chv)) + X v2 VAND EAND (AG(Chv)) + X ⇤ v2 ⇤ I,v2 VT ET (I(⇤ v)) (2) InferencebyHierarchical Cluster Sampling We design an efficient MCMC inference algorithm, namely Hierarchical cluster sampling, to search in the large solution space of scene configurations. The algorithm has two stages: • Clustering: It forms all possible higher-level structures (clusters) from lower-level entities by production rules and contextual relations. P+ (Cl|I) = Y v2 ClOR POR (Ar(v)) Y u,v2 ClAND PAND + (AG(u),AG(v)) Y v2 ClT PT (I(Av)) (3) • Sampling: It jumps between alternative structures (clusters) in each layer of the hierarchy to find the most probable configuration (represented by a parse tree). Q(pt⇤ |pt,I) = P+ (Cl⇤ |I) Y u2 ClAND,v2 ptAND PAND - (AG(u)|AG(v)). (4) Experiment andConclusion Segmentation precision compared with Hoiem et al. 2007 [1], Hedau et al. 2009 [2], Wang et al. 2010 [3] and Lee et al. 2010 [4] in the UIUC dataset [2]. Compared with other algorithms, our contributions are • AStochastic Scene Grammar (SSG) to represent the hierarchical structure of visual entities; • AHierarchical Cluster Sampling algorithm to performfast inference in the SSG model; • Richer structures obtained by exploring richer contextual relations. Website: http://www.stat.ucla.edu/ ybzhao/research/sceneparsing (b) Our result TEMP LATE DESIG N © 2008 www.PosterPresentations.com Image Parsing via Stochastic Scene Grammar Yibiao Zhao and Song-Chun Zhu University of California, Los Angeles Introduction This paper proposes a parsing algorithm for indoor scene understanding which includes four aspects: computing 3D scene layout, detecting 3D objects (e.g. furniture), detecting 2D faces (windows, doors etc.), and segmenting the background. The algorithm parse an image into a hierarchical structure, namely a parse tree. With the parse tree, we reconstruct the original image by the appearance of line segments, and we further recover the 3D scene by the geometry of 3D background and foreground objects. Bayesian Formulation o Sampling: It jumps between alternative structures (clusters) in each layer of the hierarchy to find the most probable configuration (represented by a parse tree). Stochastic Scene Grammar The grammar represents compositional structures of visual entities, which includes three types of production rules and two types of contextual relations: o Production rules: (i) AND rules represent the decomposition of an entity into sub-parts; (ii) SET rules represent an ensemble of visual entities; (iii) OR rules represent the switching among sub-types of an entity. o Contextual relations: between binding entities, such as hinged faces of a object or aligned boxes; (b) such as mutually exclusive boxes. Results Inference by Hierarchical Cluster Sampling Website: http://www.stat.ucla.edu/~ybzhao/research/sceneparsing 3D synthesis of novel views based on the parse tree The probability is defined on the Gibbs distribution: and the energy term is decomposed as three potentials: We define a posterior distribution for a solution (a parse tree) pt conditioned on an image I. This distribution is specified in terms of the statistics defined over the derivation of production rules. We design an efficient MCMC inference algorithm, namely Hierarchical cluster sampling, to search in the large solution space of scene configurations. The algorithm has two stages: o Clustering: It forms all possible higher-level structures (clusters) from lower- level entities by production rules and contextual relations. Experiment and Conclusion Segmentation precision compared with Hoiem et al. 2007 [1], Hedau et al. 2009 [2], Wang et al. 2010 [3] and Lee et al. 2010 [4] in the UIUC dataset [2]. Compared with other algorithms, our contributions are o A Stochastic Scene Grammar (SSG) to represent the hierarchical structure of visual entities; o A Hierarchical Cluster Sampling algorithm to perform fast inference in the SSG model; o Richer structures obtained by exploring richer contextual relations. (c) Original poster[35] Qiang et al. arXiv 2017
  • 39. Heuristic design exploration Alternative layouts can be proposed to the designer. Lots of low quality suggestions 12.3.2018 41 DesignScape
  • 40. Model-based UI optimization Models allow the computer to predict ‘good design’. Costly to set up optimization systems. 12.3.2018 42MenuOptimizer Bailly et al. UIST’13
  • 41.
  • 42. Interactive optimization Algorithms can nudge designers toward better designs and more diverse thinking. 12.3.2018 47
  • 43. Assessment: Algorithms that design Can generate good designs and show viable alternatives Interactive steering of the optimizer Only for initializing a design, not for updates/redesigns Limited scope (yet) Expensive to set up optimization systems No contact with user data 12.3.2018 48
  • 45. Self-designing interfaces Interfaces that initialize and update themselves as more data comes in… Rests on three pillars: 1. Inference (from data to models) 2. Search (from models to designs) 3. Prediction (from designs to people) Generat e Evaluat e Define
  • 46. Recommendation engines Recommend content based on inferred interest or preference. Only changes an isolated slot in the UI. 12.3.2018 51
  • 47. ‘Coadaptive user interfaces’ Interfaces that can fully reconfigure themselves taking into account how users will react to changes Requirements: 1. Models able to predict the effects of its actions: what happens when design changes 2. Algorithms operate in run-time 3. Fast inference of model parameters from empirical data 12.3.2018 52
  • 48. Ability-based optimization When model parameters can be obtained for a user group, an optimizer can differentiate designs. How to obtain parameters? 12.3.2018 53 Jokinen et al. IEEE Pervas Comp
  • 49. “Inverse modeling” Model parameters (θ) can be inferred from log data only using Bayesian optimization. Costly to run. 12.3.2018 54 Figure1. Thispaper studiesmethodology for inferenceof parameters of cognitivemodels from observational data in HCI. At thebottom of thefigure, wehavebehavioral data (orangehistograms), such astimes and targets of menu selections. At the top of the figure, a cognitive model generates simulated interaction data (blue histograms). In this models, it requiresnopredefinedspecification of the task solution, only theobjectives. Giventhose, andt straintsof thesituation, wecanusemachinelearning theoptimal behavior policy. However, achievingthei that isinferringtheconstraintsassumingthat thebeha optimal, isexceedingly difficult. Theassumptionsabo quality and granularity of previously explored meth thisinversereinforcement learningproblem[32, 39, 4 tobeunreasonablewhenoftenonly noisy or aggregat dataexists, suchasisoftenthecaseinHCI studies. Our application caseisarecent model of menu inter [13]. Themodel studiedherehaspreviously capture tationof searchbehavior, andconsequently changes completiontimes, invarioussituations[13]. Themodel parametricassumptionsabout theuser, for exampleab visual system (e.g., fixation durations), and uses rei ment learning to obtain abehavioral strategy suitabl particular menu. Theinverseproblem westudy is Kangasrääsiö et al. Proc. CHI 2017
  • 50. Co-adaptation Model-based optimizers learn parameters from data. Use models to predict the effects changes the UI 12.3.2018 55
  • 51. Browser-side ‘familiarization’1.Most-Encountered 2.Serial Position Curve 3.Visual Statistical Learning History earning 4.GenerativeModel of Positional Learning Original
  • 52. Server-side assortment UI optimization 12.3.2018 57 Objectives: Visual search time Exploratory behavior Design space: Swaps, replaces Contact with data: Attention/click data
  • 53. Demo
  • 54. Assessment: Self-designing UIs Initialization AND updating Graceful (conservative) evolution with data Still opaque systems: designers have little control (No evidence yet that this works) 12.3.2018 59
  • 56. Why computational design? 1. Increase efficiency, enjoyability, and robustness of interaction 2. Proofs and guarantees for designs 3. Boost user-centered design 4. Reduce design time of interfaces 5. Free up designers to be creative 6. Harness new technologies quicker
  • 58. Predictions that I like 1. Resources emerge that lower the entry barrier 2. Organizations that use computational design win competition 3. Collaborative AI helps novice designers to design better 4. Users start demanding algorithmic UIs 5. Some commonly used UIs become coadaptive 6. Interaction design as a field embraces computation 12.3.2018 63
  • 59. Hire top students from our classes SC5 workshop on ‘Designing with Models and Algorithms’ Check out our book Computational Interaction (Oxford U Press 2018) Email me for pointers: antti.oulasvirta@aalto.fi Send research topics to our course Join our CHI course or summer school

Notes de l'éditeur

  1. We used to think in terms of Define - Generate – Evaluate  Computational design thinking can be thought in terms of