Module 4: Mixed-Initiative Systems — Raw Notes

This one is about how the user actually interacts with the system once it's running.


Four ways users hit AI

Ways AI shows up in an interface:

  • Augmentation — amplifies human capability. Ex: autocorrect lets you type faster despite errors.
  • Dialogue — back-and-forth to reach a goal. Ex: user clicks a system suggestion, or speaks to an assistant.
  • Monitoring — system watches in background, acts when conditions hit. Ex: gesture detection, smart home temp/humidity triggers.
  • Recommendations — system proposes songs, routes, decisions. Ex: playlists, map routes.

The four classic interaction styles

Before direct manipulation, these were the options. Still relevant because mixed-initiative builds on top of them.

Command entry

  • Syntax-based. Terminal, spreadsheets, spoken command interfaces.
  • Vi example: modal editor. Command mode (h,j,k,l, gg, G, 2j) vs insert mode. : for line commands (:w test.txt).
  • Heavily recall-based.
  • Fast for experts, brutal learning curve.

Menus

  • Tree of discoverable commands.
  • Desktop: hierarchical linear pull-downs (Edit → …).
  • Pen tablets: pie menus, but max ~6–8 slices or error rate spikes.
  • Mobile: full-screen hierarchical lists (Settings).
  • Supposedly easy for lay users, horrible in general.

Forms

  • Fields + options. Fill in any order, commit with OK/Submit/Back/Cancel.
  • Ex: word processor layout adjustment panel.
  • Sigh...

Direct manipulation

Shneiderman's principle that underpins GUIs.

Original3 properties (1982):

  • Visible objects/actions of interest.
  • Rapid, reversible, incremental actions.
  • Pointing instead of typed commands.

Updated (2010):

  • Continuous representations + meaningful visual metaphors.
  • Physical actions or labelled button presses, not complex syntax.
  • Rapid, reversible, incremental actions; effects visible immediately.

Why it works

  • Recognition > recall. You see the icon and remember what dragging it to bin does. No need to remember rm file.txt.
  • Leverages metaphors (desktop, bin) even if dated.
  • Deleting a file by dragging to bin = textbook example.

Distance and engagement

  • Distance = mental effort to map your goal to an action and read the result.
  • Engagement = locus of control. You feel like you're operating the system, not begging a middleman.

Mixed-initiative interface

GUI that couples direct manipulation with an automated service. Both user and system can take initiative.

Basic cross-cuts:

  • Utility — only automate if it adds real value over pure direct manipulation.
  • Balance — weigh utility against interruption cost.
  • Control — user can override, dismiss, or adjust automation manually.
  • Uncertainty — system never fully knows user intent; design for that.

Horvitz 1999 principles

Three groups of design rules for mixed-initiative systems.

Value and uncertainty

  • Only automate if the non-automated path is worse.
  • Account for uncertainty in user goals (input is noisy, humans make mistakes/slips).
  • Compute ideal action under cost/benefit/uncertainty. Sometimes doing nothing wins.
  • Use dialogue to resolve key uncertainties, but factor in interruption cost.

Prioritise the user

  • Check user attention state before interrupting.
  • Let user directly invoke or kill automation. System won't always know when to start.
  • Minimise cost of bad guesses: easy dismiss, minimal disruption, auto-timeout.
  • Reduce precision/scope when uncertainty is high (do less automation rather than guess wrong).

System refinement

  • Let user refine or complete something the system started.
  • Interruptions should be socially appropriate.
  • Keep working memory of recent interactions (refer back to prior objects/actions).
  • Keep learning from observation.

Example: Eager (Cypher, 1991)

Programming by example at Apple. System watches user actions, induces a program from repetition.

Scenario: user building a numbered list by copying topics from messages:

  1. Types 1.
  2. Goes to message, copies topic, pastes.
  3. Types 2., repeat.
  4. Eager detects loop and pops an icon showing predicted next step.
  5. User clicks icon when they agree it's right → triggers automation.
  6. If user does something unexpected, Eager revises or abandons the guess.

Why it matters

  • No explicit "Did you mean X?" interruption.
  • Prediction shown silently; user owns the decision to engage.
  • Macro alternative is rigid: records literal coordinates, breaks if icon moves. Eager generalizes.

Alignment, gulfs, and dialogue

User and AI need shared goals. Sounds obvious but it's hard.

Gulf of execution — user knows desired state but not what action gets there. Gulf of evaluation — user performed an action but can't tell if system is now in desired state eg. lazy logging.

Referenced sources

4.4 Direct manipulation

  • Shneiderman, B. (1982). The future of interactive systems and the emergence of direct manipulation. Behaviour & Information Technology 1(3): 237-256.
  • Shneiderman, B., & Plaisant, C. (2010). Designing the User Interface: Strategies for Effective Human-Computer Interaction. Pearson.

4.5 Mixed-initiative interface

  • Horvitz, E. (1999). "Principles of mixed-initiative user interfaces." Proceedings of the SIGCHI conference on Human Factors in Computing Systems.

4.8 Teaming, partnerships and cooperative AI

  • Bansal, G., Nushi, B., Kamar, E., Weld, D.S., Lasecki, W.S. and Horvitz, E., (2019,). Updates in human-AI teams: Understanding and addressing the performance/compatibility tradeoff. In Proceedings of the AAAI Conference on Artificial Intelligence (Vol. 33, No. 01, pp. 2429-2437).