Krzysztof Gajos

Projects


 

Current and Future Projects

Incorporating Rich User Feedback Into Interactive Machine Learning Applications

Successful interactive machine learning systems need to generalize robustly from a very small number of examples. This poses challenges for most machine learning algorithms, which typically only solicit labels from the users while ignoring any additional explanations users might be willing to provide to explain their choices. Several projects have shown that incorporating richer feedback---that captures the user's rationale---leads to faster and more generalizable learning. So far, this feedback has been limited to feature relevance. Is this the best or the only type of rich feedback we can elicit from users?

The results of our preliminary study shows that people naturally provide several other types of feedback to explain their decisions and that those other types of feedback have an even stronger positive impact on the predictive accuracy of machine learning algorithms than feature relevance. These results will impact both the algorithm and the interaction design for interactive machine learning systems.


Controlling Complex Applications with a Brain-Computer Interface

Brain-Computer Interfaces (BCIs) have the potential to enable paralyzed people to continue to communicate and control their environment even if they lack voluntary control over any muscle in their bodies. Last few decades saw a lot of progress in how quickly and how robustly people can transmit information through such interfaces. Relatively little effort, however, went into designing BCI-controlled applications. Because BCIs have very different properties from any of our current input devices, efficient BCI-mediated control of complex applications will require rethinking of all the basic user interface building blocks.

We have implemented our own p300 speller (see another group's explanation) -- a very successful EEG-based text entry application. We are now about to start exploring approaches to p300-based control of more complex interactions. This is a fascinating upcoming project that requires a combination of signal processing, machine learning, and interaction design.


Ability-Based User Interfaces

Krzysztof Z. Gajos, Jacob O. Wobbrock (UW), Jing Jing Long (UW), and Daniel S. Weld (UW)

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: our ABILITY MODELER uses a one-time motor performance test to build a personalized model of a person's motor abilities and SUPPLE automatically generates interfaces which are tailored to an individual's motor capabilities and which can be easily adjusted to accommodate varying vision capabilities.

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.
[Related papers][SUPPLE Project web site]


Exploring The Design Space Of Adaptive User Interfaces

Krzysztof Z. Gajos, Katherine Everitt (UW), Mary Czerwinski (MSR), Desney S. Tan (MSR) and Daniel S. Weld (UW)

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 conducted several laboratory studies to systematically isolate some of the design and contextual factors that affect the impact of adaptation on users' performance and satisfaction.
[Related papers]


Past Projects

Crossing-Based User Interfaces

Jacob O. Wobbrock (UW) and Krzysztof Z. Gajos

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. In our study, participants with motor impairments were faster with and preferred goal-crossing to area pointing. This work provides the empirical foundation from which to pursue the design of crossing-based interfaces as accessible alternatives to pointing-based interfaces.
[Related papers][Project web site]


ARNAULD: Preference Elicitation For Interface Optimization

Krzysztof Z. Gajos and Daniel S. Weld (UW)

ARNAULD Project 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.
[Related papers][Project web site]


SUPPLE: Automatically Generating User Interfaces

Krzysztof Z. Gajos, Raphael Hoffmann (UW), David Christianson (UW), Anthony Wu (UW), Kiera Henning (UW), Jing Jing Long (UW), and Daniel S. Weld (UW)

SUPPLE Project SUPPLE is an application- and device-independent system 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.
[Related papers][Project web site]


Exploring Opportunities for Intelligent Interfaces Aiding Healthcare in Low-Income Countries

Brian DeRenzi (UW), Krzysztof Z. Gajos, Tapan S. Parikh (UC Berkeley), Neal Lesh (D-Tree International), Marc Mitchell (D-Tree International), and Baetano Borriello (UW)

Child mortality is one of the most pressing health concerns almost 10 million children die worldwide each year before reaching their fifth birthday, mostly in low-income countries. To aid overburdened and undertrained health workers the World Health Organization (WHO) and United Nations Children's Fund (UNICEF) have developed clinical guidelines, such as the Integrated Management of Childhood Illness (IMCI) to help with the classification and treatment of common childhood illness. To help with deployment, we have developed an electronic version (e-IMCI) that runs on a PDA. From July to September 2007, we ran a pilot of e-IMCI in southern Tanzania. The system guides health workers step-by-step through the treatment algorithms and automatically calculates drug doses. Our results suggest that electronic implementations of protocols such as IMCI can reduce training time and improve adherence to the protocol. They also highlight several important challenges including varying levels of education, language and expertise, which could be most adequately addressed by implementing novel intelligent user interfaces and systems.
[Related papers]


Opportunity Knocks: a System to Provide Cognitive Assistance with Transportation Services

Donald J. Patterson (UW), Lin Liao (UW), Krzysztof Gajos, Michael Collier (UW), Nik Livic (UW), Katherine Olson (UW), Shiaokai Wang (UW), Dieter Fox (UW), and Henry Kautz (UW)

Opportunity Knocks 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.
[Related papers]


Alfred: End User Empowerment in Human Centered Pervasive Computing

Krzysztof Z. Gajos, Harold Fox (MIT), and Howard Shrobe (MIT)

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.
[Related papers]


Look-to-Talk: A Gaze-Aware Interface in a Collaborative Environment

Alice Oh (MIT), Harold Fox (MIT), Max Van Kleek (MIT), Aaron Adler (MIT), Krzysztof Gajos, Louis-Philippe Morency (MIT), and Trevor Darrell (MIT)

Loot To Talk "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.
[Related papers]


FIRE: The Friendly Information Retrieval Engine

Krzysztof Z. Gajos, Ajay Kulkarni (MIT), and Howard Shrobe (MIT)

FIRE 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.
[Related papers]


Rascal: A High-Level Resource Manager For Smart Environments

Krzysztof Gajos, Luke Weisman (MIT), Howard Shrobe (MIT)

Rascal 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.
[Related papers]


This page was last modified on November 18, 2009.