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SubscribeDesignRepair: Dual-Stream Design Guideline-Aware Frontend Repair with Large Language Models
The rise of Large Language Models (LLMs) has streamlined frontend interface creation through tools like Vercel's V0, yet surfaced challenges in design quality (e.g., accessibility, and usability). Current solutions, often limited by their focus, generalisability, or data dependency, fall short in addressing these complexities. Moreover, none of them examine the quality of LLM-generated UI design. In this work, we introduce DesignRepair, a novel dual-stream design guideline-aware system to examine and repair the UI design quality issues from both code aspect and rendered page aspect. We utilised the mature and popular Material Design as our knowledge base to guide this process. Specifically, we first constructed a comprehensive knowledge base encoding Google's Material Design principles into low-level component knowledge base and high-level system design knowledge base. After that, DesignRepair employs a LLM for the extraction of key components and utilizes the Playwright tool for precise page analysis, aligning these with the established knowledge bases. Finally, we integrate Retrieval-Augmented Generation with state-of-the-art LLMs like GPT-4 to holistically refine and repair frontend code through a strategic divide and conquer approach. Our extensive evaluations validated the efficacy and utility of our approach, demonstrating significant enhancements in adherence to design guidelines, accessibility, and user experience metrics.
Advancing vision-language models in front-end development via data synthesis
Modern front-end (FE) development, especially when leveraging the unique features of frameworks like React and Vue, presents distinctive challenges. These include managing modular architectures, ensuring synchronization between data and visual outputs for declarative rendering, and adapting reusable components to various scenarios. Such complexities make it particularly difficult for state-of-the-art large vision-language models (VLMs) to generate accurate and functional code directly from design images. To address these challenges, we propose a reflective agentic workflow that synthesizes high-quality image-text data to capture the diverse characteristics of FE development. This workflow automates the extraction of self-containedA \textbf{self-contained code snippet is one that encapsulates all necessary logic, styling, and dependencies, ensuring it functions independently without requiring external imports or context.} code snippets from real-world projects, renders the corresponding visual outputs, and generates detailed descriptions that link design elements to functional code. To further expand the scope and utility of the synthesis, we introduce three data synthesis strategies: Evolution-based synthesis, which enables scalable and diverse dataset expansion; Waterfall-Model-based synthesis, which generates logically coherent code derived from system requirements; and Additive Development synthesis, which iteratively increases the complexity of human-authored components. We build a large vision-language model, Flame, trained on the synthesized datasets and demonstrate its effectiveness in generating React code via the pass@k metric. Our results suggest that a code VLM trained to interpret images before code generation may achieve better performance.
3D-FRONT: 3D Furnished Rooms with layOuts and semaNTics
We introduce 3D-FRONT (3D Furnished Rooms with layOuts and semaNTics), a new, large-scale, and comprehensive repository of synthetic indoor scenes highlighted by professionally designed layouts and a large number of rooms populated by high-quality textured 3D models with style compatibility. From layout semantics down to texture details of individual objects, our dataset is freely available to the academic community and beyond. Currently, 3D-FRONT contains 18,968 rooms diversely furnished by 3D objects, far surpassing all publicly available scene datasets. In addition, the 13,151 furniture objects all come with high-quality textures. While the floorplans and layout designs are directly sourced from professional creations, the interior designs in terms of furniture styles, color, and textures have been carefully curated based on a recommender system we develop to attain consistent styles as expert designs. Furthermore, we release Trescope, a light-weight rendering tool, to support benchmark rendering of 2D images and annotations from 3D-FRONT. We demonstrate two applications, interior scene synthesis and texture synthesis, that are especially tailored to the strengths of our new dataset. The project page is at: https://tianchi.aliyun.com/specials/promotion/alibaba-3d-scene-dataset.
LayoutDETR: Detection Transformer Is a Good Multimodal Layout Designer
Graphic layout designs play an essential role in visual communication. Yet handcrafting layout designs is skill-demanding, time-consuming, and non-scalable to batch production. Generative models emerge to make design automation scalable but it remains non-trivial to produce designs that comply with designers' multimodal desires, i.e., constrained by background images and driven by foreground content. We propose LayoutDETR that inherits the high quality and realism from generative modeling, while reformulating content-aware requirements as a detection problem: we learn to detect in a background image the reasonable locations, scales, and spatial relations for multimodal foreground elements in a layout. Our solution sets a new state-of-the-art performance for layout generation on public benchmarks and on our newly-curated ad banner dataset. We integrate our solution into a graphical system that facilitates user studies, and show that users prefer our designs over baselines by significant margins. Our code, models, dataset, graphical system, and demos are available at https://github.com/salesforce/LayoutDETR.
Sketch2FullStack: Generating Skeleton Code of Full Stack Website and Application from Sketch using Deep Learning and Computer Vision
For a full-stack web or app development, it requires a software firm or more specifically a team of experienced developers to contribute a large portion of their time and resources to design the website and then convert it to code. As a result, the efficiency of the development team is significantly reduced when it comes to converting UI wireframes and database schemas into an actual working system. It would save valuable resources and fasten the overall workflow if the clients or developers can automate this process of converting the pre-made full-stack website design to get a partially working if not fully working code. In this paper, we present a novel approach of generating the skeleton code from sketched images using Deep Learning and Computer Vision approaches. The dataset for training are first-hand sketched images of low fidelity wireframes, database schemas and class diagrams. The approach consists of three parts. First, the front-end or UI elements detection and extraction from custom-made UI wireframes. Second, individual database table creation from schema designs and lastly, creating a class file from class diagrams.
Design2Code: How Far Are We From Automating Front-End Engineering?
Generative AI has made rapid advancements in recent years, achieving unprecedented capabilities in multimodal understanding and code generation. This can enable a new paradigm of front-end development, in which multimodal LLMs might directly convert visual designs into code implementations. In this work, we formalize this as a Design2Code task and conduct comprehensive benchmarking. Specifically, we manually curate a benchmark of 484 diverse real-world webpages as test cases and develop a set of automatic evaluation metrics to assess how well current multimodal LLMs can generate the code implementations that directly render into the given reference webpages, given the screenshots as input. We also complement automatic metrics with comprehensive human evaluations. We develop a suite of multimodal prompting methods and show their effectiveness on GPT-4V and Gemini Pro Vision. We further finetune an open-source Design2Code-18B model that successfully matches the performance of Gemini Pro Vision. Both human evaluation and automatic metrics show that GPT-4V performs the best on this task compared to other models. Moreover, annotators think GPT-4V generated webpages can replace the original reference webpages in 49% of cases in terms of visual appearance and content; and perhaps surprisingly, in 64% of cases GPT-4V generated webpages are considered better than the original reference webpages. Our fine-grained break-down metrics indicate that open-source models mostly lag in recalling visual elements from the input webpages and in generating correct layout designs, while aspects like text content and coloring can be drastically improved with proper finetuning.
PLay: Parametrically Conditioned Layout Generation using Latent Diffusion
Layout design is an important task in various design fields, including user interface, document, and graphic design. As this task requires tedious manual effort by designers, prior works have attempted to automate this process using generative models, but commonly fell short of providing intuitive user controls and achieving design objectives. In this paper, we build a conditional latent diffusion model, PLay, that generates parametrically conditioned layouts in vector graphic space from user-specified guidelines, which are commonly used by designers for representing their design intents in current practices. Our method outperforms prior works across three datasets on metrics including FID and FD-VG, and in user study. Moreover, it brings a novel and interactive experience to professional layout design processes.
I-Design: Personalized LLM Interior Designer
Interior design allows us to be who we are and live how we want - each design is as unique as our distinct personality. However, it is not trivial for non-professionals to express and materialize this since it requires aligning functional and visual expectations with the constraints of physical space; this renders interior design a luxury. To make it more accessible, we present I-Design, a personalized interior designer that allows users to generate and visualize their design goals through natural language communication. I-Design starts with a team of large language model agents that engage in dialogues and logical reasoning with one another, transforming textual user input into feasible scene graph designs with relative object relationships. Subsequently, an effective placement algorithm determines optimal locations for each object within the scene. The final design is then constructed in 3D by retrieving and integrating assets from an existing object database. Additionally, we propose a new evaluation protocol that utilizes a vision-language model and complements the design pipeline. Extensive quantitative and qualitative experiments show that I-Design outperforms existing methods in delivering high-quality 3D design solutions and aligning with abstract concepts that match user input, showcasing its advantages across detailed 3D arrangement and conceptual fidelity.
Open3D: A Modern Library for 3D Data Processing
Open3D is an open-source library that supports rapid development of software that deals with 3D data. The Open3D frontend exposes a set of carefully selected data structures and algorithms in both C++ and Python. The backend is highly optimized and is set up for parallelization. Open3D was developed from a clean slate with a small and carefully considered set of dependencies. It can be set up on different platforms and compiled from source with minimal effort. The code is clean, consistently styled, and maintained via a clear code review mechanism. Open3D has been used in a number of published research projects and is actively deployed in the cloud. We welcome contributions from the open-source community.
CGB-DM: Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model
Layout generation is the foundation task of intelligent design, which requires the integration of visual aesthetics and harmonious expression of content delivery. However, existing methods still face challenges in generating precise and visually appealing layouts, including blocking, overlap, or spatial misalignment between layouts, which are closely related to the spatial structure of graphic layouts. We find that these methods overly focus on content information and lack constraints on layout spatial structure, resulting in an imbalance of learning content-aware and graphic-aware features. To tackle this issue, we propose Content and Graphic Balance Layout Generation with Transformer-based Diffusion Model (CGB-DM). Specifically, we first design a regulator that balances the predicted content and graphic weight, overcoming the tendency of paying more attention to the content on canvas. Secondly, we introduce a graphic constraint of saliency bounding box to further enhance the alignment of geometric features between layout representations and images. In addition, we adapt a transformer-based diffusion model as the backbone, whose powerful generation capability ensures the quality in layout generation. Extensive experimental results indicate that our method has achieved state-of-the-art performance in both quantitative and qualitative evaluations. Our model framework can also be expanded to other graphic design fields.
Visual Prompting with Iterative Refinement for Design Critique Generation
Feedback is crucial for every design process, such as user interface (UI) design, and automating design critiques can significantly improve the efficiency of the design workflow. Although existing multimodal large language models (LLMs) excel in many tasks, they often struggle with generating high-quality design critiques -- a complex task that requires producing detailed design comments that are visually grounded in a given design's image. Building on recent advancements in iterative refinement of text output and visual prompting methods, we propose an iterative visual prompting approach for UI critique that takes an input UI screenshot and design guidelines and generates a list of design comments, along with corresponding bounding boxes that map each comment to a specific region in the screenshot. The entire process is driven completely by LLMs, which iteratively refine both the text output and bounding boxes using few-shot samples tailored for each step. We evaluated our approach using Gemini-1.5-pro and GPT-4o, and found that human experts generally preferred the design critiques generated by our pipeline over those by the baseline, with the pipeline reducing the gap from human performance by 50% for one rating metric. To assess the generalizability of our approach to other multimodal tasks, we applied our pipeline to open-vocabulary object and attribute detection, and experiments showed that our method also outperformed the baseline.
PAID: A Framework of Product-Centric Advertising Image Design
Creating visually appealing advertising images is often a labor-intensive and time-consuming process. Is it possible to automatically generate such images using only basic product information--specifically, a product foreground image, taglines, and a target size? Existing methods mainly focus on parts of the problem and fail to provide a comprehensive solution. To address this gap, we propose a novel multistage framework called Product-Centric Advertising Image Design (PAID). It consists of four sequential stages to highlight product foregrounds and taglines while achieving overall image aesthetics: prompt generation, layout generation, background image generation, and graphics rendering. Different expert models are designed and trained for the first three stages: First, we use a visual language model (VLM) to generate background prompts that match the products. Next, a VLM-based layout generation model arranges the placement of product foregrounds, graphic elements (taglines and decorative underlays), and various nongraphic elements (objects from the background prompt). Following this, we train an SDXL-based image generation model that can simultaneously accept prompts, layouts, and foreground controls. To support the PAID framework, we create corresponding datasets with over 50,000 labeled images. Extensive experimental results and online A/B tests demonstrate that PAID can produce more visually appealing advertising images.
Exploring Challenges and Opportunities to Support Designers in Learning to Co-create with AI-based Manufacturing Design Tools
AI-based design tools are proliferating in professional software to assist engineering and industrial designers in complex manufacturing and design tasks. These tools take on more agentic roles than traditional computer-aided design tools and are often portrayed as "co-creators." Yet, working effectively with such systems requires different skills than working with complex CAD tools alone. To date, we know little about how engineering designers learn to work with AI-based design tools. In this study, we observed trained designers as they learned to work with two AI-based tools on a realistic design task. We find that designers face many challenges in learning to effectively co-create with current systems, including challenges in understanding and adjusting AI outputs and in communicating their design goals. Based on our findings, we highlight several design opportunities to better support designer-AI co-creation.
WordArt Designer API: User-Driven Artistic Typography Synthesis with Large Language Models on ModelScope
This paper introduces the WordArt Designer API, a novel framework for user-driven artistic typography synthesis utilizing Large Language Models (LLMs) on ModelScope. We address the challenge of simplifying artistic typography for non-professionals by offering a dynamic, adaptive, and computationally efficient alternative to traditional rigid templates. Our approach leverages the power of LLMs to understand and interpret user input, facilitating a more intuitive design process. We demonstrate through various case studies how users can articulate their aesthetic preferences and functional requirements, which the system then translates into unique and creative typographic designs. Our evaluations indicate significant improvements in user satisfaction, design flexibility, and creative expression over existing systems. The WordArt Designer API not only democratizes the art of typography but also opens up new possibilities for personalized digital communication and design.
From Concept to Manufacturing: Evaluating Vision-Language Models for Engineering Design
Engineering Design is undergoing a transformative shift with the advent of AI, marking a new era in how we approach product, system, and service planning. Large language models have demonstrated impressive capabilities in enabling this shift. Yet, with text as their only input modality, they cannot leverage the large body of visual artifacts that engineers have used for centuries and are accustomed to. This gap is addressed with the release of multimodal vision language models, such as GPT-4V, enabling AI to impact many more types of tasks. In light of these advancements, this paper presents a comprehensive evaluation of GPT-4V, a vision language model, across a wide spectrum of engineering design tasks, categorized into four main areas: Conceptual Design, System-Level and Detailed Design, Manufacturing and Inspection, and Engineering Education Tasks. Our study assesses GPT-4V's capabilities in design tasks such as sketch similarity analysis, concept selection using Pugh Charts, material selection, engineering drawing analysis, CAD generation, topology optimization, design for additive and subtractive manufacturing, spatial reasoning challenges, and textbook problems. Through this structured evaluation, we not only explore GPT-4V's proficiency in handling complex design and manufacturing challenges but also identify its limitations in complex engineering design applications. Our research establishes a foundation for future assessments of vision language models, emphasizing their immense potential for innovating and enhancing the engineering design and manufacturing landscape. It also contributes a set of benchmark testing datasets, with more than 1000 queries, for ongoing advancements and applications in this field.
DEsignBench: Exploring and Benchmarking DALL-E 3 for Imagining Visual Design
We introduce DEsignBench, a text-to-image (T2I) generation benchmark tailored for visual design scenarios. Recent T2I models like DALL-E 3 and others, have demonstrated remarkable capabilities in generating photorealistic images that align closely with textual inputs. While the allure of creating visually captivating images is undeniable, our emphasis extends beyond mere aesthetic pleasure. We aim to investigate the potential of using these powerful models in authentic design contexts. In pursuit of this goal, we develop DEsignBench, which incorporates test samples designed to assess T2I models on both "design technical capability" and "design application scenario." Each of these two dimensions is supported by a diverse set of specific design categories. We explore DALL-E 3 together with other leading T2I models on DEsignBench, resulting in a comprehensive visual gallery for side-by-side comparisons. For DEsignBench benchmarking, we perform human evaluations on generated images in DEsignBench gallery, against the criteria of image-text alignment, visual aesthetic, and design creativity. Our evaluation also considers other specialized design capabilities, including text rendering, layout composition, color harmony, 3D design, and medium style. In addition to human evaluations, we introduce the first automatic image generation evaluator powered by GPT-4V. This evaluator provides ratings that align well with human judgments, while being easily replicable and cost-efficient. A high-resolution version is available at https://github.com/design-bench/design-bench.github.io/raw/main/designbench.pdf?download=
PosterLLaVa: Constructing a Unified Multi-modal Layout Generator with LLM
Layout generation is the keystone in achieving automated graphic design, requiring arranging the position and size of various multi-modal design elements in a visually pleasing and constraint-following manner. Previous approaches are either inefficient for large-scale applications or lack flexibility for varying design requirements. Our research introduces a unified framework for automated graphic layout generation, leveraging the multi-modal large language model (MLLM) to accommodate diverse design tasks. In contrast, our data-driven method employs structured text (JSON format) and visual instruction tuning to generate layouts under specific visual and textual constraints, including user-defined natural language specifications. We conducted extensive experiments and achieved state-of-the-art (SOTA) performance on public multi-modal layout generation benchmarks, demonstrating the effectiveness of our method. Moreover, recognizing existing datasets' limitations in capturing the complexity of real-world graphic designs, we propose two new datasets for much more challenging tasks (user-constrained generation and complicated poster), further validating our model's utility in real-life settings. Marking by its superior accessibility and adaptability, this approach further automates large-scale graphic design tasks. The code and datasets will be publicly available on https://github.com/posterllava/PosterLLaVA.
Counterfactuals for Design: A Model-Agnostic Method For Design Recommendations
We introduce Multi-Objective Counterfactuals for Design (MCD), a novel method for counterfactual optimization in design problems. Counterfactuals are hypothetical situations that can lead to a different decision or choice. In this paper, the authors frame the counterfactual search problem as a design recommendation tool that can help identify modifications to a design, leading to better functional performance. MCD improves upon existing counterfactual search methods by supporting multi-objective queries, which are crucial in design problems, and by decoupling the counterfactual search and sampling processes, thus enhancing efficiency and facilitating objective tradeoff visualization. The paper demonstrates MCD's core functionality using a two-dimensional test case, followed by three case studies of bicycle design that showcase MCD's effectiveness in real-world design problems. In the first case study, MCD excels at recommending modifications to query designs that can significantly enhance functional performance, such as weight savings and improvements to the structural safety factor. The second case study demonstrates that MCD can work with a pre-trained language model to suggest design changes based on a subjective text prompt effectively. Lastly, the authors task MCD with increasing a query design's similarity to a target image and text prompt while simultaneously reducing weight and improving structural performance, demonstrating MCD's performance on a complex multimodal query. Overall, MCD has the potential to provide valuable recommendations for practitioners and design automation researchers looking for answers to their ``What if'' questions by exploring hypothetical design modifications and their impact on multiple design objectives. The code, test problems, and datasets used in the paper are available to the public at decode.mit.edu/projects/counterfactuals/.
UIClip: A Data-driven Model for Assessing User Interface Design
User interface (UI) design is a difficult yet important task for ensuring the usability, accessibility, and aesthetic qualities of applications. In our paper, we develop a machine-learned model, UIClip, for assessing the design quality and visual relevance of a UI given its screenshot and natural language description. To train UIClip, we used a combination of automated crawling, synthetic augmentation, and human ratings to construct a large-scale dataset of UIs, collated by description and ranked by design quality. Through training on the dataset, UIClip implicitly learns properties of good and bad designs by i) assigning a numerical score that represents a UI design's relevance and quality and ii) providing design suggestions. In an evaluation that compared the outputs of UIClip and other baselines to UIs rated by 12 human designers, we found that UIClip achieved the highest agreement with ground-truth rankings. Finally, we present three example applications that demonstrate how UIClip can facilitate downstream applications that rely on instantaneous assessment of UI design quality: i) UI code generation, ii) UI design tips generation, and iii) quality-aware UI example search.
Neural Design Network: Graphic Layout Generation with Constraints
Graphic design is essential for visual communication with layouts being fundamental to composing attractive designs. Layout generation differs from pixel-level image synthesis and is unique in terms of the requirement of mutual relations among the desired components. We propose a method for design layout generation that can satisfy user-specified constraints. The proposed neural design network (NDN) consists of three modules. The first module predicts a graph with complete relations from a graph with user-specified relations. The second module generates a layout from the predicted graph. Finally, the third module fine-tunes the predicted layout. Quantitative and qualitative experiments demonstrate that the generated layouts are visually similar to real design layouts. We also construct real designs based on predicted layouts for a better understanding of the visual quality. Finally, we demonstrate a practical application on layout recommendation.
Generating a Low-code Complete Workflow via Task Decomposition and RAG
AI technologies are moving rapidly from research to production. With the popularity of Foundation Models (FMs) that generate text, images, and video, AI-based systems are increasing their complexity. Compared to traditional AI-based software, systems employing FMs, or GenAI-based systems, are more difficult to design due to their scale and versatility. This makes it necessary to document best practices, known as design patterns in software engineering, that can be used across GenAI applications. Our first contribution is to formalize two techniques, Task Decomposition and Retrieval-Augmented Generation (RAG), as design patterns for GenAI-based systems. We discuss their trade-offs in terms of software quality attributes and comment on alternative approaches. We recommend to AI practitioners to consider these techniques not only from a scientific perspective but also from the standpoint of desired engineering properties such as flexibility, maintainability, safety, and security. As a second contribution, we describe our industry experience applying Task Decomposition and RAG to build a complex real-world GenAI application for enterprise users: Workflow Generation. The task of generating workflows entails generating a specific plan using data from the system environment, taking as input a user requirement. As these two patterns affect the entire AI development cycle, we explain how they impacted the dataset creation, model training, model evaluation, and deployment phases.
Accounting for AI and Users Shaping One Another: The Role of Mathematical Models
As AI systems enter into a growing number of societal domains, these systems increasingly shape and are shaped by user preferences, opinions, and behaviors. However, the design of AI systems rarely accounts for how AI and users shape one another. In this position paper, we argue for the development of formal interaction models which mathematically specify how AI and users shape one another. Formal interaction models can be leveraged to (1) specify interactions for implementation, (2) monitor interactions through empirical analysis, (3) anticipate societal impacts via counterfactual analysis, and (4) control societal impacts via interventions. The design space of formal interaction models is vast, and model design requires careful consideration of factors such as style, granularity, mathematical complexity, and measurability. Using content recommender systems as a case study, we critically examine the nascent literature of formal interaction models with respect to these use-cases and design axes. More broadly, we call for the community to leverage formal interaction models when designing, evaluating, or auditing any AI system which interacts with users.
Constrained Graphic Layout Generation via Latent Optimization
It is common in graphic design humans visually arrange various elements according to their design intent and semantics. For example, a title text almost always appears on top of other elements in a document. In this work, we generate graphic layouts that can flexibly incorporate such design semantics, either specified implicitly or explicitly by a user. We optimize using the latent space of an off-the-shelf layout generation model, allowing our approach to be complementary to and used with existing layout generation models. Our approach builds on a generative layout model based on a Transformer architecture, and formulates the layout generation as a constrained optimization problem where design constraints are used for element alignment, overlap avoidance, or any other user-specified relationship. We show in the experiments that our approach is capable of generating realistic layouts in both constrained and unconstrained generation tasks with a single model. The code is available at https://github.com/ktrk115/const_layout .
Design-o-meter: Towards Evaluating and Refining Graphic Designs
Graphic designs are an effective medium for visual communication. They range from greeting cards to corporate flyers and beyond. Off-late, machine learning techniques are able to generate such designs, which accelerates the rate of content production. An automated way of evaluating their quality becomes critical. Towards this end, we introduce Design-o-meter, a data-driven methodology to quantify the goodness of graphic designs. Further, our approach can suggest modifications to these designs to improve its visual appeal. To the best of our knowledge, Design-o-meter is the first approach that scores and refines designs in a unified framework despite the inherent subjectivity and ambiguity of the setting. Our exhaustive quantitative and qualitative analysis of our approach against baselines adapted for the task (including recent Multimodal LLM-based approaches) brings out the efficacy of our methodology. We hope our work will usher more interest in this important and pragmatic problem setting.
Monolith: Real Time Recommendation System With Collisionless Embedding Table
Building a scalable and real-time recommendation system is vital for many businesses driven by time-sensitive customer feedback, such as short-videos ranking or online ads. Despite the ubiquitous adoption of production-scale deep learning frameworks like TensorFlow or PyTorch, these general-purpose frameworks fall short of business demands in recommendation scenarios for various reasons: on one hand, tweaking systems based on static parameters and dense computations for recommendation with dynamic and sparse features is detrimental to model quality; on the other hand, such frameworks are designed with batch-training stage and serving stage completely separated, preventing the model from interacting with customer feedback in real-time. These issues led us to reexamine traditional approaches and explore radically different design choices. In this paper, we present Monolith, a system tailored for online training. Our design has been driven by observations of our application workloads and production environment that reflects a marked departure from other recommendations systems. Our contributions are manifold: first, we crafted a collisionless embedding table with optimizations such as expirable embeddings and frequency filtering to reduce its memory footprint; second, we provide an production-ready online training architecture with high fault-tolerance; finally, we proved that system reliability could be traded-off for real-time learning. Monolith has successfully landed in the BytePlus Recommend product.
On AI-Inspired UI-Design
Graphical User Interface (or simply UI) is a primary mean of interaction between users and their device. In this paper, we discuss three major complementary approaches on how to use Artificial Intelligence (AI) to support app designers create better, more diverse, and creative UI of mobile apps. First, designers can prompt a Large Language Model (LLM) like GPT to directly generate and adjust one or multiple UIs. Second, a Vision-Language Model (VLM) enables designers to effectively search a large screenshot dataset, e.g. from apps published in app stores. The third approach is to train a Diffusion Model (DM) specifically designed to generate app UIs as inspirational images. We discuss how AI should be used, in general, to inspire and assist creative app design rather than automating it.
Design principles for a hybrid intelligence decision support system for business model validation
One of the most critical tasks for startups is to validate their business model. Therefore, entrepreneurs try to collect information such as feedback from other actors to assess the validity of their assumptions and make decisions. However, previous work on decisional guidance for business model validation provides no solution for the highly uncertain and complex context of earlystage startups. The purpose of this paper is, thus, to develop design principles for a Hybrid Intelligence decision support system (HI-DSS) that combines the complementary capabilities of human and machine intelligence. We follow a design science research approach to design a prototype artifact and a set of design principles. Our study provides prescriptive knowledge for HI-DSS and contributes to previous work on decision support for business models, the applications of complementary strengths of humans and machines for making decisions, and support systems for extremely uncertain decision-making problems.
BodyGen: Advancing Towards Efficient Embodiment Co-Design
Embodiment co-design aims to optimize a robot's morphology and control policy simultaneously. While prior work has demonstrated its potential for generating environment-adaptive robots, this field still faces persistent challenges in optimization efficiency due to the (i) combinatorial nature of morphological search spaces and (ii) intricate dependencies between morphology and control. We prove that the ineffective morphology representation and unbalanced reward signals between the design and control stages are key obstacles to efficiency. To advance towards efficient embodiment co-design, we propose BodyGen, which utilizes (1) topology-aware self-attention for both design and control, enabling efficient morphology representation with lightweight model sizes; (2) a temporal credit assignment mechanism that ensures balanced reward signals for optimization. With our findings, Body achieves an average 60.03% performance improvement against state-of-the-art baselines. We provide codes and more results on the website: https://genesisorigin.github.io.
IDEA-Bench: How Far are Generative Models from Professional Designing?
Real-world design tasks - such as picture book creation, film storyboard development using character sets, photo retouching, visual effects, and font transfer - are highly diverse and complex, requiring deep interpretation and extraction of various elements from instructions, descriptions, and reference images. The resulting images often implicitly capture key features from references or user inputs, making it challenging to develop models that can effectively address such varied tasks. While existing visual generative models can produce high-quality images based on prompts, they face significant limitations in professional design scenarios that involve varied forms and multiple inputs and outputs, even when enhanced with adapters like ControlNets and LoRAs. To address this, we introduce IDEA-Bench, a comprehensive benchmark encompassing 100 real-world design tasks, including rendering, visual effects, storyboarding, picture books, fonts, style-based, and identity-preserving generation, with 275 test cases to thoroughly evaluate a model's general-purpose generation capabilities. Notably, even the best-performing model only achieves 22.48 on IDEA-Bench, while the best general-purpose model only achieves 6.81. We provide a detailed analysis of these results, highlighting the inherent challenges and providing actionable directions for improvement. Additionally, we provide a subset of 18 representative tasks equipped with multimodal large language model (MLLM)-based auto-evaluation techniques to facilitate rapid model development and comparison. We releases the benchmark data, evaluation toolkits, and an online leaderboard at https://github.com/ali-vilab/IDEA-Bench, aiming to drive the advancement of generative models toward more versatile and applicable intelligent design systems.
Architectural Approaches to Overcome Challenges in the Development of Data-Intensive Systems
Orientation of modern software systems towards data-intensive processing raises new difficulties in software engineering on how to build and maintain such systems. Some of the important challenges concern the design of software architecture. In this article, we survey the fundamental challenges when designing data-intensive computing systems and present some of the most popular software architectural styles together with their potential to tackle these challenges.
PosterLlama: Bridging Design Ability of Langauge Model to Contents-Aware Layout Generation
Visual layout plays a critical role in graphic design fields such as advertising, posters, and web UI design. The recent trend towards content-aware layout generation through generative models has shown promise, yet it often overlooks the semantic intricacies of layout design by treating it as a simple numerical optimization. To bridge this gap, we introduce PosterLlama, a network designed for generating visually and textually coherent layouts by reformatting layout elements into HTML code and leveraging the rich design knowledge embedded within language models. Furthermore, we enhance the robustness of our model with a unique depth-based poster augmentation strategy. This ensures our generated layouts remain semantically rich but also visually appealing, even with limited data. Our extensive evaluations across several benchmarks demonstrate that PosterLlama outperforms existing methods in producing authentic and content-aware layouts. It supports an unparalleled range of conditions, including but not limited to unconditional layout generation, element conditional layout generation, layout completion, among others, serving as a highly versatile user manipulation tool.
Linguistic and Structural Basis of Engineering Design Knowledge
Artefact descriptions are the primary carriers of engineering design knowledge that is both an outcome and a driver of the design process. While an artefact could be described in different connotations, the design process requires a description to embody engineering design knowledge, which is expressed in the text through intricate placement of entities and relationships. As large-language models learn from all kinds of text merely as a sequence of characters/tokens, these are yet to generate text that embodies explicit engineering design facts. Existing ontological design theories are less likely to guide the large-language models whose applications are currently limited to ideation and learning purposes. In this article, we explicate engineering design knowledge as knowledge graphs from a large sample of 33,881 patent documents. We examine the constituents of these knowledge graphs to understand the linguistic and structural basis of engineering design knowledge. In terms of linguistic basis, we observe that entities and relationships could be generalised to 64 and 24 linguistic syntaxes. While relationships mainly capture attributes ('of'), structure ('in', 'with'), purpose ('to', 'for'), hierarchy ('include'), exemplification ('such as'), and behaviour ('to', 'from'), the hierarchical relationships could specifically be identified using 75 unique syntaxes. To understand the structural basis, we draw inspiration from various studies on biological/ecological networks and discover motifs from patent knowledge graphs. We identify four 3-node and four 4-node patterns that could further be converged and simplified into sequence [->...->], aggregation [->...<-], and hierarchy [<-...->]. Expected to guide large-language model based design tools, we propose few regulatory precepts for concretising abstract entities and relationships within subgraphs, while explicating hierarchical structures.
DreamGarden: A Designer Assistant for Growing Games from a Single Prompt
Coding assistants are increasingly leveraged in game design, both generating code and making high-level plans. To what degree can these tools align with developer workflows, and what new modes of human-computer interaction can emerge from their use? We present DreamGarden, an AI system capable of assisting with the development of diverse game environments in Unreal Engine. At the core of our method is an LLM-driven planner, capable of breaking down a single, high-level prompt -- a dream, memory, or imagined scenario provided by a human user -- into a hierarchical action plan, which is then distributed across specialized submodules facilitating concrete implementation. This system is presented to the user as a garden of plans and actions, both growing independently and responding to user intervention via seed prompts, pruning, and feedback. Through a user study, we explore design implications of this system, charting courses for future work in semi-autonomous assistants and open-ended simulation design.
Generative User-Experience Research for Developing Domain-specific Natural Language Processing Applications
User experience (UX) is a part of human-computer interaction (HCI) research and focuses on increasing intuitiveness, transparency, simplicity, and trust for system users. Most of the UX research for machine learning (ML) or natural language processing (NLP) focuses on a data-driven methodology, i.e., it fails to focus on users' requirements, and engages domain users mainly for usability evaluation. Moreover, more typical UX methods tailor the systems towards user usability, unlike learning about the user needs first. The paper proposes a methodology for integrating generative UX research into developing domain NLP applications. Generative UX research employs domain users at the initial stages of prototype development, i.e., ideation and concept evaluation, and the last stage for evaluating the change in user value. In the case study, we report the full-cycle prototype development of a domain-specific semantic search for daily operations in the process industry. Our case study shows that involving domain experts increases their interest and trust in the final NLP application. Moreover, we show that synergetic UX+NLP research efficiently considers data- and user-driven opportunities and constraints, which can be crucial for NLP applications in narrow domains
From Elements to Design: A Layered Approach for Automatic Graphic Design Composition
In this work, we investigate automatic design composition from multimodal graphic elements. Although recent studies have developed various generative models for graphic design, they usually face the following limitations: they only focus on certain subtasks and are far from achieving the design composition task; they do not consider the hierarchical information of graphic designs during the generation process. To tackle these issues, we introduce the layered design principle into Large Multimodal Models (LMMs) and propose a novel approach, called LaDeCo, to accomplish this challenging task. Specifically, LaDeCo first performs layer planning for a given element set, dividing the input elements into different semantic layers according to their contents. Based on the planning results, it subsequently predicts element attributes that control the design composition in a layer-wise manner, and includes the rendered image of previously generated layers into the context. With this insightful design, LaDeCo decomposes the difficult task into smaller manageable steps, making the generation process smoother and clearer. The experimental results demonstrate the effectiveness of LaDeCo in design composition. Furthermore, we show that LaDeCo enables some interesting applications in graphic design, such as resolution adjustment, element filling, design variation, etc. In addition, it even outperforms the specialized models in some design subtasks without any task-specific training.
Opportunities for Large Language Models and Discourse in Engineering Design
In recent years, large language models have achieved breakthroughs on a wide range of benchmarks in natural language processing and continue to increase in performance. Recently, the advances of large language models have raised interest outside the natural language processing community and could have a large impact on daily life. In this paper, we pose the question: How will large language models and other foundation models shape the future product development process? We provide the reader with an overview of the subject by summarizing both recent advances in natural language processing and the use of information technology in the engineering design process. We argue that discourse should be regarded as the core of engineering design processes, and therefore should be represented in a digital artifact. On this basis, we describe how foundation models such as large language models could contribute to the design discourse by automating parts thereof that involve creativity and reasoning, and were previously reserved for humans. We describe how simulations, experiments, topology optimizations, and other process steps can be integrated into a machine-actionable, discourse-centric design process. Finally, we outline the future research that will be necessary for the implementation of the conceptualized framework.
WebRPG: Automatic Web Rendering Parameters Generation for Visual Presentation
In the era of content creation revolution propelled by advancements in generative models, the field of web design remains unexplored despite its critical role in modern digital communication. The web design process is complex and often time-consuming, especially for those with limited expertise. In this paper, we introduce Web Rendering Parameters Generation (WebRPG), a new task that aims at automating the generation for visual presentation of web pages based on their HTML code. WebRPG would contribute to a faster web development workflow. Since there is no existing benchmark available, we develop a new dataset for WebRPG through an automated pipeline. Moreover, we present baseline models, utilizing VAE to manage numerous elements and rendering parameters, along with custom HTML embedding for capturing essential semantic and hierarchical information from HTML. Extensive experiments, including customized quantitative evaluations for this specific task, are conducted to evaluate the quality of the generated results.
SWE-bench Multimodal: Do AI Systems Generalize to Visual Software Domains?
Autonomous systems for software engineering are now capable of fixing bugs and developing features. These systems are commonly evaluated on SWE-bench (Jimenez et al., 2024a), which assesses their ability to solve software issues from GitHub repositories. However, SWE-bench uses only Python repositories, with problem statements presented predominantly as text and lacking visual elements such as images. This limited coverage motivates our inquiry into how existing systems might perform on unrepresented software engineering domains (e.g., front-end, game development, DevOps), which use different programming languages and paradigms. Therefore, we propose SWE-bench Multimodal (SWE-bench M), to evaluate systems on their ability to fix bugs in visual, user-facing JavaScript software. SWE-bench M features 617 task instances collected from 17 JavaScript libraries used for web interface design, diagramming, data visualization, syntax highlighting, and interactive mapping. Each SWE-bench M task instance contains at least one image in its problem statement or unit tests. Our analysis finds that top-performing SWE-bench systems struggle with SWE-bench M, revealing limitations in visual problem-solving and cross-language generalization. Lastly, we show that SWE-agent's flexible language-agnostic features enable it to substantially outperform alternatives on SWE-bench M, resolving 12% of task instances compared to 6% for the next best system.
LangGPT: Rethinking Structured Reusable Prompt Design Framework for LLMs from the Programming Language
LLMs have demonstrated commendable performance across diverse domains. Nevertheless, formulating high-quality prompts to instruct LLMs proficiently poses a challenge for non-AI experts. Existing research in prompt engineering suggests somewhat scattered optimization principles and designs empirically dependent prompt optimizers. Unfortunately, these endeavors lack a structured design template, incurring high learning costs and resulting in low reusability. In addition, it is not conducive to the iterative updating of prompts. Inspired by structured reusable programming languages, we propose LangGPT, a dual-layer prompt design framework as the programming language for LLMs. LangGPT has an easy-to-learn normative structure and provides an extended structure for migration and reuse. Experiments illustrate that LangGPT significantly enhances the performance of LLMs. Moreover, the case study shows that LangGPT leads LLMs to generate higher-quality responses. Furthermore, we analyzed the ease of use and reusability of LangGPT through a user survey in our online community.
INSIGHT: Universal Neural Simulator for Analog Circuits Harnessing Autoregressive Transformers
Analog front-end design heavily relies on specialized human expertise and costly trial-and-error simulations, which motivated many prior works on analog design automation. However, efficient and effective exploration of the vast and complex design space remains constrained by the time-consuming nature of SPICE simulations, making effective design automation a challenging endeavor. In this paper, we introduce INSIGHT, a GPU-powered, technology-agnostic, effective universal neural simulator in the analog front-end design automation loop. INSIGHT accurately predicts the performance metrics of analog circuits across various technologies with just a few microseconds of inference time. Notably, its autoregressive capabilities enable INSIGHT to accurately predict simulation-costly critical transient specifications leveraging less expensive performance metric information. The low cost and high fidelity feature make INSIGHT a good substitute for standard simulators in analog front-end optimization frameworks. INSIGHT is compatible with any optimization framework, facilitating enhanced design space exploration for sample efficiency through sophisticated offline learning and adaptation techniques. Our experiments demonstrate that INSIGHT-M, a model-based batch reinforcement learning sizing framework with INSIGHT as the accurate surrogate, only requires < 20 real-time simulations with 100-1000x lower simulation costs and significant speedup over existing sizing methods.
Architext: Language-Driven Generative Architecture Design
Architectural design is a highly complex practice that involves a wide diversity of disciplines, technologies, proprietary design software, expertise, and an almost infinite number of constraints, across a vast array of design tasks. Enabling intuitive, accessible, and scalable design processes is an important step towards performance-driven and sustainable design for all. To that end, we introduce Architext, a novel semantic generation assistive tool. Architext enables design generation with only natural language prompts, given to large-scale Language Models, as input. We conduct a thorough quantitative evaluation of Architext's downstream task performance, focusing on semantic accuracy and diversity for a number of pre-trained language models ranging from 120 million to 6 billion parameters. Architext models are able to learn the specific design task, generating valid residential layouts at a near 100% rate. Accuracy shows great improvement when scaling the models, with the largest model (GPT-J) yielding impressive accuracy ranging between 25% to over 80% for different prompt categories. We open source the finetuned Architext models and our synthetic dataset, hoping to inspire experimentation in this exciting area of design research.
What Looks Good with my Sofa: Multimodal Search Engine for Interior Design
In this paper, we propose a multi-modal search engine for interior design that combines visual and textual queries. The goal of our engine is to retrieve interior objects, e.g. furniture or wall clocks, that share visual and aesthetic similarities with the query. Our search engine allows the user to take a photo of a room and retrieve with a high recall a list of items identical or visually similar to those present in the photo. Additionally, it allows to return other items that aesthetically and stylistically fit well together. To achieve this goal, our system blends the results obtained using textual and visual modalities. Thanks to this blending strategy, we increase the average style similarity score of the retrieved items by 11%. Our work is implemented as a Web-based application and it is planned to be opened to the public.
VISION2UI: A Real-World Dataset with Layout for Code Generation from UI Designs
Automatically generating UI code from webpage design visions can significantly alleviate the burden of developers, enabling beginner developers or designers to directly generate Web pages from design diagrams. Currently, prior research has accomplished the objective of generating UI code from rudimentary design visions or sketches through designing deep neural networks. Inspired by the groundbreaking advancements achieved by Multimodal Large Language Models (MLLMs), the automatic generation of UI code from high-fidelity design images is now emerging as a viable possibility. Nevertheless, our investigation reveals that existing MLLMs are hampered by the scarcity of authentic, high-quality, and large-scale datasets, leading to unsatisfactory performance in automated UI code generation. To mitigate this gap, we present a novel dataset, termed VISION2UI, extracted from real-world scenarios, augmented with comprehensive layout information, tailored specifically for finetuning MLLMs in UI code generation. Specifically, this dataset is derived through a series of operations, encompassing collecting, cleaning, and filtering of the open-source Common Crawl dataset. In order to uphold its quality, a neural scorer trained on labeled samples is utilized to refine the data, retaining higher-quality instances. Ultimately, this process yields a dataset comprising 2,000 (Much more is coming soon) parallel samples encompassing design visions and UI code. The dataset is available at https://huggingface.co/datasets/xcodemind/vision2ui.
ChatGPT Prompt Patterns for Improving Code Quality, Refactoring, Requirements Elicitation, and Software Design
This paper presents prompt design techniques for software engineering, in the form of patterns, to solve common problems when using large language models (LLMs), such as ChatGPT to automate common software engineering activities, such as ensuring code is decoupled from third-party libraries and simulating a web application API before it is implemented. This paper provides two contributions to research on using LLMs for software engineering. First, it provides a catalog of patterns for software engineering that classifies patterns according to the types of problems they solve. Second, it explores several prompt patterns that have been applied to improve requirements elicitation, rapid prototyping, code quality, refactoring, and system design.
Predicting User Experience on Laptops from Hardware Specifications
Estimating the overall user experience (UX) on a device is a common challenge faced by manufacturers. Today, device makers primarily rely on microbenchmark scores, such as Geekbench, that stress test specific hardware components, such as CPU or RAM, but do not satisfactorily capture consumer workloads. System designers often rely on domain-specific heuristics and extensive testing of prototypes to reach a desired UX goal, and yet there is often a mismatch between the manufacturers' performance claims and the consumers' experience. We present our initial results on predicting real-life experience on laptops from their hardware specifications. We target web applications that run on Chromebooks (ChromeOS laptops) for a simple and fair aggregation of experience across applications and workloads. On 54 laptops, we track 9 UX metrics on common end-user workloads: web browsing, video playback and audio/video calls. We focus on a subset of high-level metrics exposed by the Chrome browser, that are part of the Web Vitals initiative for judging the UX on web applications. With a dataset of 100K UX data points, we train gradient boosted regression trees that predict the metric values from device specifications. Across our 9 metrics, we note a mean R^2 score (goodness-of-fit on our dataset) of 97.8% and a mean MAAPE (percentage error in prediction on unseen data) of 10.1%.
The future of human-AI collaboration: a taxonomy of design knowledge for hybrid intelligence systems
Recent technological advances, especially in the field of machine learning, provide astonishing progress on the road towards artificial general intelligence. However, tasks in current real-world business applications cannot yet be solved by machines alone. We, therefore, identify the need for developing socio-technological ensembles of humans and machines. Such systems possess the ability to accomplish complex goals by combining human and artificial intelligence to collectively achieve superior results and continuously improve by learning from each other. Thus, the need for structured design knowledge for those systems arises. Following a taxonomy development method, this article provides three main contributions: First, we present a structured overview of interdisciplinary research on the role of humans in the machine learning pipeline. Second, we envision hybrid intelligence systems and conceptualize the relevant dimensions for system design for the first time. Finally, we offer useful guidance for system developers during the implementation of such applications.
Multi-line AI-assisted Code Authoring
CodeCompose is an AI-assisted code authoring tool powered by large language models (LLMs) that provides inline suggestions to 10's of thousands of developers at Meta. In this paper, we present how we scaled the product from displaying single-line suggestions to multi-line suggestions. This evolution required us to overcome several unique challenges in improving the usability of these suggestions for developers. First, we discuss how multi-line suggestions can have a 'jarring' effect, as the LLM's suggestions constantly move around the developer's existing code, which would otherwise result in decreased productivity and satisfaction. Second, multi-line suggestions take significantly longer to generate; hence we present several innovative investments we made to reduce the perceived latency for users. These model-hosting optimizations sped up multi-line suggestion latency by 2.5x. Finally, we conduct experiments on 10's of thousands of engineers to understand how multi-line suggestions impact the user experience and contrast this with single-line suggestions. Our experiments reveal that (i) multi-line suggestions account for 42% of total characters accepted (despite only accounting for 16% for displayed suggestions) (ii) multi-line suggestions almost doubled the percentage of keystrokes saved for users from 9% to 17%. Multi-line CodeCompose has been rolled out to all engineers at Meta, and less than 1% of engineers have opted out of multi-line suggestions.
OpenCOLE: Towards Reproducible Automatic Graphic Design Generation
Automatic generation of graphic designs has recently received considerable attention. However, the state-of-the-art approaches are complex and rely on proprietary datasets, which creates reproducibility barriers. In this paper, we propose an open framework for automatic graphic design called OpenCOLE, where we build a modified version of the pioneering COLE and train our model exclusively on publicly available datasets. Based on GPT4V evaluations, our model shows promising performance comparable to the original COLE. We release the pipeline and training results to encourage open development.
Keyframer: Empowering Animation Design using Large Language Models
Large language models (LLMs) have the potential to impact a wide range of creative domains, but the application of LLMs to animation is underexplored and presents novel challenges such as how users might effectively describe motion in natural language. In this paper, we present Keyframer, a design tool for animating static images (SVGs) with natural language. Informed by interviews with professional animation designers and engineers, Keyframer supports exploration and refinement of animations through the combination of prompting and direct editing of generated output. The system also enables users to request design variants, supporting comparison and ideation. Through a user study with 13 participants, we contribute a characterization of user prompting strategies, including a taxonomy of semantic prompt types for describing motion and a 'decomposed' prompting style where users continually adapt their goals in response to generated output.We share how direct editing along with prompting enables iteration beyond one-shot prompting interfaces common in generative tools today. Through this work, we propose how LLMs might empower a range of audiences to engage with animation creation.
Survey of User Interface Design and Interaction Techniques in Generative AI Applications
The applications of generative AI have become extremely impressive, and the interplay between users and AI is even more so. Current human-AI interaction literature has taken a broad look at how humans interact with generative AI, but it lacks specificity regarding the user interface designs and patterns used to create these applications. Therefore, we present a survey that comprehensively presents taxonomies of how a human interacts with AI and the user interaction patterns designed to meet the needs of a variety of relevant use cases. We focus primarily on user-guided interactions, surveying interactions that are initiated by the user and do not include any implicit signals given by the user. With this survey, we aim to create a compendium of different user-interaction patterns that can be used as a reference for designers and developers alike. In doing so, we also strive to lower the entry barrier for those attempting to learn more about the design of generative AI applications.
Sketch2Code: Evaluating Vision-Language Models for Interactive Web Design Prototyping
Sketches are a natural and accessible medium for UI designers to conceptualize early-stage ideas. However, existing research on UI/UX automation often requires high-fidelity inputs like Figma designs or detailed screenshots, limiting accessibility and impeding efficient design iteration. To bridge this gap, we introduce Sketch2Code, a benchmark that evaluates state-of-the-art Vision Language Models (VLMs) on automating the conversion of rudimentary sketches into webpage prototypes. Beyond end-to-end benchmarking, Sketch2Code supports interactive agent evaluation that mimics real-world design workflows, where a VLM-based agent iteratively refines its generations by communicating with a simulated user, either passively receiving feedback instructions or proactively asking clarification questions. We comprehensively analyze ten commercial and open-source models, showing that Sketch2Code is challenging for existing VLMs; even the most capable models struggle to accurately interpret sketches and formulate effective questions that lead to steady improvement. Nevertheless, a user study with UI/UX experts reveals a significant preference for proactive question-asking over passive feedback reception, highlighting the need to develop more effective paradigms for multi-turn conversational agents.
Interactive Model Cards: A Human-Centered Approach to Model Documentation
Deep learning models for natural language processing (NLP) are increasingly adopted and deployed by analysts without formal training in NLP or machine learning (ML). However, the documentation intended to convey the model's details and appropriate use is tailored primarily to individuals with ML or NLP expertise. To address this gap, we conduct a design inquiry into interactive model cards, which augment traditionally static model cards with affordances for exploring model documentation and interacting with the models themselves. Our investigation consists of an initial conceptual study with experts in ML, NLP, and AI Ethics, followed by a separate evaluative study with non-expert analysts who use ML models in their work. Using a semi-structured interview format coupled with a think-aloud protocol, we collected feedback from a total of 30 participants who engaged with different versions of standard and interactive model cards. Through a thematic analysis of the collected data, we identified several conceptual dimensions that summarize the strengths and limitations of standard and interactive model cards, including: stakeholders; design; guidance; understandability & interpretability; sensemaking & skepticism; and trust & safety. Our findings demonstrate the importance of carefully considered design and interactivity for orienting and supporting non-expert analysts using deep learning models, along with a need for consideration of broader sociotechnical contexts and organizational dynamics. We have also identified design elements, such as language, visual cues, and warnings, among others, that support interactivity and make non-interactive content accessible. We summarize our findings as design guidelines and discuss their implications for a human-centered approach towards AI/ML documentation.
Large Language Models for Supply Chain Optimization
Supply chain operations traditionally involve a variety of complex decision making problems. Over the last few decades, supply chains greatly benefited from advances in computation, which allowed the transition from manual processing to automation and cost-effective optimization. Nonetheless, business operators still need to spend substantial efforts in explaining and interpreting the optimization outcomes to stakeholders. Motivated by the recent advances in Large Language Models (LLMs), we study how this disruptive technology can help bridge the gap between supply chain automation and human comprehension and trust thereof. We design -- a framework that accepts as input queries in plain text, and outputs insights about the underlying optimization outcomes. Our framework does not forgo the state-of-the-art combinatorial optimization technology, but rather leverages it to quantitatively answer what-if scenarios (e.g., how would the cost change if we used supplier B instead of supplier A for a given demand?). Importantly, our design does not require sending proprietary data over to LLMs, which can be a privacy concern in some circumstances. We demonstrate the effectiveness of our framework on a real server placement scenario within Microsoft's cloud supply chain. Along the way, we develop a general evaluation benchmark, which can be used to evaluate the accuracy of the LLM output in other scenarios.
NFTrig
NFTrig is a web-based application created for use as an educational tool to teach trigonometry and block chain technology. Creation of the application includes front and back end development as well as integration with other outside sources including MetaMask and OpenSea. The primary development languages include HTML, CSS (Bootstrap 5), and JavaScript as well as Solidity for smart contract creation. The application itself is hosted on Moralis utilizing their Web3 API. This technical report describes how the application was created, what the application requires, and smart contract design with security considerations in mind. The NFTrig application has underwent significant testing and validation prior to and after deployment. Future suggestions and recommendations for further development, maintenance, and use in other fields for education are also described.
SQuADDS: A validated design database and simulation workflow for superconducting qubit design
We present an open-source database of superconducting quantum device designs that may be used as the starting point for customized devices. Each design can be generated programmatically using the open-source Qiskit Metal package, and simulated using finite-element electromagnetic solvers. We present a robust workflow for achieving high accuracy on design simulations. Many designs in the database are experimentally validated, showing excellent agreement between simulated and measured parameters. Our database includes a front-end interface that allows users to generate ``best-guess'' designs based on desired circuit parameters. This project lowers the barrier to entry for research groups seeking to make a new class of devices by providing them a well-characterized starting point from which to refine their designs.
Layout-Corrector: Alleviating Layout Sticking Phenomenon in Discrete Diffusion Model
Layout generation is a task to synthesize a harmonious layout with elements characterized by attributes such as category, position, and size. Human designers experiment with the placement and modification of elements to create aesthetic layouts, however, we observed that current discrete diffusion models (DDMs) struggle to correct inharmonious layouts after they have been generated. In this paper, we first provide novel insights into layout sticking phenomenon in DDMs and then propose a simple yet effective layout-assessment module Layout-Corrector, which works in conjunction with existing DDMs to address the layout sticking problem. We present a learning-based module capable of identifying inharmonious elements within layouts, considering overall layout harmony characterized by complex composition. During the generation process, Layout-Corrector evaluates the correctness of each token in the generated layout, reinitializing those with low scores to the ungenerated state. The DDM then uses the high-scored tokens as clues to regenerate the harmonized tokens. Layout-Corrector, tested on common benchmarks, consistently boosts layout-generation performance when in conjunction with various state-of-the-art DDMs. Furthermore, our extensive analysis demonstrates that the Layout-Corrector (1) successfully identifies erroneous tokens, (2) facilitates control over the fidelity-diversity trade-off, and (3) significantly mitigates the performance drop associated with fast sampling.
Characterizing and modeling harms from interactions with design patterns in AI interfaces
The proliferation of applications using artificial intelligence (AI) systems has led to a growing number of users interacting with these systems through sophisticated interfaces. Human-computer interaction research has long shown that interfaces shape both user behavior and user perception of technical capabilities and risks. Yet, practitioners and researchers evaluating the social and ethical risks of AI systems tend to overlook the impact of anthropomorphic, deceptive, and immersive interfaces on human-AI interactions. Here, we argue that design features of interfaces with adaptive AI systems can have cascading impacts, driven by feedback loops, which extend beyond those previously considered. We first conduct a scoping review of AI interface designs and their negative impact to extract salient themes of potentially harmful design patterns in AI interfaces. Then, we propose Design-Enhanced Control of AI systems (DECAI), a conceptual model to structure and facilitate impact assessments of AI interface designs. DECAI draws on principles from control systems theory -- a theory for the analysis and design of dynamic physical systems -- to dissect the role of the interface in human-AI systems. Through two case studies on recommendation systems and conversational language model systems, we show how DECAI can be used to evaluate AI interface designs.
When to Show a Suggestion? Integrating Human Feedback in AI-Assisted Programming
AI powered code-recommendation systems, such as Copilot and CodeWhisperer, provide code suggestions inside a programmer's environment (e.g., an IDE) with the aim to improve their productivity. Since, in these scenarios, programmers accept and reject suggestions, ideally, such a system should use this feedback in furtherance of this goal. In this work, we leverage prior data of programmers interacting with GitHub Copilot, a system used by millions of programmers, to develop interventions that can save programmer time. We propose a utility theory framework, which models this interaction with programmers and decides which suggestions to display. Our framework Conditional suggestion Display from Human Feedback (CDHF), relies on a cascade of models that predict suggestion acceptance to selectively hide suggestions reducing both latency and programmer verification time. Using data from 535 programmers, we perform a retrospective evaluation of CDHF and show that we can avoid displaying a significant fraction of suggestions that would have been rejected doing so without total knowledge of the suggestions themselves. We further demonstrate the importance of incorporating the programmer's latent unobserved state in deciding when to display suggestions through ablations on user study data. Finally, we showcase that using suggestion acceptance as a reward signal to know which suggestions to display leads to reduced quality suggestions indicating an unexpected pitfall.
Experimenting a New Programming Practice with LLMs
The recent development on large language models makes automatically constructing small programs possible. It thus has the potential to free software engineers from low-level coding and allow us to focus on the perhaps more interesting parts of software development, such as requirement engineering and system testing. In this project, we develop a prototype named AISD (AI-aided Software Development), which is capable of taking high-level (potentially vague) user requirements as inputs, generates detailed use cases, prototype system designs, and subsequently system implementation. Different from existing attempts, AISD is designed to keep the user in the loop, i.e., by repeatedly taking user feedback on use cases, high-level system designs, and prototype implementations through system testing. AISD has been evaluated with a novel benchmark of non-trivial software projects. The experimental results suggest that it might be possible to imagine a future where software engineering is reduced to requirement engineering and system testing only.
A Large-Scale Survey on the Usability of AI Programming Assistants: Successes and Challenges
The software engineering community recently has witnessed widespread deployment of AI programming assistants, such as GitHub Copilot. However, in practice, developers do not accept AI programming assistants' initial suggestions at a high frequency. This leaves a number of open questions related to the usability of these tools. To understand developers' practices while using these tools and the important usability challenges they face, we administered a survey to a large population of developers and received responses from a diverse set of 410 developers. Through a mix of qualitative and quantitative analyses, we found that developers are most motivated to use AI programming assistants because they help developers reduce key-strokes, finish programming tasks quickly, and recall syntax, but resonate less with using them to help brainstorm potential solutions. We also found the most important reasons why developers do not use these tools are because these tools do not output code that addresses certain functional or non-functional requirements and because developers have trouble controlling the tool to generate the desired output. Our findings have implications for both creators and users of AI programming assistants, such as designing minimal cognitive effort interactions with these tools to reduce distractions for users while they are programming.
ViM: Vision Middleware for Unified Downstream Transferring
Foundation models are pre-trained on massive data and transferred to downstream tasks via fine-tuning. This work presents Vision Middleware (ViM), a new learning paradigm that targets unified transferring from a single foundation model to a variety of downstream tasks. ViM consists of a zoo of lightweight plug-in modules, each of which is independently learned on a midstream dataset with a shared frozen backbone. Downstream tasks can then benefit from an adequate aggregation of the module zoo thanks to the rich knowledge inherited from midstream tasks. There are three major advantages of such a design. From the efficiency aspect, the upstream backbone can be trained only once and reused for all downstream tasks without tuning. From the scalability aspect, we can easily append additional modules to ViM with no influence on existing modules. From the performance aspect, ViM can include as many midstream tasks as possible, narrowing the task gap between upstream and downstream. Considering these benefits, we believe that ViM, which the community could maintain and develop together, would serve as a powerful tool to assist foundation models.
Social Simulacra: Creating Populated Prototypes for Social Computing Systems
Social computing prototypes probe the social behaviors that may arise in an envisioned system design. This prototyping practice is currently limited to recruiting small groups of people. Unfortunately, many challenges do not arise until a system is populated at a larger scale. Can a designer understand how a social system might behave when populated, and make adjustments to the design before the system falls prey to such challenges? We introduce social simulacra, a prototyping technique that generates a breadth of realistic social interactions that may emerge when a social computing system is populated. Social simulacra take as input the designer's description of a community's design -- goal, rules, and member personas -- and produce as output an instance of that design with simulated behavior, including posts, replies, and anti-social behaviors. We demonstrate that social simulacra shift the behaviors that they generate appropriately in response to design changes, and that they enable exploration of "what if?" scenarios where community members or moderators intervene. To power social simulacra, we contribute techniques for prompting a large language model to generate thousands of distinct community members and their social interactions with each other; these techniques are enabled by the observation that large language models' training data already includes a wide variety of positive and negative behavior on social media platforms. In evaluations, we show that participants are often unable to distinguish social simulacra from actual community behavior and that social computing designers successfully refine their social computing designs when using social simulacra.
Computational Approaches for App-to-App Retrieval and Design Consistency Check
Extracting semantic representations from mobile user interfaces (UI) and using the representations for designers' decision-making processes have shown the potential to be effective computational design support tools. Current approaches rely on machine learning models trained on small-sized mobile UI datasets to extract semantic vectors and use screenshot-to-screenshot comparison to retrieve similar-looking UIs given query screenshots. However, the usability of these methods is limited because they are often not open-sourced and have complex training pipelines for practitioners to follow, and are unable to perform screenshot set-to-set (i.e., app-to-app) retrieval. To this end, we (1) employ visual models trained with large web-scale images and test whether they could extract a UI representation in a zero-shot way and outperform existing specialized models, and (2) use mathematically founded methods to enable app-to-app retrieval and design consistency analysis. Our experiments show that our methods not only improve upon previous retrieval models but also enable multiple new applications.