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    1. Formal models of computation are suitable for describing discrete, moded dialogues. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      gimme some software concepts that are color coded and categories

    2. Employing dialogue to resolve key uncertainties: If the system is uncertain about the user's intent, the system should ask the user after having considered the cost of interrupting the user. While ambiguities can be resolved via dialogue, this principle warns against always asking the user: Every interaction bears a cost (e.g., time and effort) that should be factored in when deciding whether and when to engage in dialogue.

      most interesting 2-line segments

    3. Users are 'architects' of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      most interesting 2-line segments

    4. This broad definition has several immediate and important consequences for HCI. First, dialogue, as a form of interaction, is not limited to speech and language even though this is often our first interpretation of the term "dialogue."

      sentences 12 through 21

    5. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are "architects" of their environments, as Kirsh put it. For example, users may change the settings to turn on or off a function or change the way it behaves. They also choose the applications they use. Such tailoring behaviors are not explained by Norman's intention–action–response–interpretation–evaluation cycle.

      highlight passages that discuss the downsides of Norman's model

    6. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work. Via exploration, they also learn about their own abilities in using them. Consider the first time you launch an application; you probably try out various actions to see what happens. Kirsh argued that the discoverability of such options is as important as their visibility; however, discoverability is not covered well by Norman's theory.

      highlight passages that discuss the downsides of Norman's model

    7. The modelling subscribes to a linear account of the cognitive mechanism, going from goals to actions and back. However, according to current understanding in cognitive sciences, the picture is more complicated. One thing that is missing is an account of how beliefs about the computer are formed and updated and how they drive action specification. The current understanding is that users form internal models that predict how their actions produce perceived outputs, and they learn to minimize prediction errors. This explains why people explore interfaces (to develop better internal models) and why, eventually, they no longer need to compare outcomes against goals. Moreover, the model was initially used in a weak, heuristic sense and did not converge with efforts to implement interactive systems.

      highlight passages that discuss the downsides of Norman's model

    8. One thing that is missing is an account of how beliefs about the computer are formed and updated and how they drive action specification. The current understanding is that users form internal models that predict how their actions produce perceived outputs, and they learn to minimize prediction errors.

      I want to highlight things that are novel (not simply tool stuff)

    9. both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message.

      I want to highlight things that are novel (not simply tool stuff)

    10. Employing socially appropriate behaviors for agent–user interaction: Any interruptions by a system should be compatible with the social expectations of the user being interrupted and offered automated services. For example, social media feeds may integrate AI-generated and human-generated content without disclosing the source.

      Highlight all the sentences that mention Artificial Intelligence

    11. Mixed-initiative interaction is the idea of organizing interaction in dialogue where both the computer and the human can take initiative. Unlike in the case of an FSM, the computing system can take action without a command from the user; the initiative is mixed.

      Highlight all the sentences that mention Artificial Intelligence

    12. Liu and Chilton [488] noted that interaction with such models faces a dilemma. While it is possible to input anything as a prompt to such models, users must "engage in bruteforce trial and error with the text prompt when the result quality is poor." The challenge here is sometimes described as prompt engineering—the search for prompts that give the output the user finds adequate for the task.

      Highlight all the sentences that mention Artificial Intelligence

    13. New ways of interacting that rely on dialogue keep emerging; at the time of writing this book (early 2020s), large language models such as ChatGPT and Google Bard are making the headlines daily. The interaction with such models is primarily done through text prompts to which the model replies.

      Highlight all the sentences that mention Artificial Intelligence

    14. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are "architects" of their environments, as Kirsh put it.

      I want to highlight things that are novel (not simply tool stuff)

    15. Code-switching refers to a switch in language to match the capabilities of the communication partner... Such differences are important because depending on the communication context, people will have different expectations and styles they use in dialogue with a computer.

      I want to highlight things that are novel (not simply tool stuff)

    16. Consistency: Are the same actions available, and do they have the same consequences across similar states? Dialogue length: How many turns are needed to get from the initial state to the end state? Number of choices: The number of options available to the user is a predictor of choice reaction time. Error recovery cost: If an error is made, how many turns are needed to recover from it? Connectedness: Can final states be reached from all initial states? Strong connectedness: Can final states be reached from all initial states via a particular action? Reversibility: Can the effect of a given action be reversed in one action?

      gimme some software concepts that are color coded and categories

    17. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets. These models can be expressed with formal languages, including context-free grammars and graphs, and they can be implemented in event handlers in user interface (UI) software.

      gimme some software concepts that are color coded and categories

    18. An FSM is a tuple (Σ, S,s0, δ, F), where: • Σ is the input, that is, a finite set of symbols; • S is a finite set of states or modes; • s0 ∈ S is the initial state; • δ is the state transition function δ : S × Σ→S; • F is the set of final states, that is, a subset of S.

      gimme some software concepts that are color coded and categories

    19. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      Highlight sentences that give a definition of a concept.

    20. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context. The act aims to get the other partner to do or understand something. This understanding then forms the context within which the other partner takes their turn.

      Highlight sentences that give a definition of a concept.

    21. Dialogue is about the organization of communication as a series of turns between communication partners. The core elements of dialogue are communication turns, the communication context, and turn interpretation. Dialogue interaction includes speech-based and graphical interactions. Dialogue can be understood as computation, goal-directed action, communication, or embodied action.

      highlight the key concepts in this paper

    22. Kirsh argued that we are not just passively reacting to computer-generated options. If we look at interaction at a higher level, beyond a single action, we see that users are also actively influencing their environments. Users are 'architects' of their environments, as Kirsh put it.

      highlight the key concepts in this paper

    23. Kirsh points out that Norman's model makes an unrealistic assumption: The user is assumed to know the environment and its options and is merely picking an option. In practice, we do not always know what the options mean or even what options are available. Kirsh argued that users need to actively explore interfaces to become aware of the available functions and how they work.

      highlight the key concepts in this paper

    24. Mixed-initiative interaction is the idea of organizing interaction in dialogue where both the computer and the human can take initiative. Unlike in the case of an FSM, the computing system can take action without a command from the user; the initiative is mixed.

      highlight the key concepts in this paper

    25. Robustness refers to the communication partners' ability to achieve shared understanding even in light of misunderstandings and other unanticipated troubles.

      highlight the key concepts in this paper

    26. Human–machine interaction, according to Suchman, is similar to but different from human–human dialogue. It is similar in the sense that people pursue a shared understanding: They actively work to make themselves understood. It is different in the sense that the communication abilities of computers are limited, which requires humans to adapt.

      highlight the key concepts in this paper

    27. A mode refers to the variation in the interpretation of a user's input according to an internal state. In a modeless dialogue, all inputs are possible in all states and their interpretation is always the same.

      highlight the key concepts in this paper

    28. Dialogue can be described using models of computation from computer science. Such models include finite state machines (FSMs), pushdown automata, and Petri nets.

      highlight the key concepts in this paper

    29. Affordance, which we discussed in Chapter 3, refers to how well users can interpret what actions are possible with a widget. Visibility is a handy related concept in design that underlies direct manipulation interfaces.

      highlight the key concepts in this paper

    30. Norman offered two central concepts to help us understand these cognitive efforts: the gulf of execution and the gulf of evaluation. These two concepts describe inferential breakpoints for users seeking to express their intentions and interpret feedback from the system, respectively.

      highlight the key concepts in this paper

    31. A significant early theory of dialogue interaction is the seven-stage model of Norman [600]. It considers interaction as goal-directed, turn-based dialogue.

      highlight the key concepts in this paper

    32. both the computer and the user may have initiative. For example, a pop-up window can be presented to confirm a risky selection. When there is a misunderstanding about the context of the dialogue, errors may happen, and the partners must recover from them.

      highlight the key concepts in this paper

    33. both the computer and the human participate in establishing a shared context. The computer does not simply receive a message; it also communicates the effects of that message. Therefore, the design of feedback, affordances, and cues is central to dialogue-based interaction.

      highlight the key concepts in this paper

    34. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context.

      highlight the key concepts in this paper

    35. Dialogue can be understood as computation, goal-directed action, communication, or embodied action. Each perspective provides specific methods for the analysis and design of dialogue.

      Highlight the sentences that capture the main point of this chapter

    36. The key idea in the dialogue view of interaction is the organization of communication as a series of turns. Dialogue evolves through communication turns between two or more partners. In one turn, an appropriate communication act is made by one partner based on the communication context. The act aims to get the other partner to do or understand something. This understanding then forms the context within which the other partner takes their turn.

      Highlight the sentences that capture the main point of this chapter

    1. TAM posits that the intention to adopt a particular technology is driven by two kinds of perceptions: (1) how easy it is to use a system and (2) how useful it will be to use it [180]. Furthermore, the perceived ease of use affects the perceived usefulness: If technology is hard to use, it is less useful.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    2. it is perfectly possible to have a program which is structured, modular, readable, flexible, self-documenting, maintainable, which performs its specified function, and which is a source of constant frustration and irritation to its users.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    3. The theory of task–technology fit (TTF) can illuminate what users consider useful and how this affects their decision to adopt a particular technology. TTF refers to the ability of technology to support a task [197]. The capabilities of the technology should match the demands of the task and the skills of the individual; in this case, the fit is perfect.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    4. Users actively repurpose tools to make them more personally usable and relevant. Design should support such repurposing. For example, Renom et al. [696] conducted a study on text editing using a novel user interface. They found that exploration and technical reasoning facilitate creative tool use.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    5. One prominent definition of accessibility is given by ISO 9241-171, which defines it as 'the usability of a product, service, environment or facility by people with the widest range of capabilities.'

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    6. Acceptability has two main dimensions [591]. The first dimension, practical acceptability, includes costs, the reliability of the interactive system, and its compatibility with other systems. The perceptions of utility and usability may also influence the judgment of practical acceptability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    7. ISO 9241-11 definition... defines usability as the 'extent to which a system, product or service can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.'

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    8. One shorthand way of expressing this is that utility is 'whether the functionality of a system in principle can do what is needed' [591, p. 25]. In practice, whether people can do anything concerns—among other things—usability.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    9. The utility of an interactive system concerns its match with the tasks of users. If the match is good, the tool has high utility; if the tasks that users want to do are not supported by the tool, the tool has low utility.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    10. Usability concerns how easily computer-based tools may be operated by users trying to accomplish a task. Usability differs from utility. Usability concerns whether users can use the product in a way that makes it possible to realize its utility; utility is about whether the goal is important to the user. Ideally, the user can use the tool without unnecessary effort so that the use is direct, transparent, and unnoticeable.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    11. Usability is one of the best predictors of users' willingness to adopt software. For example, the User Burden Scale is a questionnaire for measuring the felt burden in software use [806]. It consists of six subscales: difficulty of use, physical burden, time and social burden, mental and emotional burden, privacy burden, and financial burden.

      Highlight what you think good software concepts owuld be and segment them by color coded categories.

    1. However, self-attention alone is permutation-invariant, i.e., if we reorder the rows of X, then the mechanism has no built-in sense of which token came first. Since word order matters, we must inject positional information. We often add a position vector pt to the token embedding: h(0)_t = e(xt) + pt One classical choice for the positional encoding is called the sinusoidal positional encoding. pt[2k] = sin(t / 10000^{2k/d}), pt[2k+1] = cos(t / 10000^{2k/d}) The sinusoidal features give each position a distinct geometric signature across many frequencies. Nearby positions have related encodings while distant positions remain distinguishable. This lets the network reason about relative offsets.

      highlight where positional encoding is mentioned

    1. Such points about the origins of data and the processes of their collection are a key factor in civic text visualization. Indeed, a shift to emphasizing paradata can help draw attention to the representativeness of data.

      Show alternative approaches to text visualization beyond analytics

    2. In contrast, we could consider designing explicitly for multiple users. Doing so requires more than designing for different levels of expertise (see the following subsection for more on expertise) or designing for collaborative use, though both those things may be valuable in their own right. Rather, this dimension encourages accounting for the different types of relationalities that users may have with a system [cf. BB17].

      Show alternative approaches to text visualization beyond analytics

    3. Civic text visualizations similarly designed to foreground interpretation could help make clearer who is making these interpretive decisions, thereby highlighting the lack of neutrality and objectivity in data [DK20].

      Show alternative approaches to text visualization beyond analytics

    4. It is informative to contrast this analytic emphasis with other evolving discourses in information visualization. The prior work reviewed above illustrates a few alternative orientations, including rhetoric [HD11], feminism [DK16; DK20], ethics [Cor19], and others [DFCC13; VW08].

      Show alternative approaches to text visualization beyond analytics

    5. For example, CommunityPulse [JHSM21] uses common, simple visualizations and iconography, such as bar charts and emojis, to provide overviews of people's emotions towards civic agendas and ideas. Similarly, ConsiderIt [KMF*12b] uses bar charts to visualize people's stance towards ballot measures.

      Find civic text visualization systems that are explicitly named.

    6. Tools such as ConsiderIt [KMF*12b] or Opinion Space [FBRG10] are designed specifically for the public. In contrast, tools such as CommunityPulse [JHSM21] or CommunityClick [JKW*21] are focused more on supporting community leaders and decision makers.

      Find civic text visualization systems that are explicitly named.

    7. For example, MultiConVis [HC16b] makes prescriptive statements not only as to the sentimental valence of individual conversations but also as to the topics that each conversation is about. Similarly, ConsiderIt [KMF*12b] asks participants to place individual statements as either supporting or opposing a given ballot proposition.

      Find civic text visualization systems that are explicitly named.

    8. Some tools provide both computational and visualization features. For instance, CommunityPulse provides a scaffolding for multifaceted public input analysis using visualizations [JHSM21], and MultiConVis enables multilevel exploration and analysis of threaded conversations [HC16b].

      Highlight all civic participation approaches

    9. Researchers in HCI and digital civics have begun to explore methods to improve the analysis capabilities of visual analytics tools [JHSM21; MJS20b]. Although the broader community of visualization researchers acknowledges the importance of designing for varied levels of expertise [Mun14; GTS10; SNHS13], existing work on text analytics in general, as well as civic text visualizations in particular, focuses research efforts towards designing for analysts. Less effort has been put on designing and developing text visualization for non-experts—people who are not trained in or have had limited exposure to visualization and analytics.

      Highlight all civic participation approaches

    10. Improving the public input process has become an important goal in the field of digital civics [MNC*19; VCL*16; OW15]. To that end, researchers and practitioners have developed a variety of systems for, e.g., sharing public opinions [FBRG10], building consensus [KMF*12a; ZNB15], summarizing public input [19], or identifying people's priorities, reflections, and hidden insights [JHSM21].

      Highlight all civic participation approaches

    11. Previous work has introduced several online engagement platforms to enable the public to asynchronously provide their comments, ideas, and feedback around civic issues [19; 20b; MJN*18]. These engagement tools have used micro-tasks [MJN*18], visualizations [19], and forum-like discussions [20b] to engage disconnected and disenfranchised populations [MNC*19]. Others have proposed technologies to promote in-person engagement of reticent participants during town halls [JKW*21] and public meetings [LLS] using clicker-like devices.

      Highlight all civic participation approaches

    12. Despite their central importance in the civic engagement process, members of the general public are not necessarily involved in the analysis process. Hence, they are often left out of the loop when designing civic text visualizations—their requirements, aptitudes, knowledge, etc. are not given central consideration. Integrating participatory approaches in civic text visualization could pave the way not only for more inclusive analysis but also for leveraging the general public's knowledge to gather richer insights.

      Highlight all civic participation approaches

    1. social dynamics, such as shyness and tendency to avoid confrontation with dominant personalities can also hinder opinion sharing in town halls by favoring privileged individuals who are comfortable or trained to take part in contentious public discussions [27, 127].

      Highlight all civic participation approaches

    2. town halls inadvertently cater to a small number of privileged individuals, and silent participants often become disengaged despite physically attending the meetings [61]. Due to the lack of inclusivity, the outcome of such meetings often tends to feel unjust and opaque for the general public [39, 54].

      Highlight all civic participation approaches

    3. designing communitysourcing technologies to include marginalized opinions and amplify participation alone may not be enough to solve inequality of sharing opinions in the civic domain [26, 126]. Despite the success of previous works [25, 53, 90], technology is rarely integrated with existing manual practices and follow-ups of engagements between government officials and community members are seldom propagated to the community.

      Highlight all civic participation approaches

    4. Marginalization can be broadly defined as the exclusion of a population from mainstream social, economic, cultural, or political life [58], which still stands as a barrier to inclusive participation in the civic domain [48, 94]. Researchers in HCI and CSCW have explored various communitysourcing approaches to include marginalized populations in community activities, proceedings, and designs [48, 53, 81, 93, 132].

      Highlight all civic participation approaches

    5. Prior investigations by Bryan [29] and Gastil [56] showed a steady decline in civic participation in town halls due to the growing disconnect between local government and community members and the decline in social capital [43, 111, 113]. Despite the introduction of online methods to increase public engagement in the last decade [4, 5, 7, 37, 81, 93], government officials continue to prefer face-to-face meetings to engage the community in the decision-making process [32, 52, 94].

      Highlight all civic participation approaches

    6. Traditional community consultation methods, such as town halls, public forums, and workshops are the modus operandi for public engagement [52, 94]. For fair and impartial civic decision-making, the inclusivity of community members' feedback is paramount [60, 94, 126]. However, traditional methods rarely provide opportunities for inclusive public participation [30, 87, 95].

      Highlight all civic participation approaches

    7. Murphy used such systems to promote democracy and community partnerships [103]. Similarly, Boulianne et al. deployed clicker devices in contentious public discussions about climate change to gauge public opinions [25]. Bergstrom et al. used a single button device where the attendees anonymously voted (agree/disagree) on issues during the meeting. They showed that back-channel voting helped underrepresented users get more involved in the meeting [22].

      Highlight all civic participation approaches