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Granting Non-AI Experts Creative Control Over AI SystemsMIchelle S. Lam · 2024Many harmful behaviors and problematic deployments of AI stem from the fact that AI experts are not experts in the vast array of settings where AI is applied. Non-AI experts from these domains hold promising potential to contribute their expertise and directly design the AI systems that impact them, but they face substantial technical and efort barriers. Could we redesign AI development tools to match the language of non-technical end users? My re­ search develops novel systems allowing non-AI experts to defne AI behavior in terms of interpretable, self-defned concepts. Mono­ lithic, black-box models do not yield such control, so we introduce techniques for users to create many narrow, personalized models that they can better understand and steer. We demonstrate the success of this approach across the AI lifecycle: from designing AI objectives to evaluating AI behavior to authoring end-to-end AI systems. When non-AI experts design AI from start to fnish, they notice gaps and build solutions that AI experts could not—such as creating new feed ranking models to mitigate partisan animosity, surfacing underreported issues with content moderation models, and activating unique pockets of LLM behavior to amplify their personal writing style. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation on the frst page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). UIST Adjunct ’24, October 13–16, 2024, Pittsburgh, PA, USA © 2024 Copyright held by the owner/author(s). ACM ISBN 979-8-4007-0718-6/24/10 [https://doi.org/10.1145/3672539.3686714](https://doi.org/10.1145/3672539.3686714)
Designing Responsible AI: Adaptations of UX Practice to Meet Responsible AI ChallengesQiaosi Wang∗ · 2023Technology companies continue to invest in eforts to incorporate responsibility in their Artifcial Intelligence (AI) advancements, while eforts to audit and regulate AI systems expand. This shift towards Responsible AI (RAI) in the tech industry necessitates new practices and adaptations to roles—undertaken by a variety of prac­ titioners in more or less formal positions, many of whom focus on the user-centered aspects of AI. To better understand practices at the intersection of user experience (UX) and RAI, we conducted an interview study with industrial UX practitioners and RAI subject matter experts, both of whom are actively involved in addressing RAI concerns throughout the early design and development of new AI-based prototypes, demos, and products, at a large technology company. Many of the specifc practices and their associated chal­ lenges have yet to be surfaced in the literature, and distilling them ofers a critical view into how practitioners’ roles are adapting to meet present-day RAI challenges. We present and discuss three emerging practices in which RAI is being enacted and reifed in UX practitioners’ everyday work. We conclude by arguing that the emerging practices, goals, and types of expertise that surfaced in our study point to an evolution in praxis, with associated challenges that suggest important areas for further research in HCI. CCS CONCEPTS • Human-centered computing → Empirical studies in HCI;
Tracing and Visualizing Human-ML/AI Collaborative Processes through Artifacts of Data WorkJen Rogers · 2023Automated Machine Learning (AutoML) technology can lower bar- riers in data work yet still requires human intervention to be func- tional. However, the complex and collaborative process resulting from humans and machines trading off work makes it difficult to trace what was done, by whom (or what), and when. In this research, we construct a taxonomy of data work artifacts that captures Au- toML and human processes. We present a rigorous methodology for its creation and discuss its transferability to the visual design process. We operationalize the taxonomy through the development of AutoML Trace a visual interactive sketch showing both the con- text and temporality of human-ML/AI collaboration in data work. Finally, we demonstrate the utility of our approach via a usage sce- nario with an enterprise software development team. Collectively, our research process and findings explore challenges and fruitful avenues for developing data visualization tools that interrogate the sociotechnical relationships in automated data work. Availability of Supplemental Materials: https://osf.io/3nmyj/ ?view_only=19962103d58b45d289b5c83421f48b36 This work is licensed under a Creative Commons Attribution International 4.0 License. CHI ’23, April 23–28, 2023, Hamburg, Germany © 2023 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-9421-5/23/04. https://doi.org/10.1145/3544548.3580819 CCS CONCEPTS • Human-centered computing →Visualization theory, concepts and paradigms; • Computing methodologies →Artificial intelli- gence.
How Designers Find Their Ways in Shaping Algorithmic SystemsJeremie Poiroux · 2022Digital products and services now commonly include algorithmic personalization or recommendation features. This has raised concerns of reduced user agency and their unequal treat- ment. Previous research hence called for increasing the participation of, among others, designers in the development of these features. To achieve this, researchers have suggested the development of better educational material and tools to enable prototyping with data and machine learning models. However, previous studies also suggest designers may find other ways to impact the development and implementation of such features, for instance through collaboration with data scientists. We build on that line of inquiry, through 19 in-depth interviews with designers working in small to large international companies to investigate how they actually intervene in shaping products includ- ing algorithmic features. We outline how designers intervene at different levels of the algorithmic systems: at a technical level, for instance by providing better input data ; at an interface or infor- mation architecture level, sometimes circumventing algorithmic discussions ; or at a organizational level, re-centering the outcome of algorithmic systems around product-centric questions. Building upon these results, we discuss how supporting designers engagement and influence on algorithmic systems may not only be a problem of technical literacy and adequate tooling. But that it may also involve a better awareness of the power of interface work, and a stronger negotiation skills and power literacy to engage in strategic discussions. Key Words: Agency, Artificial intelligence, Interventions, Machine learning, Design, User expe- rience, Algorithmic systems (2024) 33:173–204 J´er´emie Poiroux et al.
Identifying the Intersections: User Experience + Research Scientist Collaboration in a Generative Machine Learning InterfaceClaire Kayacik, Sherol Chen et al. · 2019Creative generative machine learning interfaces are stronger when multiple actors bearing different points of view actively contribute to them. User experience (UX) research and design involvement in the creation of machine learning (ML) models help ML research scientists to more effectively identify human needs that ML models will fulfill. The People and AI Research (PAIR) group within Google developed a novel program method in which UXers are embedded into an ML research group for three months to provide a human-centered perspective on the creation of ML models. The first full-time cohort of UXers were embedded in a team of ML research scientists focused on deep generative models to assist in music composition. Here, we discuss the structure and goals of the program, challenges we faced during execution, and insights gained as a result of the process. We offer practical suggestions Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the owner/author(s). CHI’19 Extended Abstracts, May 4–9, 2019, Glasgow, Scotland UK © 2019 Copyright held by the owner/author(s). ACM ISBN 978-1-4503-5971-9/19/05. https://doi.org/10.1145/3290607.3299059 CHI 2019 Case Study CHI 2019, May 4–9, 2019, Glasgow, Scotland, UK CS09, Page 1 for how to foster communication between UX and ML research teams and recommended UX design processes for building creative generative machine learning interfaces. CCS CONCEPTS • Human-centered computing; • Human computer interaction; • Interaction paradigms; • Collaborative interaction;
COLLABORATIVE EMOTIONAL MAPPING AS A TOOL FOR URBAN MOBILITY PLANNING2021In this article, we present a framework to collect and represent people’s emotions, considering the urban mobility context of Curitiba. As a procedure, we have interviewed individuals during an intermodal challenge. The participants have described their experiences of urban mobility while using different transport modes. We have we used emojis as graphic symbols representing emotional data, once it is a modern language widely incorporated in everyday life as well as evokes a natural emotional association with the data we collected. We built an online geoinformation solution for visualising the emotional phenomenon. As a result, we found that the proposed methodology captures environmental factors as well as specific urban features triggering positive and negative/neutral emotions. Therefore, we validated the methodology of collaborative emotional mapping through volunteered geographic information, collecting and representing emotions on maps through emojis. Thus, here we argue this is a valid way to represent emotions and incorporate a modern language to maps. Based on the results and broader literature, we affirm this is a valuable alternative to increase knowledge about cities, once mapping emotions could assist urban planners in identifying variables, generating positive and negative feelings over the city space, which drives urban planning within a citizen-centred perspective.
Article Methodologies of Learning Served by Virtual Reality: A Case Study in Urban InterventionsRicardo Torres-Kompen, David Fonsec · 2019A computer-simulated reality and the human-machine interactions facilitated by computer technology and wearable computers may be used as an educational methodology that transforms the way students deal with information. This turns the learning process into a more participative and active process, which fits both the practical part of subjects and the learner’s profile, as students nowadays are more technology-savvy and familiar with current technological advances. This methodology is being used in architectural and urbanism degrees to support the design process and to help students visualize design alternatives in the context of existing environments. This paper proposes the use of virtual reality (VR) as a resource in the teaching of courses that focus on the design of urban spaces. A group of users—composed of architecture students and professionals related to the architecture field—participated in an immersing VR experience and had the opportunity to interact with the space that was being redesigned. Later, a quantitative tool was used in order to evaluate the effectiveness of virtual systems in the design of urban environments. The survey was designed using as a reference the competences required in the urbanism courses; this allowed the authors to identify positive and negative aspects in an objective way. The results prove that VR helps to expand digital abilities in complex representation and helps users in the evaluation and decision-making processes involved in the design of urban spaces.
Virtual Urbanism: A User-Centered ApproachMónica V. Sánchez-Sepúlveda, David Fonseca-Escudero et al. · 2019The cities in which we live are changing rapidly, presenting the scenery to debate future visions of transformative designs and its impact on the city. The decisive influence of new technologies is important for the generation of a new reality from the economic, social and urban point of view. It is a challenge for organizations and society to question the status quo and experiment often. To take advantage of the changes and opportunities offered by the inclusion of digital technologies, accommodation of the digital transformation into the visualization of Urbanism is required. The interests of citizens are coming to the forefront nowadays with the awareness that a livable city does not only consist of good infrastructure and sustainable energy supply but also citizen input and feedback. The main goal of the paper is to present the use of digital transformation in processes of urban design through Virtual Reality in which specialized users can analyze, represent and transmit ideas, problems and solutions for the design of urban space. The hypothesis is based on demonstrating the following two statements: (1) the implementation of virtual gamified strategies in the field of urban design helps to critically evaluate the result of urban design, make decisions and understand the location conditions, dimensions and relationships of urban spaces thanks to enhanced visual technologies. (2) The interactive Virtual Reality system helps for the understanding of three-dimensional space and the human scale immersive perception in Virtual Reality could be a tool to defend the arguments of urban projects. The urban project we work on, promoted by the Barcelona City Council, aims to generate spaces that are designed to meet the needs of the users. The spaces are modeled virtually, intended to be an accessible environment where users (professionals related to the construction and design field) can interact –play– with, to recreate new spaces. These spaces are meant to have maximum realism, including the materials, textures, movements, and even sounds of the environment. The system is tested on the Barcelona Building Construmat Fair using a quantitative method. The data obtained from the assessment exemplify the effectiveness of virtual systems on the urban design process. The results obtained from inquiries to 79 citizens –specialized in the construction and design field –, showed that it is possible to empower Digital Transformation as Virtual Reality systems increase th
Interactive architectural approach (interactive architecture): An effective and adaptive process for architectural designMojtaba Parsaee, Parinaz Motealleh et al. · 2015This research attempts to offer a new approach for architectural design process that the concepts of interaction and multi-relations are being achieved through it. This approach, which is identified as an interactive architecture, suggests a process that a dynamic and mutual relation will create among all factors and parameters of design and the effects of each factor or parameters on final design will be considered. In fact, the main axis of the suggested approach is comprehensive interaction with all various aspects of design, since the design problems have multi-aspects, mostly. Thus, the final design will be resulted based on these mutual relations and it is a production which will have a maximum and optimum adaption with all factors and parameters. What makes this atti- tude more significant and crucial is the chaotic situation that is produced in architecture and urban designing of most cities especially in developing countries and leads to lack of identity in these cities. So, the interactive approach can be able to eliminate the challenges and create the fields of sustain- able architecture and urban development through an effective method. However, this process encounters to some constraints and challenges along with some potentials which are discussed in this essay. The research method is analytical-interpretative and based on qualitative analyses. ª 2015 The Authors. Production and hosting by Elsevier B.V. on behalf of Housing and Building National Research Center. This is an open access article under the CC BY-NC-ND license (http:// creativecommons.org/licenses/by-nc-nd/4.0/).
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