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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Lucio Davide Spano[</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Understanding Each-Other: Engineering Challenges and Opportunities for Users and Systems in the Deep Learning Era</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Mathematics and Computer Science, University of Cagliari</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>0000</year>
      </pub-date>
      <volume>0001</volume>
      <abstract>
        <p>In this paper, we discuss the impact of Deep Learning (DL) techniques in the present and future of the interactive system engineering. On the one hand, the support for more complex vocabularies o ers opportunities in better shaping the communication between the user and the system. On the other hand, we identify challenges related to the lack of transparency and explainability in the trained models, which have a negative impact on system understanding for both developers and users.</p>
      </abstract>
      <kwd-group>
        <kwd>user interface engineering</kwd>
        <kwd>deep learning</kwd>
        <kwd>explainable user interface</kwd>
        <kwd>intelligent user interface</kwd>
        <kwd>classi cation</kwd>
        <kwd>training</kwd>
        <kwd>input output</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In the later years, Deep Learning techniques provided the research community
with robust solutions for challenging problems in di erent elds, such as
object and speech recognition, text generation and analysis, shape understanding
etc. [
        <xref ref-type="bibr" rid="ref14 ref15 ref7 ref9">9, 14, 7, 15</xref>
        ]. A combination of factors supported their e ectiveness, including
the advancement of processing techniques for big data, the availability of
public dataset, the technological evolution of GPUs and the development of Neural
Networks. All the wicked problems that found an acceptable solution through
such advancements share a common trait: the variability of the input. Such
characteristic makes really hard for developers to code functions returning a robust
output.
      </p>
      <p>
        DL techniques contributed to x many usability problems, for instance in the
eld of speech recognition [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. However, from an interaction engineering point
of view, their strength against the variability is also their weakness as part of a
system: Deep Learning models are either complete black boxes or components
that programmers cannot completely predict.
      </p>
      <p>Using a pre-trained model for classifying or analysing data is an example of
a black-box component. Indeed, many highly accurate and robust pre-trained
models are available for di erent tasks, and they relieve the development team
from the burden of creating their own Neural Network model. However, a
pretrained model does not support the inspection by developers or by end-users.</p>
      <p>This may cause unwanted behaviours, for instance when the considered
application uses frequently a rare word (e.g., a jargon word in speech recognition) or
by a speci c user.</p>
      <p>Another common case is having a model developed or trained by the same
team that creates the application. Developers have more control over the
input distribution and they may ne-tune the model on the application at hand.
However, the learnt function remains di cult to understand for developers, and
this creates di culties in tracking unwanted behaviours. The problem is even
worse if we consider approaches based on reinforcement learning: the system
learns guided by human feedback (reward), which may be completely out of the
engineer's control.</p>
      <p>
        In this paper, we will refer to the interaction framework proposed by Abowd
and Beale [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], one of the most famous interaction frameworks in the HCI
literature, as a guide for identifying opportunities and challenges in including such
intelligent modules in an interactive application. We will rst focus on the
process of passing information from the User to the System and then on the reverse
path.
2
      </p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        In this section we summarise the main concepts introduced in the interaction
framework by Abowd and Beale [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The framework consists of four components
depicted in Figure 1: the System (S), the User (U), the Input (I) and the Output
(O). Each component has its own language: the core language of the System,
the task language of the User and the two languages of components representing
the interface: the input and output.
      </p>
      <p>The interaction process requires four translations between these languages.
Each translation corresponds to one of the four phases of an interaction cycle
(articulation, performance, presentation, observation ), which we can summarise
as follows. The User formulates her goals in the task language and articulates
them in the input language. The interface translates such information into
operations to be performed by the System. After the computation, the System
changes its state and it presents such information using concepts or features of
the output language. Finally, the User observes such output and assesses the
result according to her original goal.</p>
      <p>In this paper, we analyse the impact of exploiting Deep Learning techniques
in each one of these phases.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Understanding the user</title>
      <p>In this section, we will analyse the engineering challenges and opportunities in
the articulation and performance phases.</p>
      <p>On the one hand, we are positive that Deep Learning nears the expressive
gap between the Input and the Task language. Indeed, DL is the technology
that grounds the communication between users and the system using natural
language, hand or body gestures or a combination of modalities. This is an
important opportunity that is currently fostering the development of
conversational interfaces, guided both by speech recognition and/or natural language
processing.</p>
      <p>On the other hand, an increase in the input language expressiveness increases
also its complexity and, consequently, it causes challenges in the performance
phase (see Figure 1). Higher complexity means a larger vocabulary for expressing
the user's intent, and higher complexity in the translation to the core language.
Deep Learning may help again in this task (e.g. in Natural Language
Understanding), but this reduces the developer control over the overall process and
the interface ability to provide intermediate feedback.</p>
      <p>The following sections provide two sample modalities that had a di erent
level of success in applying Deep Learning techniques for their intrinsic
characteristics.
3.1</p>
      <sec id="sec-3-1">
        <title>Conversational interfaces</title>
        <p>
          In the last years, the development of conversational interfaces such as
textbased chat-bots or vocal assistant applications (e.g., Alexa or Google Home)
dramatically decreased their complexity. Di erent services exist that provide
both speech recognition and the natural language interpretation. They require
an easy con guration if we take into account the complexity of natural language
itself. Instances of such services are Facebook Wit.ai [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] or Juji [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ].
        </p>
        <p>A conversation naturally requires communication turns. Therefore, it is
acceptable for both the users and the system to wait until the entire sentence
is available before starting the processing phase. People do not need to learn
which word or phrases are available in a system since we reached good language
coverage. This allows using libraries based on DL for both speech recognition
and interpretation. The Core receives a simpli ed representation of the user's
commands including part of speech tagging, handling synonyms etc.</p>
        <p>In this eld, the DL techniques t particularly well, since the pipeline does
not require any intermediate guidance and turns are strictly de ned. Applying
a black box approach is acceptable for both developers and users as long as the
accuracy and the robustness to the input uctuation of the model is good enough.
In addition, using a pre-trained model does not require sharing the training set,
so the big data owners such as Google, Amazon and Facebook provide APIs and
software components that exploit them, increasing the overall usability of the
applications built on top of such components.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Gesture interfaces</title>
        <p>Deep Learning techniques do not have the same seamless integration in gestural
interaction. First of all, in this eld, the tracking sensors limit the interaction
vocabulary, if we compare it against the natural expressiveness of the human body.
Therefore, users need guidance for discovering which movements the system is
able to interpret and how to perform them.</p>
        <p>
          This requires an accurate design for both the feedback and feedforward
components in a gestural interface. They respectively support the users in
understanding the e ect of their previous actions (feedback) and to foresee the e ect
of future actions before performing them (feedforward). The design space for
both components has been widely investigated in the literature, (e.g., by Luyten
et al. [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ]). It is very di cult to implement such guidance systems using DL
or classi cation techniques in general. They require the entire gesture sequence
for assigning a label. If they support partial gesture recognition, they usually
provide the nal gesture label, without supporting sub-part identi cation. The
research in gesture description languages proved that the latter is a key
requirement for creating e ective feedback and feedforward components in gestural
interfaces [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ].
        </p>
        <p>
          However, how to map the structure of highly-accurate classi er into a gesture
description language is an open challenge. Solutions for speci c techniques exist
(e.g. Hidden Markov Models [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]), but research is still needed for obtaining similar
results for Neural Networks.
        </p>
        <p>Finally, the lack of a common vocabulary and of a clear winner among the
tracking sensors hinders the availability of big training datasets for reaching
the same interface design exibility we have for natural language. In general,
datasets are tailored for the interface at hand and, consequently, their size is
much smaller.
4</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Understanding the System</title>
      <p>While the Input elements may employ Deep Learning techniques for
supporting the user in controlling the application, easing the articulation and the
performance phase, the System and the Output components may exploit DL for
performing computations on data or for presenting the results to the user.
4.1</p>
      <sec id="sec-4-1">
        <title>System features with Deep Learning</title>
        <p>In the System component, Deep Learning techniques help in solving
highlydimensional problems, approximating functions that are di cult to de ne through
the training data. DL provides a robust solution to di cult problems, but it
creates challenges when the user requires information on the computation
procedure. This a ects the observation phase, where the user assesses the results
according to her goals. Without proper explanations, users may perceive the
results as unreliable. However, the lack of information lays on the System
component rather than on the Output since usually DL models do not support
straightforward ways for creating labelling explanations.</p>
        <p>
          A typical example is supporting transparency and explainability in
Recommender Systems. The user may increase her trust in the system when it provides
a list of suggested items together with the explanation of why the system
considers them useful [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. Providing such insights sets di erent engineering challenges:
the simpli cation of the model, its predictability, its representation (e.g., through
a metaphor). A good amount of literature exists on this topic, but it provides
guidelines and solutions in speci c domains. The general engineering challenge
is still open [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ][
          <xref ref-type="bibr" rid="ref12">12</xref>
          ].
        </p>
        <p>As already discussed for gesture interfaces, such fragmentation into
domainspeci c solutions requires also domain-speci c and high quality data. This
narrows the applicability of the techniques to datasets available for the research
community and the general public. In other domains, it is a complete
prerogative of big data owners.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Supporting Output with Deep Learning</title>
        <p>At the Output component, Deep Learning techniques may be employed for
generating human understandable representations of the internal system state, or
to provide information on how to perform speci c tasks through the interface.</p>
        <p>Such advice remains underinvestigated in the literature, to the best of our
knowledge. In our opinion, it represents an opportunity for lowering the barrier
for systems requiring a relevant initial learning phase: DL techniques may be
employed for acquiring knowledge on the di culties in the observation phase (for
instance analysing help tickets) and generating suggestions when the problems
are detected.</p>
        <p>
          Such a process may be enhanced exploiting explicit models representing the
output language. We plan to investigate this in the End User Development [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]
eld. We are currently developing a web-based authoring environment for point
and click games [
          <xref ref-type="bibr" rid="ref5 ref6">6, 5</xref>
          ]. The user de nes the gameplay through generic objects
(e.g., transitions, switches, keys, etc.) and Event-Condition-Action rules. They
represent a simpli ed and controllable model of the game de nition, which still
requires a learning e ort for the end-user. We plan to apply Deep Learning
5
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>techniques for supporting both goal-oriented suggestions and question answering,
tailoring the answers in the context of the developed game, as described by its
rules.</p>
      <p>
        In this paper, we presented a set of challenges and opportunities in engineering
interactive systems, analysing the integration of Deep Learning techniques into
the Abowd and Beale interaction framework [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The open research directions
span from the transparency of the trained models, the support of intermediate
feedback during the classi cation to the generation of explanations about the
system in natural language.
      </p>
    </sec>
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