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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Intent Elicitation in Mixed-Initiative Co-Creativity</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Max Kreminski</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>John Joon Young Chung</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Midjourney</institution>
          ,
          <addr-line>San Francisco, California</addr-line>
          ,
          <country country="US">United States</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Mixed-initiative creative interfaces (MICIs) aim to support user creativity by supplying users with an artificially intelligent creative collaborator, but AI-based creativity support systems can struggle to understand what users want and why. To advance discussion of how MICIs can better make sense of user intent, we present three preliminary design patterns for intent elicitation: Ask Don't Guess, Refine via Examples, and Gauge Creative Momentum. We also briefly discuss Patchwork: a mixedinitiative collaborative storytelling canvas powered by generative AI technologies, in which we use basic implementations of these design patterns to elicit user intent.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;mixed-initiative co-creativity</kwd>
        <kwd>creativity support tools</kwd>
        <kwd>design patterns</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        One branch of research in creativity support tools [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2, 3</xref>
        ]—software systems intended to support
human creativity—involves the development of mixed-initiative creative interfaces (MICIs) [4, 5].
MICIs employ mixed-initiative interaction techniques [6] to create a sense of collaboration
between the user and an artificially intelligent creative partner.
      </p>
      <p>Although MICIs have shown promise in creative domains as wide-ranging as game design [7,
8], sketching [9], music [10], and creative writing [11, 12, 13, 14, 15], and although they have
become more popular with recent advances in open-ended generative AI, they are still limited
by the dificulty of understanding user intent. MICIs can fail to understand user intent for at
least three reasons:
• Fixation. In multi-turn interactions, more information about user intent can be inferred
through observation of successive actions by the user—but it can be dificult to determine
from actions alone what a user is “going for” creatively. In particular, the observability
of high-level intent can be limited by a form of creative fixation [ 19] known as the “XY
problem” [20], in which the user’s actions are all directed at a single narrow way of
approaching their broader goal. When a MICI cannot infer a reasonable higher-level
intent from lower-level actions taken by a user who is creatively stuck, it may itself
become stuck in the same rut.
• Uncertainty. In creative contexts, users themselves are often (perhaps even necessarily)
unaware of at least some aspects of their own intent [19]: the inherently surprising nature
of creative solutions [21] implies that users must discover details of their intent through
“reflective conversation with the materials of a design situation” [ 22], rather than arriving
at the creative interaction with an intent already fully formed in their mind. When a user
does not know their own intent, they cannot express it to a MICI even if they want to.</p>
      <p>Combined, these problems around user intent make it dificult for creative AI systems—
including MICIs—to consistently satisfy user needs. Furthermore, because MICIs cannot readily
distinguish between situations in which the user has underexpressed a pre-existing intent and
situations in which the user is uncertain about important parts of their intent, we believe that
these dificulties may only be fully resolved via a channel of active metacommunication between
user and system about user intent. In other words, to successfully “draw out” user intent in a
suficiently wide range of situations, both user and system must be able to express and resolve
uncertainties about where the creative interaction is meant to go.</p>
      <p>We aim to address these dificulties via the active elicitation of user intent. In this paper,
we describe three preliminary MICI design patterns that we have begun to employ for
intent elicitation. These patterns—Ask Don’t Guess, Refine via Examples, and Gauge Creative
Momentum—have been implemented in Patchwork, an in-development collaborative
storytelling canvas built around generative AI technologies. We first briefly address related work
and introduce Patchwork. Then we discuss how each of our proposed design patterns helps
to mitigate the three intent-related problems in MICI design identified above; a variety of
considerations involved in the implementation of each pattern; and why we feel it makes sense
to recast the problem of intent elicitation in MICIs as one of intent co-construction between
both human and AI creative actors.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>Past work in allowing users of MICIs to explicitly express their intent has resulted in both
a library of preliminary design patterns for encouraging user reflection on intent [ 23] and a
design space of possible communication types between users and MICI systems [24].</p>
      <p>In addition, a few existing MICIs have attempted to provide a channel for explicit
metacommunication between user and system about creative intent. The storytelling MICI Loose Ends [12]
represents a direct attempt to explore how creative intent can be made more explicit, including
via an explicit intent negotiation side-channel (the “storytelling goals” pane); proactive inference
of intent by the MICI based on users’ creative choices; visualization to users of inferred intent;
implicit closed-ended intent clarification questions, in which users can select which of several
ambiguous inferred intents they are actually pursuing; and cautionary visualization to users
when specific creative choices under consideration would undercut an explicit or inferred intent.
However, even Loose Ends stops short of explicitly asking users open-ended questions about
their intent to help further draw it out.</p>
      <p>Patchwork, our testbed for the design patterns discussed in this paper, is an infinite-canvas
creativity support tool backed by recently introduced generative AI techniques. This puts it in
the same category as several other infinite-canvas AI-based creativity support tools, including
Luminate [25] and the tools introduced by Kim et al. [26].</p>
    </sec>
    <sec id="sec-3">
      <title>3. Patchwork: A Collaborative Storytelling MICI</title>
      <p>Patchwork is an in-development mixed-initiative co-creative storytelling canvas that aims to
facilitate playful social creativity between groups of users, each of whom contributes text and
images to an emerging storyworld. On the AI side, Patchwork provides language model-powered
features for generating concepts that might fit into the users’ shared storyworld (including
characters, factions, places, props, and events that might happen during the story), as well as
text-to-image features that can be used to visualize these concepts.</p>
      <p>Patchwork presents storyworld concepts on an infinite canvas that is freely scrollable and
zoomable by the user. The user can freely position storyworld concepts as movable “scraps”, as
in Figure 1. As a collaborative tool, Patchwork shows the cursors of other users in real time.
The user can ask Patchwork to generate story concepts of specific types with the buttons under
the imagine section of Figure 1a, by clicking the button first and then specifying the position
where the scrap should be generated. Once the textual concept scrap is generated, the user can
also manually edit the content of the scrap.</p>
      <p>By default, when generating concepts, Patchwork takes all other scraps on the canvas into
account, assembling a language model prompt that includes information about these scraps
alongside an appropriate concept-generation instruction and retrieving the generated concept
from the resulting output text.1 Alternatively, if the user wants generation to only be influenced
by certain scraps, they can first select a specific set of scraps for generation to consider. Selected
scraps are outlined in blue, as seen in Figure 1.</p>
      <p>The user can also manually create textual notes with the note button under the tools
section. If the user wants to change the type of the note, they can click on the type name of the
scrap, which allows users to circulate the type within all allowed types.</p>
      <p>Notes can be used as open-ended questions or instructions from the user to the generator via
the crystal ball button on the toolbar that appears near selected note scraps. Another toolbar
button (the paint palette button) can be used to generate images that visualize the selected
concept or concepts. If a single textual scrap is selected for image generation, Patchwork
considers the text of the selected scrap as the prompt for the image generation model. However,
if multiple are selected, Patchwork uses the concatenation of the selected scraps’ textual contents
as the input to the image generation model. Image scraps also contribute back to the generation
of further textual content: images are first described as text by an image-description model and
then fed into constructed language model prompts as part of storyworld context.</p>
      <p>Other functions of Patchwork include tools for establishing links between storyworlds, saving
and loading storyworld content, and importing images from outside sources. Controls for some
of these features are visible in the “tools” section of the left-hand sidebar in Figure 1a.</p>
      <p>Storytelling and worldbuilding, like other creative activities, can be dificult, in part due to
issues like the fear of the blank canvas and writer’s block. In addition to these dificulties, creative
collaboration also requires a degree of negotiation between multiple diferent creators around
what the storyworld ought to contain. This makes Patchwork (a collaborative storytelling and
worldbuilding environment) an ideal testbed for the introduction of MICI features intended to
assist with the elicitation and negotiation of explicitly expressed user intent.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Preliminary Design Patterns for Intent Elicitation</title>
      <p>Patchwork development has been guided by ongoing informal testing of successive versions
of the system. The earliest versions of Patchwork placed a greater emphasis on giving users
maximum direct control over the output of a purely reactive system, but as we expanded user
testing both within and outside of the development team, we began to observe that users rarely
arrived at the interaction with a sophisticated preconceived idea of the world they wanted to
create. Instead, they discovered their intent progressively, and often responded best to features
of the system that proactively attempted to draw their intent out into a more elaborate form.
The design patterns we discuss here were developed in response to these observations.
1In this regard, Patchwork follows the UI transducers architecture pattern [27].</p>
      <sec id="sec-4-1">
        <title>4.1. Ask Don’t Guess</title>
        <p>Purely inference-based approaches to determining user intent can sufer from the inability to
distinguish between user underexpression, fixation , and uncertainty of intent. To address this
problem in Patchwork, we have designed the system to explicitly and proactively ask the user
to clarify aspects of their intent.</p>
        <p>Specifically, we use a language model to formulate and ask open-ended questions about
aspects of the emerging storyworld that have not yet been fully specified by users (Figure 2).
These questions vary widely: we have seen the AI ask about topics as varied as unexpressed
aspects of specific characters (“What common object does the Mountebank leave behind at
the scene of his crimes, and what does it represent?”); setting details that have not yet been
addressed (“Why did the first battle in the Cold Emu War take place on a volcano?”); and the
eventual fate of key characters, factions, or relationships (“Does Meowcifer eventually retire
from cat pirate life, or does he die on the high seas?”), among many others.</p>
        <p>Users can provide immediate responses to these questions in the form of open-ended text.
Alternatively, if the user cannot think of a good answer for the question due to uncertainty
or fixation, they can “turn the question around” by asking the MICI to either provide a set of
potential responses or just answer the question itself. This spectrum of potential user responses
allows the user to fluidly change the amount of control they are exerting over the creative
process. Similar mixed-initiative interactions have been characterized as experientially similar
to riding a horse: tugging the reins to give specific directions when needed, but otherwise
allowing the horse to walk where it will, trusting that it will not walk into danger [28]. Question
reversal also gives users a way to preserve creative momentum when they neither know nor
care about the answer to a MICI-posed question.</p>
        <p>To help reduce user uncertainty, generated questions can be leading—i.e., they can imply
something about a yet-to-be-specified aspect of the storyworld in how they are phrased. For
instance, a question like “Why don’t Snow and Abilene get along?” might be used to imply an
antagonistic relationship between two specific characters, even when nothing about the nature
of these characters’ relationship has been stated before. The use of leading questions to support
creativity is adapted from similar practices in tabletop roleplaying games [29]. Because leading
questions can imply assertions about the storyworld that users do not actually want to adopt,
users must be allowed to reject the premise implicit in a question; currently in Patchwork, users
can do this by deleting the scrap that poses the question from the canvas.</p>
        <p>Altogether, this pattern predominantly mitigates user underexpression of intent by
prompting users to flesh out aspects of their intent that the MICI cannot otherwise determine. The
leading nature of some generated questions may also help the user out of fixation or
uncertainty by suggesting possibilities that they had not formerly considered—though it may also
introduce new forms of fixation, if users do not feel free to reject premises of leading questions
generated by the system.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Refine via Examples</title>
        <p>Examples of creative artifacts that satisfy user intent can be dificult to extrapolate from, in part
because a single example both says “too much” and “too little”: it contains many incidental details
that should not constrain the creative interaction, as well as insuficient information about how
the example fits into a larger creative vision. However, in the context of refining an explicitly
stated intent, examples can be powerful for rapidly improving the MICI’s understanding of how
the user might want a vague high-level intent to be fulfilled. Consequently, we make use of
examples primarily for intent refinement in Patchwork.</p>
        <p>Specifically, when the user asks the MICI to execute a concept generation task, they can
optionally put it into a “brainstorming mode” that causes the tool to begin generating variations
on the requested concept automatically, providing examples of diferent ways that the user’s
request could be fulfilled (for instance, diferent possible descriptions of the same named
character). The user’s implicit acceptance (via preservation) of some of these variants, and
explicit rejection (via deletion) of others, is used to refine the MICI’s understanding of the user’s
intent for the relevant concept.</p>
        <p>We have also begun to experiment with a “grab bag” approach to early-stage tone-setting
for a newly created Patchwork storyworld, in which users are rapidly presented with many
examples of scraps that the world might include: not just entity descriptions and fully rendered
images, but also short keywords and keyphrases, character names based on diferent corpuses,
swatches of color, and so on. The user’s acceptance and rejection of items from this rapid-fire
jumble of randomly selected evocative detritus can help to quickly establish an overall vibe
for the storyworld, playing the same role as early-game negotiation of a palette in tabletop
story-making games such as Microscope (i.e., collective player decision-making about what
things the world they are creating together should and should not include) [30].</p>
        <p>This pattern primarily contributes to the mitigation of user uncertainty by providing them
with concrete examples of how their intent could be further developed. Secondarily, it can also
help mitigate underexpression of intent by convincing users to provide additional information
about their intent in a relatively low-efort (but commensurately low-information) way. The
efect of this pattern on user fixation may be more indeterminate, since users may seize on
details of high-fidelity examples and then fail to consider potential alternative ways of fleshing
out the same storyworld entity.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Gauge Creative Momentum</title>
        <p>When proactively intervening in a human-computer interaction (as we do in Patchwork via
question-asking), it is important for interventions to feel well-timed and relevant. Poorly timed
or irrelevant-feeling interruptions may be experienced by users as distracting or annoying,
leading to a “Clippy efect” in which users come to resent proactive AI assistants [31].</p>
        <p>Consequently, MICIs that ask users open-ended questions to elicit intent need some sort
of model to determine when, and about what topics, questions should be asked. This model
can be rules-based or learned, with our initial attempt at such a model being a rules-based
operationalization of the concept of creative momentum [32]. Essentially, Patchwork periodically
checks the ratio of unanswered AI-generated questions to other scraps of creative material on
the canvas, and asks a new question only if the users have collectively introduced suficient new
material relative to the number of questions that the AI has asked so far. Topics of questions
are chosen by prompting the language model to ask questions about unspecified aspects of the
storyworld specifically.</p>
        <p>In the future, this rules-based approach to gauging creative momentum could potentially be
extended, including by monitoring user activity to determine whether each user has recently
taken any significant creative actions (such as creating, editing, or deleting scraps). Users who
appear active but have not recently taken significant actions might then be prompted with an
open-ended question to help get them creatively unstuck. However, creative momentum may
not always be straightforwardly correlated with MICI-observable activity. In particular, we have
observed user states of both “active stuckness” (in which users continue making edits to scraps,
but without altering the content of the storyworld in any meaningful way) and “inactive flow”
(in which users stop editing content directly within Patchwork for a while, but continue actively
developing their creative intentions while idly panning around the canvas). This complicates
the use of activity data.</p>
        <p>Alternatively, to make better use of a variety of complex user activity inputs, it might also
be possible to train a model to gauge interruption timing more generally, drawing data on
interruption aptness from user engagement (or lack thereof) with MICI-generated questions.
Inspiration could be taken here from recent work on automatically determining when to
show suggestions in language model-assisted programming [33]. Future work on gauging
creative momentum might also derive useful concepts or methods from prior empirical work
on understanding the interaction dynamics of co-creativity [34].</p>
        <p>Allowing a system to gauge when it should intervene (just as a human co-creative partner
would) is a crucial element of giving the system true initiative. However, this runs counter to
most recent work on the design of MICIs, which tend to provide users with creative assistance
either passively at all times or specifically when the user requests it. This represents a departure
from early research on mixed-initiative interaction in general, which frequently discusses
the issue of determining when to intervene—see, e.g., Hearst et al. [6]. We believe that this
aspect of creative collaboration should be given more attention in present-day research on
mixed-initiative co-creativity.</p>
        <p>Altogether, the gauging of creative momentum primarily helps to mitigate user fixation
and uncertainty: by timing interventions to occur when users appear to have low creative
momentum, a MICI can support users in becoming creatively unstuck by refocusing their
attention on a diferent aspect of what they are trying to create. To a lesser extent, this pattern
may also help reduce underexpression of user intent by making it more likely that
intentelicitation interruptions arrive during a period of user readiness to engage.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion</title>
      <p>The three design patterns we presented in this paper have already shown promise in informal
user testing of our in-development collaborative storytelling MICI, Patchwork, despite only
basic implementations of these patterns being present in the current version of the system.
More elaborate implementations of these patterns, as discussed above, could further support
the elicitation of user intent in a wide variety of co-creative contexts.</p>
      <p>However, many open questions remain around how best to implement these patterns,
particularly with regard to gauging creative momentum as a means of timing the system’s proactive
interventions. In the future, we hope to conduct a larger-scale formal user study of Patchwork,
with an eye to gauging how the current implementations of these intent elicitation patterns can
be improved.</p>
      <p>Prior discussion of intent elicitation in artificial intelligence has focused mostly on the
inference or discovery of a user’s already-constructed intent [35]. But in our view, at least in a
creative context, intent elicitation must also include providing scafolding for intent elaboration,
refinement, or development: the “reflective conversation” that characterizes ideation in design
situations [22]. When a MICI asks the user an explicit question about their intent, the user may
answer the question by drawing on their pre-constructed understanding of what they want, or
they may adapt or expand their sense of what they want to include an answer to the question
posed; either way, user intent is “drawn out” into a progressively more explicit form. Compared
to mere discovery of pre-existing intent, the resulting process of intent co-construction by
both human and AI creative actors takes more complete advantage of the responsiveness to
open-ended design situations that emerging AI technologies can provide.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>Thanks to the many people at Midjourney whose infrastructural work enabled this research,
and in particular to Red Kalab.
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