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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Changes in Mental Models during Interaction</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Chuyang Wu</string-name>
          <email>chuyang.wu@helsinki.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Shanshan Zhang</string-name>
          <email>shanshan.zhang@helsinki.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jussi P. P. Jokinen</string-name>
          <email>jussi.p.p.jokinen@jyu.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Human-Computer Interaction</institution>
          ,
          <addr-line>User Modeling, Collaborative Human-Computer Systems, Adaptive Systems</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Helsinki</institution>
          ,
          <addr-line>Pietari Kalmin katu 5, 00560 Helsinki</addr-line>
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Jyväskylä</institution>
          ,
          <addr-line>Seminaarinkatu 15, PL 35, 40014 Jyväskylä</addr-line>
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2024</year>
      </pub-date>
      <abstract>
        <p>systems. This paper introduces a novel computational cognitive model that maps latent mental models to observable behaviors, allowing the system to detect changes in users' mental models from their actions. We propose an inference framework to dynamically adjust to the user's evolving understanding and decision-making processes. An empirical experiment demonstrates the framework's ability to accurately detect shifts in users' mental models based on their interactions. The results indicate a consistent improvement in prediction accuracy and a decrease in variance over time, suggesting the model's potential for real-time application in designing adaptive interactive Workshop Proceedings</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        An intelligent interactive system needs to adapt to the
behaviors of its users. It should understand their intentions,
and anticipate what’s coming next. A user’s interactive
behavior is shaped by their mental model, the user’s
knowledge and beliefs of the interactive system [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], which is not
directly observable. We can parameterize the mental model
to build a computational user model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. In such a model
latent (i.e., unobservable), factors are mapped to observed
behavior, allowing us to formalize the mechanism of
interactive behavior. We can then build adaptive systems that solve
for the mental model from observations, and the interactive
system can be designed to adapt accordingly.
      </p>
      <p>
        However, a problem in inferring mental models is that
they are not static during interaction. For example, as users
become more experienced, their mental models change [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Failures of the interactive system to detect these changes
would lead to wrong or obsolete inference of mental models
and inefective adaptation, to the detriment of the user.
      </p>
      <p>Consider a hypothetical scenario involving a multisensor
smart scanner that can obtain ultrasound and radio
frequency readings of boxes at a warehouse. Suppose that
diferent contents produce diferent sensor readings. Harry,
a novice operator yet to learn to read radio frequencies,
relies solely on ultrasound to determine the content.
Accordingly, the scanner should provide hints on how to
interpret ultrasound readings. If Harry suddenly scans for radio
frequency data, it will likely be a mistake, and the scanner
should intervene to avert it.</p>
      <p>Harry practices reading radio frequency data and
associating the readings with the contents. At some point, his
mental model – an internal representation of the dynamics
and facts of the external task – evolves to have a closer
correspondence with reality. If the AI of the scanner does
not pick up on this evolution, it will continue to recognize
Harry’s actions as mistakes and ofer inefective or
detrimental hints. Therefore, intelligent interactive systems must
accurately infer user’s changing mental models to provide
useful adaptation.
11.6.2024 Vaasa, Finland
∗Corresponding author.
†These authors contributed equally.</p>
      <p>CEUR</p>
      <p>ceur-ws.org
only understood ultrasound readings. Now he starts to scan for
radio frequencies. Is this a mistake, or has he learned how to
read radio frequencies?</p>
      <p>In this paper, we propose a computational model of
interaction that accounts for how changes in the mental model
lead to changes in interactive behavior. We then define a
framework to infer and quantify the mental model from
observed behavior and demonstrate how to detect changes
in parameter value from behavioral data with an empirical
experiment. In summary, this paper contributes to the
computational modeling of interactive behavior by proposing:
• a computational model of how interactive behavior
emerges from quantified mental models;
• an inference framework to detect these changes from
observed behavior.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background Review</title>
      <p>
        In human-computer interaction, mental models represent
how the interaction is internally interpreted and
reconstructed by the users [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. How closely a user’s mental model
matches the real interactive environment would determine
the efectiveness and eficiency of the user’s interactive
strategy [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Particularly, suppose a user fails to understand the
designs of an interactive system. In that case, it is more
likely that the mental model would be poor, and the user
would likely end up missing their goals and have a
frustrating experience.
      </p>
      <p>
        Interactive systems are often designed to adapt to user
needs and habits to create an intuitive user experience.
The classic approach is to collect behavioral data, such as
keystrokes, mouse movements, or system logs, and analyze
it for patterns [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Interactive systems would update based
on similarities between user behaviors and learned patterns.
These approaches, however, do not explain the reasons
behind the user’s actions. When designing such a system, it is
therefore desirable for the system to align with the users’
mental models [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. To do so would require a model of the
user’s mental model that accounts for user behavior and
decision-making [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], allowing the interactive systems to
adapt to the user’s goals [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ].
      </p>
      <p>
        Parameterized, computational models of interaction have
been proposed to explain the user’s decision-making
process during an interaction [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ]. These models establish
a causal link between observed user behavior and latent
psychological factors and parameterize the latter to build
a computational framework, thus paving a way to infer
the values of latent factors from observed behavior [
        <xref ref-type="bibr" rid="ref12 ref13">12, 13</xref>
        ].
This approach can be extended to study the efect of mental
models on user behavior, enabling the design of intelligent
interactive systems that adapt to users’ mental models.
      </p>
      <p>However, these models have not addressed cases where
the latent factors change. A user could gain knowledge
and experience during an interaction to become more
skillful, which would be reflected in the mental model. Failure
to account for such changes would render any interactive
system’s adaptation inefective or even detrimental.
Consequently, our present work formalizes a computational
framework for interaction that detects changes in mental
models based on observed user behavior. This would be
important for creating intelligent interactive systems and
collaborative AI that are truly adaptive to the users.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Method</title>
      <sec id="sec-3-1">
        <title>3.1. Interaction as a POMDP</title>
        <p>
          We view the user of an interactive system as an agent
trying to solve a Partially Observable Markov Decision
Process (POMDP) [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. POMDP is defined as a tuple
(, ,  , , , Ω,  ) where:
•  is a finite set of states of the environment.
•  is a finite set of actions available to the agent.
•  ∶  ×  ×  → [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ] is the (probabilistic) transition
function, where  (, ,  ′) =  ( ′|, ) represents the
probability of transitioning to state  ′ when action 
is taken in state  .
•  ∶  ×  ×  → ℝ is the reward function for each
transition from  to  ′ due to  .
•  is a finite set of possible observations.
• Ω ∶  ×  ×  → [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ] is the (probabilistic)
observation function, where Ω( ′, , ) =  (| ′, )
represents the probability of observation  after action  ,
in state  ′.
•  ∈ [
          <xref ref-type="bibr" rid="ref1">0, 1</xref>
          ] is the discount factor for the present value
of future rewards.
        </p>
        <p>The interaction process between an agent and a POMDP
environment can now be described in Figure 2. In a POMDP,
the agent cannot know the environment state directly.
Instead, it observes the state and forms an internal
representation of the state as a belief  ∈  , with  being the set of all
possible beliefs. The agent aims to find an optimal policy
 ∶  →  to guide its choice of action that maximizes the
expected discounted rewards over time. Specifically, the
interaction takes place as follows.</p>
        <p>1. Initial Belief State: The interaction starts with the
agent having an initial belief state,  0() representing
the agent’s initial knowledge about the environment,
  ∈ ,  ∈  .
2. Action Selection: At each time step  , the agent
selects an action   ∈  based on its current belief
state   () according to a policy  to maximize the
expected reward.
3. Environment Response: The environment
transitions from   to  +1 according to  (  ,   ,  +1 ) =
 ( +1 |  ,   ). This is not directly observable by the
agent.
4. Observation: The agent receives an observation
 +1 ∈  , generated according to the observation
model Ω: ( +1 ,   ,  +1 ) =  ( +1 | +1 ,   ).
5. Belief Update: The agent performs Bayesian
update of its belief to  +1 () with observation  +1 ,
action   , and previous belief   () , and revises
knowledge about the environment.
6. Reward: The agent receives a reward (  ,   ,  +1 )
based on the state transition.
7. Repetition: Steps 2 through 6 are repeated, with
the agent continually updating its belief state and
selecting actions until a terminal condition is reached.</p>
        <p>
          The agent can use reinforcement learning to find the
strategy that maximizes the future-discounted cumulative
reward:  () = max { (, ) +  ∑  ( ′|, ) ( ′)}. It has
been theorized and shown empirically that as long as the
POMDP formalism correctly models the task environment
and the relevant parts of human cognition, an optimal policy
approximates that of human behavior. This is known as
computational rationality [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Mental Models and Interactive Behavior</title>
        <p>Given that the true state   is not directly observable, the
agent forms its belief   , a probability distribution over all
possible states in the environment at  . We propose that
the agent performs a Bayesian update to obtain   using its
mental model,  :̂
 +1 ∝ (̂   ,   ),
(1)</p>
        <p>In Equation 1, the mental model is a (probabilistic)
function that updates the agent’s belief given observation and
previous belief. Thus the mental model  ̂ can be viewed as
the (imperfect) transition function  of an individual agent.
An ideal agent with the perfect knowledge and expertise
of the interactive environment would have the true mental
model identical to  . In reality, even given the same
observation, agents with diferent mental models  ̂ would have
diferent ways to update their beliefs.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Inferring Mental Models from</title>
      </sec>
      <sec id="sec-3-4">
        <title>Observation</title>
        <p>We can use the framework in Sections 3.1 and 3.2 to simulate
agents with diferent mental models and use them to
generate simulated behavior. When a human user interacts to
generate real data, it can then be compared to the simulated
data to determine the likely mental model of the human
user.</p>
        <p>Suppose that the mental model has the probability
distribution  ( )̂ . From Sections 3.1 and 3.2 we know how an
agent with a mental model  ̂ would behave. Consequently,
we also know the conditional probability distribution of
 (  ∣ )̂ , given an observed behavior data   . Bayes’ rule
can then be used to invert the conditional probability and
ifnd:
 (  ̂∣   ) ∝  (  ∣ )̂ ⋅  ( )̂ ,
(2)</p>
        <p>
          Finding the likelihood  (  ∣ )̂ is dificult, both
analytically and empirically. Instead, we use a likelihood-free
Approximate Bayesian Computation (ABC) [
          <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
          ] to sample
possible values of  ,̂ minimize the diference between
simulated and observed data, estimated by a Gaussian process
regression model [
          <xref ref-type="bibr" rid="ref18">18</xref>
          ] and find the posterior distribution.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>3.4. Detecting Changes of Mental Models</title>
        <p>Equation 2 gives us a probabilistic estimate of mental
models, which alone is insuficient in detecting potential changes
in mental models. To algorithmically determine whether,
given observed data, the mental model has changed
significantly, we need to quantify changes in the posterior
distribution  (  ̂ ∣   ). Depending on the specificities of
the interaction, we can choose from various methods, as
summarized in Table 1.</p>
        <sec id="sec-3-5-1">
          <title>3.4.1. Example: Mental Models with Categorical</title>
        </sec>
        <sec id="sec-3-5-2">
          <title>Values</title>
          <p>Which quantification method to use depends on the
characteristics of mental models. Suppose we have a categorical
mental model, which is the case we could use maximum a
posteriori estimate (MAP) to determine the values of  ,̂ and
detect any changes.</p>
          <p>1. Calculate Posterior Distribution</p>
          <p>For each category  in the mental model categories
 (i.e. Equation 2):</p>
          <p>Posterior[] = Likelihood[] × Prior[]
Normalize the Posterior for each category  by
dividing by the sum of all Posterior values:</p>
          <p>Posterior[] ←</p>
          <p>Posterior[]
∑ ′∈ Posterior[ ′]
Threshold
Monitoring</p>
          <p>Description
Utilize statistical distance measures
(e.g., KL divergence, Total Variation
distance, Wasserstein distance) to
quantify the diference between successive
posterior distributions of the mental
model ( (  ̂∣   )) to assess how one
distribution diverges from another.</p>
          <p>Define a threshold for a significant
change, based on domain knowledge,
statistical criteria, or adaptive methods.</p>
          <p>Validate this threshold through
simulations or historical data to ensure it
efectively diferentiates between
routine updates and significant model
changes.</p>
          <p>Continuously or periodically
calculating the distance measure between the
current and previous posterior
distributions, storing past distributions for
comparison. If the distance exceeds the
threshold, infer a significant change in
the mental model has occurred.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Evaluation</title>
      <p>We use an experiment to demonstrate how the framework
outlined in Section 3 quantifies and detects changes in the
latent mental models of human participants interacting with
an interactive system. We change the instructions given to
the participants during the experiment to mimic changes
in mental models and showcase how the model prediction
successfully reflects these changes.</p>
      <sec id="sec-4-1">
        <title>4.1. Participants</title>
        <p>We recruited 10 participants online1, of which 8 identified
as females, and 2 as males, coming from 5 diferent nations.
They are between the ages of 20 and 48, averaging at 29.
The participants were paid compensation for taking part in
the experiment.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Materials</title>
        <p>We conducted our experiment remotely using a webpage
designed to simulate a hypothetical scenario where
participants interact with the simulation environment and make
decisions based on feedback and prior instructions.
Participants interact by clicking buttons which are logged as
experiment data.</p>
        <p>Scenario Picture a warehouse of unmarked boxes
containing electric and electronic waste, including used batteries,
LED lights, and household appliances. To identify what each
box contains, there’s an advanced scanner equipped with
ultrasound, X-ray tomography, magnetic resonance
imaging (MRI), and radio frequency sensors. The warehouse
manager can select a sensor to scan a box and get specific
results. Each type of waste generates unique readings on
the sensors. By scanning a box, the manager aims to
determine its specific contents. Specifically, each waste has four
features: ultrasound, x-ray, MRI, and radio frequency. Each
feature value can be either high or low.</p>
        <p>The scenario is represented on a webpage, and the
participants play the role of warehouse manager. In each task, the
participant is presented with a box of unknown contents,
and given a goal of finding particular contents. The
participant must scan the box for the four features and decide
whether to open the box or abandon it, given their
mental model of what contents produce what sorts of scanner
readings, and what their goal is.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Experiment Procedure</title>
        <p>The experiment is carried out as follows:
• Each participant performs 12 rounds of tasks.
• During each round, the webpage refreshes and
randomly generates a box as described above.
• During each round, each participant is randomly
assigned a type of waste to look for.
• The participant scans the box, and decides whether
to accept or reject it.</p>
        <p>Each participant is rewarded points for accepting the
box containing the assigned waste or rejecting the box not
containing it. If a participant wrongly accepts or rejects
a box, a penalty is applied. Scanning a feature will also
cost points. Therefore participants are instructed to act
economically to make the right decision with minimal costs.</p>
        <p>The 10 participants are divided into 2 groups of 5. In
round 1, we give each group a table containing the
probability of finding each waste given a set of features.
• Group 1: the probabilities of finding each waste
given all features except radio frequency;
• Group 2: the probabilities of finding each waste
given all features except MRI.</p>
        <p>After round 5, all participants are given a new table
containing the probabilities of finding each waste given all
features, with no features withheld. These tables represent the
participants’ mental models ( ̂ in our computational model).
The mental models of the initial 5 rounds belong to those
participants not having learned to associate certain features
with the underlying probabilities. We assign  1̂ to the initial
mental model of Group 1, and  2̂ to that of Group 2. The
new mental model assigned after round 5 is  0̂.</p>
        <p>ult.
high
x-ray
high</p>
        <p>MRI
high
radio
batt.
0.7
lights
0.3
app
0.6</p>
        <p>A snippet of the table given to Group 1 is shown in Table
2. Using this knowledge, if a participant obtains the
corresponding readings, they would know that the likelihood
of finding a battery is 0.65. Taking into consideration the
action costs, they can calculate the expected reward and
decide whether they would accept the box.</p>
        <p>The switch at round 5 is designed to model users
acquiring a new mental model during an interaction after gaining
knowledge and expertise about the environment and
correctly associating all features with the probabilities.</p>
        <p>Summary Statistics The experiment data gathered
are the sequence of actions performed by each participant,
recorded as a list of button IDs. To eliminate unnecessary
randomness, we transform the data using summary statistics:
we ignore any repetitions in the action and its order. As a
result, we are only concerned with whether each sensor has
been used, and whether the participant decides to accept or
reject the box.</p>
        <p>
          Inference 10 participants each performed 12 tasks to
generate 12 results of button clicks. In total 60 sequences are
collected and transformed by summary statistics into sets
of boolean variables. Each result records the status of the 6
buttons, with 1 corresponding to the button being clicked,
and 0 otherwise. For example, if a participant chooses to
scan the X-ray and MRI, and rejects the box, the resultant
data would be: [
          <xref ref-type="bibr" rid="ref1 ref2 ref3">1, 2, 3</xref>
          ], and transformed into [
          <xref ref-type="bibr" rid="ref1 ref1 ref1">0, 1, 1, 0, 1, 0</xref>
          ].
        </p>
        <p>
          As described in Section 3.4, the mental model  can be
quantified as a categorical variable. We divide the unit
interval into thirds so that each third corresponds to one
of three mental models  0̂,  1̂ and  2̂. We create simulated
agents with the three mental models to produce simulated
data. For each  ,̂ we use Proximal Policy Optimization with
the default parameters [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] to train the simulated agents.
        </p>
        <p>Using the mechanism in Section 3, our model samples
possible values of  and compares the simulated results with
participant data to produce a probabilistic distribution of 
values. We use MAP estimates to determine their values, as
outlined in Section 3.4. For each round of tasks each
participant performs, we sample the corresponding simulated
result 200 times.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Experiment Result</title>
        <p>We can calculate the accuracy of our inference: the
percentage of the 200 inferred  that matches the correct mental
model   ̂ ,  = 0, 1, 2 . Averaged over all participants, we thus
obtained 12 average prediction accuracies throughout the
iteration. The result is presented in Figure 4.</p>
        <p>We plot the results in Figure 4. We observe the model’s
average prediction accuracy for each participant’s mental
model across the 12 rounds. The red, vertical dotted line
marks the switching of  ̂ as participants receive the new
table after round 5.</p>
        <p>Furthermore, we also calculate the standard deviation of
the inferred values of mental models for each round, and
average over all participants. The result is shown in the
Figure 5. The switching of  ̂ is also marked by a red, vertical
dotted line.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5. Discussion</title>
        <p>We can discover several trends in the results as shown in
Figures 4 and 5. The accuracy of model prediction of mental
model  ̂ increases per round (Figure 4). This is due to the
Bayesian update of the model incorporating the results from
previous rounds into the following rounds as prior
information. Consequently, the inference improves in accuracy as
confoundments are gradually resolved. This is also shown
in the decrease of standard deviations in Figure 5. In
earlier rounds, there is relatively little information and more
confoundments, leading to greater uncertainty in inference
results. As evidence accumulates and confoundments are
resolved, uncertainty also decreases.</p>
        <p>Importantly, both figures show a drastic change between
rounds 5 and 6, when the mental models  ̂ are switched. The
accuracy goes down and the standard deviation slightly
increases. This means that at round 6, the priors from previous
rounds still have a strong influence on the inference results,
and the model clings to the prediction that the data were
produced by agents with the old mental model (either  1̂ or
 2̂). However, as can be seen in Figures 4 and 5, evidence
accumulates due to our model’s Bayesian setup, suggesting
that a new mental model was likely behind the observed
data. Towards the later rounds, accuracy has recovered
and the model now firmly predicts the new mental model
 0̂. Similar trends can also be observed in average standard
deviations, as the value goes up slightly after round 5 before
continuing to descend.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Future Research</title>
      <p>In this paper, we present a formal, computational model
to infer a user’s mental model during interaction. It can
detect changes in the mental model and dynamically updates
the inference once suficient evidence is accumulated. The
experiment demonstrates a consistent trend of improving
accuracy and decreasing variance in the model predictions.
The model can be a starting point for building an intelligent
interactive system that truly understands its users.</p>
      <p>
        Currently, the model needs to run ABC and sample at
each round of inference, as outlined in section 3. This makes
the model too slow to be implemented in real applications.
Consequently, a key improvement would be to make the
model more lightweight and eficient so that inferences and
adaptations can be implemented in real-time. One idea
worth exploring is amortizing the inference by pre-training
the model using simulation [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
      <p>The entire inference framework must also be tested with
real HCI tasks, such as menu search and typing. To do so we
need to define both the computational model of interaction
and the mental model. This would also allow us to compare
our proposed approach to existing methods and conduct
statistical analysis with more participants. To do so would
likely require insights from psychology, behavioral science,
etc., and is beyond the scope of this work.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments</title>
      <p>This research has been supported by the Academy of Finland
(grant 330347).</p>
    </sec>
  </body>
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