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Query: Brunskill_E* Results: 4 Sorted by: Date  Comments?
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Toward a Learning Science for Complex Crowdsourcing Tasks Complex Tasks and Learning in Crowdsourcing / Doroudi, Shayan / Kamar, Ece / Brunskill, Emma / Horvitz, Eric Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2623-2634
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Summary: We explore how crowdworkers can be trained to tackle complex crowdsourcing tasks. We are particularly interested in training novice workers to perform well on solving tasks in situations where the space of strategies is large and workers need to discover and try different strategies to be successful. In a first experiment, we perform a comparison of five different training strategies. For complex web search challenges, we show that providing expert examples is an effective form of training, surpassing other forms of training in nearly all measures of interest. However, such training relies on access to domain expertise, which may be expensive or lacking. Therefore, in a second experiment we study the feasibility of training workers in the absence of domain expertise. We show that having workers validate the work of their peer workers can be even more effective than having them review expert examples if we only present solutions filtered by a threshold length. The results suggest that crowdsourced solutions of peer workers may be harnessed in an automated training pipeline.

Interface Design Optimization as a Multi-Armed Bandit Problem Making Interfaces Work for Each Individual / Lomas, J. Derek / Forlizzi, Jodi / Poonwala, Nikhil / Patel, Nirmal / Shodhan, Sharan / Patel, Kishan / Koedinger, Ken / Brunskill, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4142-4153
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Summary: "Multi-armed bandits" offer a new paradigm for the AI-assisted design of user interfaces. To help designers understand the potential, we present the results of two experimental comparisons between bandit algorithms and random assignment. Our studies are intended to show designers how bandits algorithms are able to rapidly explore an experimental design space and automatically select the optimal design configuration. Our present focus is on the optimization of a game design space. The results of our experiments show that bandits can make data-driven design more efficient and accessible to interface designers, but that human participation is essential to ensure that AI systems optimize for the right metric. Based on our results, we introduce several design lessons that help keep human design judgment in the loop. We also consider the future of human-technology teamwork in AI-assisted design and scientific inquiry. Finally, as bandits deploy fewer low-performing conditions than typical experiments, we discuss ethical implications for bandits in large-scale experiments in education.

Towards automatic experimentation of educational knowledge Games and education / Liu, Yun-En / Mandel, Travis / Brunskill, Emma / Popovic, Zoran Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.3349-3358
ACM Digital Library Link
Summary: We present a general automatic experimentation and hypothesis generation framework that utilizes a large set of users to explore the effects of different parts of an intervention parameter space on any objective function. We also incorporate importance sampling, allowing us to run these automatic experiments even if we cannot give out the exact intervention distributions that we want. To show the utility of this framework, we present an implementation in the domain of fractions and numberlines, using an online educational game as the source of players. Our system is able to automatically explore the parameter space and generate hypotheses about what types of numberlines lead to maximal short-term transfer; testing on a separate dataset shows the most promising hypotheses are valid. We briefly discuss our results in the context of the wider educational literature, showing that one of our results is not explained by current research on multiple fraction representations, thus proving our ability to generate potentially interesting hypotheses to test.

Designing mobile interfaces for novice and low-literacy users / Medhi, Indrani / Patnaik, Somani / Brunskill, Emma / Gautama, S. N. Nagasena / Thies, William / Toyama, Kentaro ACM Transactions on Computer-Human Interaction 2011-04 v.18 n.1 p.2
ACM Digital Library Link
Summary: While mobile phones have found broad application in bringing health, financial, and other services to the developing world, usability remains a major hurdle for novice and low-literacy populations. In this article, we take two steps to evaluate and improve the usability of mobile interfaces for such users. First, we offer an ethnographic study of the usability barriers facing 90 low-literacy subjects in India, Kenya, the Philippines, and South Africa. Then, via two studies involving over 70 subjects in India, we quantitatively compare the usability of different points in the mobile design space. In addition to text interfaces such as electronic forms, SMS, and USSD, we consider three text-free interfaces: a spoken dialog system, a graphical interface, and a live operator.
    Our results confirm that textual interfaces are unusable by first-time low-literacy users, and error prone for literate but novice users. In the context of healthcare, we find that a live operator is up to ten times more accurate than text-based interfaces, and can also be cost effective in countries such as India. In the context of mobile banking, we find that task completion is highest with a graphical interface, but those who understand the spoken dialog system can use it more quickly due to their comfort and familiarity with speech. We synthesize our findings into a set of design recommendations.