My Current Projects
SUPPLE++: Automatically Generating User Interfaces Adapted To Users' Motor And Vision Capabilities
Most of today's GUIs are designed for the typical, able-bodied user;
atypical users are, for the most part, left to adapt as best they can,
perhaps using specialized assistive technologies as an aid. We have
developed an alternative
approach: SUPPLE++
automatically generates interfaces which are tailored to an
individual's motor capabilities and can be easily adjusted to
accommodate varying vision capabilities. SUPPLE++ models users' motor
capabilities based on a onetime motor performance test and uses this
model in an optimization process, generating a personalized
interface.
In a study comparing this approach to baseline interfaces, our results
show that users with motor impairments were much faster and strongly
preferred SUPPLE++ ability-based interfaces. Specifically,
motor-impared participants were 26.4% faster using interfaces
generated by SUPPLE++. They made 73% fewer errors, strongly preferred
those interfaces to the manufacturers' defaults, and found them more
efficient, easier to use, and much less physically tiring. These
findings indicate that rather than requiring some users with motor
impairments to adapt themselves to software using separate assistive
technologies, software can now adapt itself to the capabilities of its
users.
more >>
Mapping The Design Space Of Adaptive User Interfaces
For decades, researchers have presented different adaptive user
interfaces and discussed the pros and cons of adaptation on task
performance and satisfaction. Little research, however, has been
directed at isolating and understanding those aspects of adaptive
interfaces which make some of them successful and others not. We have
designed and implemented three adaptive graphical interfaces and
evaluated them in two experiments along with a nonadaptive
baseline. In this paper we synthesize our results with previous work
and discuss how different design choices and interactions affect the
success of adaptive graphical user interfaces.
more >>
This project is done in collaboration with the VIBE Group at Microsoft Research.
ARNAULD: Preference Elicitation For Interface Optimization

Recent years have revealed a trend towards
increasing use of optimization as a method for automatically designing
aspects of an interface's interaction with the user. In most cases,
this optimization may be thought of as decision-theoretic --
the objective is to minimize the expected cost of a user's
interactions or (equivalently) to maximize the user's expected
utility. While decision-theoretic optimization provides a powerful,
flexible, and principled approach for these systems, the quality of
the resulting solution is completely dependent on the accuracy of the
underlying utility or cost function. Unfortunately, determining the
correct utility function is a complex, time-consuming, and error-prone
task. While domainspecific learning techniques have been used
occasionally, most practitioners parameterize the utility function and
then engage in a laborious and unreliable process of hand-tuning. more >>
SUPPLE: Automatically Generating Adaptive User Interfaces

SUPPLE is an application and device-independent system, currently
under development at University of Washington, that automatically
generates user interfaces for a wide variety of display devices.
SUPPLE uses decision-theoretic optimization to render an interface
from an abstract functional specification and an interchangeable
device model. SUPPLE can use information from the user
model to automatically adapt user interfaces to different tasks
and work styles while also prividing extensive customization
mechanisms that allow for modifications to the appearance,
organization and navigational structure of the user interface.
more >>
My Past Projects
Alfred: End User Empowerment in Human Centered Pervasive Computing

Alfred is an electronic butler for Intelligent Environments.
Alfred allows an end user to "program" the system by telling it the name of a new
goal, demonstrating one or more plans for achieving that goal, and finally telling
the system the conditions under which it would prefer one plan to another.
Similarly, the user can name events that arise in the environment and tell the
system what goals should be posted when those events arise. Each of these steps
can be done by simple verbal commands or other natural forms of interaction.
End users, in effect, record "macros" which, are executed adaptively and reactively.
more >>
FIRE: The Friendly Information Retrieval Engine
 FIRE is a multimodal interface for
information retrieval deployed in the Intelligent Room at the MIT AI
Lab. FIRE extracts all the category terms related to the search query
and uses entropy to generate questions that would quickly allow the
user to disambiguate her query and arrive at a small set of relevant
documents. FIRE presents information over several large displays in
the Intelligent Room and supports both speech and gesture input for
more natural interaction.
more >>
Rascal: A High-Level Resource Manager For Smart Environments
 Rascal is a high-level resource management
system for the Intelligent Room Project, that addresses the problem of
the numerous applications competing for limited physical resources.
Rascal performs the service mapping and and uses constrained search
for arbitration among different requesters.
more >>
Projects I Contributed To
A comparison of area pointing and goal crossing for people with and without motor impairments
Prior work has highlighted the challenges faced by people with motor
impairments when trying to acquire on-screen targets using a mouse or
trackball. Two reasons for this are the difficulty of positioning the
mouse cursor within a confined area, and the challenge of accurately
executing a click. We hypothesize that both of these difficulties with
area pointing may be alleviated in a different target acquisition
paradigm called "goal crossing." In goal crossing, users do not
acquire a confined area, but instead pass over a target line. Although
goal crossing has been studied for able-bodied users, its suitability
for people with motor impairments is unknown. We conducted a study with 16
people, 8 of whom had motor impairments, using mice and trackballs to
do area pointing and goal crossing. Our results indicate that Fitts'
law models both techniques for both user groups. Furthermore, although
throughput for able-bodied users was higher for area pointing than for
goal crossing (4.72 vs. 3.61 bits/s), the opposite was true for users
with motor impairments (2.34 vs. 2.88 bits/s), suggesting that goal
crossing may be viable for them. However, error rates were higher for
goal crossing than for area pointing under a strict definition of
crossing errors (6.23% vs. 1.94%). Subjective results indicate a
preference for goal crossing among motor-impaired users. This work
provides the empirical foundation from which to pursue the design of
crossing-based interfaces as accessible alternatives to pointing-based
interfaces.
more >>
Opportunity Knocks: a System to Provide Cognitive Assistance with
Transportation Services

Opportunity Knocks (OK) is an automated transportation routing system,
whose goal is to improve the efficiency, safety and independence of
individuals with mild cognitive disabilities. OK is
implemented on a combination of a Bluetooth sensor beacon that
broadcasts GPS data, a GPRS-enabled cell-phone, and remote activity
inference software. The system uses a novel inference engine that does
not require users to explicitly provide information about the start or
ending points of their journeys; instead this information is learned
from users' past behavior.
more >>
Look-to-Talk:
A Gaze-Aware Interface in a Collaborative Environment

"Look-to-talk" is a gaze-aware interface for directing a spoken
utterance to a software agent in a multiuser collaborative
environment. Through a prototype and a Wizard-of-Oz (WOz) experiment,
we showed that "look-totalk" is indeed a natural alternative to speech
and other paradigms.
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