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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Epistemic Interaction - tuning interfaces to provide information for AI support</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alan Dix</string-name>
          <email>alan@hcibook.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ben Wilson</string-name>
          <email>b.j.m.wilson@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matt Roach</string-name>
          <email>m.j.roach@swansea.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tommaso Turchi</string-name>
          <email>tommaso.turchi@unipi.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessio Malizia</string-name>
          <email>alessio.malizia@unipi.it</email>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Cardif Metropolitan University</institution>
          ,
          <addr-line>Wales</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Computational Foundry, Swansea University</institution>
          ,
          <addr-line>Wales</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Computer Science, University of Pisa</institution>
          ,
          <addr-line>Pisa</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Molde University College</institution>
          ,
          <addr-line>Molde</addr-line>
          ,
          <country country="NO">Norway</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, ofering a novel pathway for enriching user-system engagements.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;human-AI interaction</kwd>
        <kwd>user interface</kwd>
        <kwd>artificial intelligence</kwd>
        <kwd>design</kwd>
        <kwd>addaptive interfaces</kwd>
        <kwd>user experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>There is a growing expectation that forms of machine learning or other data-driven algorithms
will enter virtually every aspect of human–computer interactions. In many examples the user’s
interactions in the physical or digital world are monitored in order to modify subsequent system
behaviour. Usually this is done with minimal or no change to the primary interactions, you act
as normal, but these actions are passively sensed and analysed. However, there is the potential
for minor shifts in interaction that can substantially increase the information available for
system adaptation. That is, we can deliberately design interactions to increase the knowledge
available to the system – we call this epistemic interaction.</p>
      <p>In the rest of this article we’ll place this concept in the context of human–object and human–
human communication. We are used to the idea of designing devices and systems so that
users have better understanding of what they are doing through, visualisations, feedback and
afordances. However, in human–human collaboration we constantly shape our actions so
that they ofer subtle often implicit cues to others. In epistemic interaction, we extend this to
human–system interactions.</p>
      <p>Before working through this more theoretical account, we’ll consider a concrete example of
epistemic interaction.</p>
    </sec>
    <sec id="sec-2">
      <title>2. First example – An intelligent heating control</title>
      <p>A traditional thermostatic heating control panel has a temperature knob that is twisted to select
the desired temperature. Digital controllers often substitute the dial for +/– or up down arrow
buttons to increase or decrease the target temperature (Fig. 1, left).</p>
      <p>A well-known problem with this sort of control is that many people confuse the rate of
warming and target temperature. For example, if the target temperature is 20 degrees and
the room is only 15, the user, feeling cold, might increase the target temperature further even
though the heating is already increasing the temperature. This is a reasonable misunderstanding
as non-thermostatic systems often have similar looking controls where the dial is about the
amount of heat being produced.</p>
      <p>This confusion has the potential of becoming even more pronounced in an intelligent system
that may proactively change the target room temperature based on, say, the user’s activity or
time of day.</p>
      <p>Imagine instead a controller that just as before has +/– or up/down button, however these are
not about setting the target temperature but instead mean “I’m too cold/hot” (see Fig. 1, right).
Pressing the ‘+’ button means “I want it warmer than it is now” and maybe double tapping
it means “a lot warmer”. If the intelligent system is already increasing the temperature, then
the user’s input is efectively ignored, although it would reinforce the system’s learnt rules. If
the system had thought the room was warm enough, then the ‘+’ would tell it both to make it
hotter now and to learn this for later.</p>
      <p>Note how the small diference in the interaction technique changes the information available
to the system to make adaptations. This is epistemic interaction in practice.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Human–object interactions – by nature</title>
      <sec id="sec-3-1">
        <title>3.1. Afordances in the natural world</title>
        <p>
          Within HCI, afordances are the most well-known aspect of Gibson’s ecological theory of
perception [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], the way in which the perceptible properties of objects in a sense announce
their potential for human action. In a human–object interaction the objects are passive and our
human perceptual systems have evolved to immediately grasp this action potential; for example
that this stone is small enough to hold and yet large enough break open a nut.
        </p>
        <p>Of course the world we live in now is full of human-made artefacts. A hammer, car or website
rollover has not been around for the hundreds of thousands of years of human development.
Sometimes these do recruit natural afordances, for example the size of a hammer shaft suggests
it is hand graspable. However this does not in itself establish its full action potential, in particular
its intimate connection to the nail, or ultimately joining wood together.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Afordance seeking in the constructed world</title>
        <p>
          Happily, we are naturally afordance–seeking creatures, constantly learning the patterns around
us even of radically new classes of thing, so that we can establish new forms of perceptions–
action relationships [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>Early electric light switches recruited natural afordances: they are finger sized and project
out from the back plate so suggesting they can be manipulated by a fingertip. However, the
relationship to turning on and of a remote device or light is learnt. Having learnt this, later
electric light switches can be more subtle and the idea of a switch or button to be pressed to
make an efect was borrowed in screen buttons and toggles. Now these have themselves become
part of young children’s cultural background, so that the idea of a coloured patch that you touch
is now part of many young children’s implicit understanding before they are ever tall enough
to reach a light switch.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Epistemic action</title>
        <p>Another key term in ecological psychology is epistemic action. In both familiar and unfamiliar
situations, if the perception of an object or space is in some way ambiguous or incomplete, we
perform some sort of physical action in order to gain more knowledge. This may be a shift
our body position, perhaps moving our eyes or head; it may be a movement in space, such as
looking round the corner to seek out a landmark; or it may include manipulating an object, for
example picking up a hammer to assess its weight.</p>
        <p>Note both afordance and epistemic action speak about the intimate relationship between
perception and action. Afordance says that perception is about seeking out action and epistemic
action says that action may be used to enhance perception.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Human–system interactions – passive sensing</title>
      <p>Sometimes intelligence or AI is very upfront in a design, for example in a medical decision
support system. However, in many of the examples the adaptations and interventions are
more subtle and crucially the sensing is often passive. For example, while you shop on a
web site your choices are monitored and then later this may be used to ofer suggestions.
Similarly activity recognition systems may use vision techniques or IOT-enabled objects to
enable context-sensitive services.</p>
      <p>
        The term incidental interaction was coined for situations where the user’s actions on a primary
task are sensed and the knowledge and learning from that may be used by the system to modify
its behaviour on some subsequent secondary task [
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ].
      </p>
      <p>
        Sometimes the primary and secondary task are very closely related, for example an intelligent
cookery aide watching you add ingredients and prompting you if you appear to have forgotten
a stage from the recipe [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. In other examples the secondary task may be more indirectly
related, for example in the Tiree internet-connected shop-open sign, the act of turning on the
illuminated ‘open’ sign is used by the system to change the display of web information [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>Crucially, these systems usually passively sense the user’s actions. The system may try to
learn new patterns, but the primary task is designed to be as optimal as possible for its own
purposes. It is the job of the system to make meaning from the interactions.</p>
      <p>In some ways the intelligent system is behaving like the afordance–seeking human
encountering new kinds of objects.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Human–object interactions – by design</title>
      <p>
        Norman’s adoption of the concept of afordance took a design perspective on human–object
interactions when the objects are themselves human-made artefacts [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Rather than rely on the
user to have to learn and adapt to potentially arbitrary representations, Norman suggested that
designers should deliberately seek to understand the existing perceptual afordances (termed
signifiers in Norman’s later work [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]) of the user whether innate or learnt, and then deliberately
design systems so that their perceptual characteristics recruit the users existing palette of
afordances.
      </p>
      <p>When this was first introduced in the late 1980s, the primary source of existing afordances
were physical ones, such as electric light switches and physical buttons. However, now many
will themselves be from our digital culture. For example, if designing interactions for a
largescale public display or AR system, one might choose mid-air swiping actions that mimic those
for in-contact swiping on a mobile phone and make this afordance perceptually visible through
design elements on the distant large display or overlaid AR that look similar to those on the
phone interface.</p>
      <p>
        Looking back it is clear that artefacts in the constructed world are not arbitrary relying
totally on humans’ afordance and meaning-seeking nature, but are already in forms that recruit
natural or existing cultural afordances. In some cases, this may be because those that did not
fell into disuse; in other cases, it is due to slow gradual co-evolution of artefact design and
cultural afordances over many generations [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]; and, in some cases, this may be the skill of
inspired crafts-folk.
      </p>
      <p>
        Norman and Gaver’s early work on afordances [
        <xref ref-type="bibr" rid="ref10 ref7">7, 10</xref>
        ] brought this understanding to the user
interface design world and made it explicit. That is, we deliberately design visual and interactive
elements of systems so that they ofer appropriate perceptual information to the user.
      </p>
    </sec>
    <sec id="sec-6">
      <title>6. Human–human interactions – cooperation through action</title>
      <p>
        Much of the earliest work on human communication focused on the explicit channels in the
spoken or written word (e.g. grammar, semantics) and other symbol systems (e.g. semiotics).
Later work highlighted the many side-channels in everyday conversation from tone of voice
to facial expression and eye movement and the way these amplify or modify the raw words.
Similarly, Austin and Searle’s speech act theory uncovered the many layers of meaning that lie
within and yet beyond the plain content of speech and also, the crucial performative role of
communication as action, doing things in and of itself [
        <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
        ].
      </p>
      <p>
        Notions of repair in conversational analysis [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] and Clark and Brennan’s common ground
[
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] go beyond the single statements of speech and shows how the patterns of conversation
continually act to both carry forward a primary topic, but at the same time monitor and ofer
feedback and conformations of understanding. For example, when asked “when does it leave?”
when standing at the Swansea bus stop, one might answer “the Swansea bus leaves at ten past
the hour”, implicitly ofering confirmation of the contextual understanding of the question (the
Swansea bus, not some other bus or a train) and thus the potential, but only if needed, for the
interlocutor to correct the interpretation if incorrect.
      </p>
      <p>Analysis of collaborative situations have established that this shaping to allow interpretation
goes well beyond direct communication.</p>
      <p>
        When physically moving a large object, such as furniture, one might explicitly say things
like “can you lift your end a bit?”, but much of the communication is felt through one’s mutual
actions on the object – feedthrough [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]: if you push to the left, your companion feels the
pressure and will move slightly to their right. Furthermore, you might explicitly exaggerate
your movements in order that they are more easily interpreted – onomatopoeic action [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ].
      </p>
      <p>
        Ethnographies of collaboration have shown that this is also true when the collaboration is not
so direct. Notably Heath and Luf’s classic study of the London Underground control room [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]
demonstrated the importance of subtle cues such as half–overheard telephone conversations or
the way someone was looking towards the large display enabled controllers to modify their
behaviour or prepare for future more direct interactions even if they were not consciously
aware of it.
      </p>
      <p>
        One of the key concepts of ethnomethodology is the notion of accountability [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], the way
in which actions are “put together as publicly observable, reportable occurences” [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. That is in
human–human interactions we are constantly shaping the way we perform an action in order
to make it comprehensible to others.
      </p>
    </sec>
    <sec id="sec-7">
      <title>7. Epistemic interaction – sense-able by design</title>
      <p>Epistemic interaction is a natural extension of this human–human communication principle.
Even if the most optimal way to carry out a task makes it invisible to others, we may choose,
implicitly or explicitly, to adapt our performance so that it is more apparent. Can we do the
same for human–system collaboration adapting interactions so that they ofer more information
to the system to make inferences about our goals, beliefs and behaviours?</p>
      <p>Taking another parallel, the use of afordances in HCI encourages us to design system
appearances and behaviours so that their, otherwise invisible, action potential is apparent to
users. Can we explicitly design interactions that expose otherwise hidden user information and
thus allow systems to learn better?</p>
      <p>You can probably think of examples where this is done with explicit additional user
interactions. For example after reading help text one is often asked to give a thumbs up/down to
say whether the information presented was useful. If this is optional then many users simply
skip the feedback hence reducing or adding bias to the relevance feedback. If this is made
mandatory or hard to ignore, then it has the danger of adding friction to the interface, reducing
user engagement and damaging user experience.</p>
      <p>Looking back to the notions of primary and secondary task from incidental interaction. The
relevance feedback is likely to be of use to aid future interactions, possibly for others (secondary
task), but the user is being asked to put in additional work now (primary task).</p>
      <p>The most successful incidental interactions are where the primary task is not explicitly
interrupted, but is sensed in order to improve future interaction. For example, where past purchasing
behaviour (implicit positive relevance) is used to produce recommendations. Advertisers use
click-through rate in a similar way.</p>
      <p>The design challenge of epistemic interaction is to make small changes to the primary task,
that do not add noticeably to the perceived efort, but which act to increase the information
available for adaptations.</p>
      <p>A–B testing can be seen in this light. Small changes are made to the system and the user’s
behaviour is logged. The variant that has better outcomes is then chosen as the preferred
long-term design choice. By definition, there is an expectation that one of the variants will
produce slightly worse user outcomes (in terms of eficiency or experience), but the variants
are usually close enough that users will be utterly unaware (e.g. pixel-level placement), or don’t
care.</p>
      <p>Arguably A–B testing is self-referential as the information revealed is precisely to make the
choice, but it does emphasise that epistemic interaction is not just possible, but widely practiced.</p>
      <p>In some ways this has connections with the expected, sensed, and desired framework [21]
for (primarily physical) sensing-based systems. In the ESD framework one explores what is
currently sensed about the object by the system, what is the expected behaviour when an action
is made on the physical object and any other interactions that are desired. The framework
creates the space to think about gaps in the sensing (prompted often by expected behaviour)
and gaps in action potential (desired) that could possibly be delivered by sensed (or potentially)
sensed actions that are not currently mapped to a system response. The domain of ESD is like
that of implicit interaction [22] where the sensing is primarily about enabling or contextually
modifying actions in the primary task.</p>
      <p>For a epistemic action we are typically (but not solely) concerned with information for a
secondary task; however this could be the same as the primary task at a future date, as in the
intelligent heating example.</p>
      <p>Operationalising epistemic action has two aspects:
• a design challenge – matching alternative possible interactions to information that
would be useful for future interaction adaptations or applications
• a selection criterion – using this fit and the additional value of the information to weigh
against other criteria</p>
      <p>For the first, one needs to consider diferent potential interactions and what can be sensed
under each alternative and also think about the potential purposes or needs for information. One
can then assess the extent to which the sensed data can feed into diferent kinds of information,
subject of course to the usual assessment for privacy and consent.</p>
      <p>For the second the value of the information gained by each alternative needs to be set
alongside other criteria such as user experience, interaction eficiency, computational cost and
development efort. Clearly if there are strong advantages for one alternative on user-centred
criteria this would be chosen, but where alternatives are close or uncertain, the information
gathering potential can be used as a decider.</p>
      <p>The intention is to have an end interaction that is a viable and reasonable one for the primary
task, but which as a side efect (incidentally) delivers useful information.</p>
      <p>One potential problem about such interactions is that the lack of an explicit information
gathering action means the user will be less aware that actions are being monitored, however,
being largely invisible at the moment of gathering does not mean that this should not be upfront
in the overall system design and that the information gathered is not available for scrutiny. In
some cases this is a minimal concern, for example where the learning and adaptations purely
influence the users own home. However, where the information is for broader learning and
interaction by others, for example the use of learning analytics to improve future students’
studies, more explicit consent may be required.</p>
    </sec>
    <sec id="sec-8">
      <title>8. Example – scrolling vs accordion information displays</title>
      <p>As a second practical example, let’s consider the choice of interaction technique for showing
selected snippets of information in a help system or search results. Various documents have
been selected using an algorithm and are available in the form of title, paragraph length snippet
(1˜0 lines) and a link to the full document.</p>
      <p>Several design alternatives are being considered:
1. a standard search results listing the title, a small snippet, and a link to the full document;
2. a long scrolling page with titles and either a substantial extract or full text;
3. the same but as accordion with a title and tiny snippet and an open/close control to show
the full extract;
4. variant of (3) where at most one page is open at a time (previous open section is closed as
a new one is opened)</p>
      <p>Figure 2 illustrates some of these options using the search with the book feature at https:
//hcibook.com/e3, which allows searching at paragraph-level within a textbook [23]. On the
left is option (2), the current interface, with a substantial extract (full paragraph) in a scrollable
list. On the right, we see a list of title plus single line snippets in (an envisionment of) a
accordion-style interface as would be used by options (3) and (4). Option (1) would look rather
like the right-hand image, but with links to single-extract pages rather than accordion controls.</p>
      <p>An advantage of (1) is that standard web analytics can be used to measure, for example,
click-through and time spent on each page. This can help assess the actual relevance of the
information and the information scent of the titles [24]. However, the navigation between pages
may become annoying for some users, especially on a mobile device with poor signal compared
with a single page design.</p>
      <p>We might therefore reject design (1), but considering it has led us to think about its advantages
and hence the potential for gathering implicit relevance feedback.</p>
      <p>Let’s say option 2 comes out best in terms of actual user interaction based on a user study
or maybe designer’s intuition. It is easiest to rapidly scroll up and down the display spotting
things of interest. It is possible to study such scrolling patterns from detailed interaction traces
[25], but this is hard to do and fairly uncertain, especially as an automated exercise.</p>
      <p>However, in options (3) and (4) we have easy to harvest information, not unlike the
clickthrough data from (1). Opening an accordion section says “this looks interesting” the time spent
before closing t or opening another section gives a measure of the interest of the underlying
snippet and then clickthrough and dwell time on the full document can tell us how good the
snippet paragraph was as information scent.</p>
      <p>Option (4) is slightly more informative than (3) because with option (3) the user might first
of all rapidly open several potentially interesting titles, and then scroll up and down them. The
trace of opening might then look as though only the last opened title had actually ended up
being of value.</p>
      <p>Table 1 summarises the various criteria and the order of options. While option (2) ofers the
best immediate user experience, other options, particularly (3) and (4) ofer better information.
Of course, this information can be used to improve future behaviour and hence future user
experience.</p>
      <p>If the diferences in user experience between (2) and (3) are small, then one might prefer (3)
to (2) as a final choice. Of course, one can always obtain finer grained understanding of the
diference in terms of user experience between the options using A–B testing!</p>
      <p>Note too that the user experience diferences between the options may also depend on the
device and situation. For example, (4) might be a little annoying on a large screen where there
is ample screen real estate to open multiple results to read and compare, but on a small-screen
mobile device it may be no worse or better than (3). That is, one might use the diferences
between devices to make small diferences in the interface so that additional information is
gained from some that might help the same user, or another user, on a diferent device at a
diferent time.</p>
    </sec>
    <sec id="sec-9">
      <title>9. Summary</title>
      <p>This paper has developed the concept of ‘epistemic interaction’, the way in which user
interactions can be subtly redesigned in order to increase the information available for cooperating AI.
Epistemic interaction has been placed within the existing rich theoretical context of human–
object and human–human communication including ecological psychology ideas of afordance
and epistemic action, and ethnographic concerns with accountability. By explicitly identifying
epistemic interaction, we hope to develop operationalisable design advice and have presented
some first steps in this direction.</p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgments</title>
      <p>Funded by the European Union. Views and opinions expressed are however those of the author(s)
only and do not necessarily reflect those of the European Union or the European Health and
Digital Executive Agency (HaDEA). Neither the European Union nor the granting authority
can be held responsible for them. This workshop is supported by the HORIZON Europe project
TANGO - Grant Agreement n. 101120763.
[21] S. Benford, H. Schnädelbach, B. Koleva, R. Anastasi, C. Greenhalgh, T. Rodden, J. Green,
A. Ghali, T. Pridmore, B. Gaver, et al., Expected, sensed, and desired: A framework for
designing sensing-based interaction, ACM Transactions on Computer-Human Interaction
(TOCHI) 12 (2005) 3–30.
[22] A. Schmidt, Implicit human computer interaction through context, Personal technologies
4 (2000) 191–199.
[23] A. Dix, J. Finlay, G. Abowd, R. Beale, Human-Computer Interaction, Pearson Education,
2003.
[24] S. K. Card, P. Pirolli, M. Van Der Wege, J. B. Morrison, R. W. Reeder, P. K. Schraedley,
J. Boshart, Information scent as a driver of web behavior graphs: Results of a protocol
analysis method for web usability, in: Proceedings of the SIGCHI conference on Human
factors in computing systems, 2001, pp. 498–505.
[25] A. Dix, Challenge and potential of fine grain, cross-institutional learning data, in:
Proceedings of the Third (2016) ACM Conference on Learning at Scale, 2016, pp. 261–264.</p>
    </sec>
  </body>
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