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CoEmpaTeam: Enhancing Cognitive Empathy using LLM-based Avatars and Dynamic Role Play in Virtual Reality
Authors:
Dehui Kong,
Martin Feick,
Shi Liu,
Alexander Maedche
Abstract:
Cognitive empathy, the ability to understand others' perspectives, is essential for effective communication, reducing biases, and constructive negotiation. However, this skill is declining in a performance-driven society, which prioritizes efficiency over perspective-taking. Here, the training of cognitive empathy is challenging because it is a subtle, hard-to-perceive soft skill. To address this,…
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Cognitive empathy, the ability to understand others' perspectives, is essential for effective communication, reducing biases, and constructive negotiation. However, this skill is declining in a performance-driven society, which prioritizes efficiency over perspective-taking. Here, the training of cognitive empathy is challenging because it is a subtle, hard-to-perceive soft skill. To address this, we developed CoEmpaTeam, a VR-based system that enables users to train their cognitive empathy by using LLM-driven avatars with different personalities. Through dynamic role play, users actively engage in perspective-taking, experiencing situations through another person's eyes. CoEmpaTeam deploys three avatars who significantly differ in their personality, validated by a technical evaluation and an online experiment (n=90). Next, we evaluated the system through a lab experiment with 32 participants who performed three sessions across two weeks, followed by a one-week diary study. Our results showed a significant increase in cognitive empathy, which, according to participants, transferred into their real lives.
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Submitted 17 March, 2026;
originally announced March 2026.
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AttentiveLearn: Personalized Post-Lecture Support for Gaze-Aware Immersive Learning
Authors:
Shi Liu,
Martin Feick,
Linus Bierhoff,
Alexander Maedche
Abstract:
Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture support for immersive learning, little research has been conducted to provide post-lecture support, despite being critical for sustained motivation, engagement, an…
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Immersive learning environments such as virtual classrooms in Virtual Reality (VR) offer learners unique learning experiences, yet providing effective learner support remains a challenge. While prior HCI research has explored in-lecture support for immersive learning, little research has been conducted to provide post-lecture support, despite being critical for sustained motivation, engagement, and learning outcomes. To address this, we present AttentiveLearn, a learning ecosystem that generates personalized quizzes on a mobile learning assistant based on learners' attention distribution inferred using eye-tracking in VR lectures. We evaluated the system in a four-week field study with 36 university students attending lectures on Bayesian data analysis. AttentiveLearn improved learners' reported motivation and engagement, without conclusive evidence of learning gains. Meanwhile, anecdotal evidence suggested improvements in attention for certain participants over time. Based on our findings of the field study, we provide empirical insights and design implications for personalized post-lecture support for immersive learning systems.
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Submitted 5 March, 2026;
originally announced March 2026.
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Flow on Social Media? Rarer Than You'd Think
Authors:
Michael T. Knierim,
Thimo Schulz,
Moritz Schiller,
Jwan Shaban,
Mario Nadj,
Max L. Wilson,
Alexander Maedche
Abstract:
Researchers often attribute social media's appeal to its ability to elicit flow experiences of deep absorption and effortless engagement. Yet prolonged use has also been linked to distraction, fatigue, and lower mood. This paradox remains poorly understood, in part because prior studies rely on habitual or one-shot reports that ask participants to directly attribute flow to social media. To addres…
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Researchers often attribute social media's appeal to its ability to elicit flow experiences of deep absorption and effortless engagement. Yet prolonged use has also been linked to distraction, fatigue, and lower mood. This paradox remains poorly understood, in part because prior studies rely on habitual or one-shot reports that ask participants to directly attribute flow to social media. To address this gap, we conducted a five-day field study with 40 participants, combining objective smartphone app tracking with daily reconstructions of flow-inducing activities. Across 673 reported flow occurrences, participants rarely associated flow with social media (2 percent). Instead, heavier social media use predicted fewer daily flow occurrences. We further examine this relationship through the effects of social media use on fatigue, mood, and motivation. Altogether, our findings suggest that flow and social media may not align as closely as assumed - and might even compete - underscoring the need for further research.
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Submitted 18 February, 2026;
originally announced February 2026.
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GUISpector: An MLLM Agent Framework for Automated Verification of Natural Language Requirements in GUI Prototypes
Authors:
Kristian Kolthoff,
Felix Kretzer,
Simone Paolo Ponzetto,
Alexander Maedche,
Christian Bartelt
Abstract:
GUIs are foundational to interactive systems and play a pivotal role in early requirements elicitation through prototyping. Ensuring that GUI implementations fulfill NL requirements is essential for robust software engineering, especially as LLM-driven programming agents become increasingly integrated into development workflows. Existing GUI testing approaches, whether traditional or LLM-driven, o…
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GUIs are foundational to interactive systems and play a pivotal role in early requirements elicitation through prototyping. Ensuring that GUI implementations fulfill NL requirements is essential for robust software engineering, especially as LLM-driven programming agents become increasingly integrated into development workflows. Existing GUI testing approaches, whether traditional or LLM-driven, often fall short in handling the complexity of modern interfaces, and typically lack actionable feedback and effective integration with automated development agents. In this paper, we introduce GUISpector, a novel framework that leverages a multi-modal (M)LLM-based agent for the automated verification of NL requirements in GUI prototypes. First, GUISpector adapts a MLLM agent to interpret and operationalize NL requirements, enabling to autonomously plan and execute verification trajectories across GUI applications. Second, GUISpector systematically extracts detailed NL feedback from the agent's verification process, providing developers with actionable insights that can be used to iteratively refine the GUI artifact or directly inform LLM-based code generation in a closed feedback loop. Third, we present an integrated tool that unifies these capabilities, offering practitioners an accessible interface for supervising verification runs, inspecting agent rationales and managing the end-to-end requirements verification process. We evaluated GUISpector on a comprehensive set of 150 requirements based on 900 acceptance criteria annotations across diverse GUI applications, demonstrating effective detection of requirement satisfaction and violations and highlighting its potential for seamless integration of actionable feedback into automated LLM-driven development workflows. The video presentation of GUISpector is available at: https://youtu.be/JByYF6BNQeE, showcasing its main capabilities.
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Submitted 6 October, 2025;
originally announced October 2025.
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GUI-ReRank: Enhancing GUI Retrieval with Multi-Modal LLM-based Reranking
Authors:
Kristian Kolthoff,
Felix Kretzer,
Christian Bartelt,
Alexander Maedche,
Simone Paolo Ponzetto
Abstract:
GUI prototyping is a fundamental component in the development of modern interactive systems, which are now ubiquitous across diverse application domains. GUI prototypes play a critical role in requirements elicitation by enabling stakeholders to visualize, assess, and refine system concepts collaboratively. Moreover, prototypes serve as effective tools for early testing, iterative evaluation, and…
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GUI prototyping is a fundamental component in the development of modern interactive systems, which are now ubiquitous across diverse application domains. GUI prototypes play a critical role in requirements elicitation by enabling stakeholders to visualize, assess, and refine system concepts collaboratively. Moreover, prototypes serve as effective tools for early testing, iterative evaluation, and validation of design ideas with both end users and development teams. Despite these advantages, the process of constructing GUI prototypes remains resource-intensive and time-consuming, frequently demanding substantial effort and expertise. Recent research has sought to alleviate this burden through NL-based GUI retrieval approaches, which typically rely on embedding-based retrieval or tailored ranking models for specific GUI repositories. However, these methods often suffer from limited retrieval performance and struggle to generalize across arbitrary GUI datasets. In this work, we present GUI-ReRank, a novel framework that integrates rapid embedding-based constrained retrieval models with highly effective MLLM-based reranking techniques. GUI-ReRank further introduces a fully customizable GUI repository annotation and embedding pipeline, enabling users to effortlessly make their own GUI repositories searchable, which allows for rapid discovery of relevant GUIs for inspiration or seamless integration into customized LLM-based RAG workflows. We evaluated our approach on an established NL-based GUI retrieval benchmark, demonstrating that GUI-ReRank significantly outperforms SOTA tailored LTR models in both retrieval accuracy and generalizability. Additionally, we conducted a comprehensive cost and efficiency analysis of employing MLLMs for reranking, providing valuable insights regarding the trade-offs between retrieval effectiveness and computational resources. Video: https://youtu.be/_7x9UCh82ug
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Submitted 5 August, 2025;
originally announced August 2025.
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Designing an LLM-Based Behavioral Activation Chatbot for Young People with Depression: Insights from an Evaluation with Artificial Users and Clinical Experts
Authors:
Florian Onur Kuhlmeier,
Leon Hanschmann,
Melina Rabe,
Stefan Luettke,
Eva-Lotta Brakemeier,
Alexander Maedche
Abstract:
LLMs promise to overcome limitations of rule-based mental health chatbots through improved natural language capabilities, yet their ability to deliver evidence-based psychological interventions remains largely unverified because evaluations rarely apply the validated fidelity measures used to assess psychotherapists. We developed an LLM-based chatbot that delivers behavioral activation for depress…
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LLMs promise to overcome limitations of rule-based mental health chatbots through improved natural language capabilities, yet their ability to deliver evidence-based psychological interventions remains largely unverified because evaluations rarely apply the validated fidelity measures used to assess psychotherapists. We developed an LLM-based chatbot that delivers behavioral activation for depression and generated 48 complete chat sessions with diverse artificial users. Ten psychotherapists assessed these sessions using the Quality of Behavioral Activation Scale (Q-BAS), a validated fidelity instrument. Results show that the chatbot reliably executed the intervention across all phases and maintained safety protocols, but it struggled with clinical judgment, particularly when verifying the feasibility of proposed activities. Overall, our findings suggest that LLM-based chatbots can execute therapeutic protocols with high fidelity, while robust clinical reasoning remains an open challenge. We outline design implications to address this gap and provide the chatbot and artificial user prompts.
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Submitted 19 December, 2025; v1 submitted 27 March, 2025;
originally announced March 2025.
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GUIDE: LLM-Driven GUI Generation Decomposition for Automated Prototyping
Authors:
Kristian Kolthoff,
Felix Kretzer,
Christian Bartelt,
Alexander Maedche,
Simone Paolo Ponzetto
Abstract:
GUI prototyping serves as one of the most valuable techniques for enhancing the elicitation of requirements and facilitating the visualization and refinement of customer needs. While GUI prototyping has a positive impact on the software development process, it simultaneously demands significant effort and resources. The emergence of Large Language Models (LLMs) with their impressive code generatio…
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GUI prototyping serves as one of the most valuable techniques for enhancing the elicitation of requirements and facilitating the visualization and refinement of customer needs. While GUI prototyping has a positive impact on the software development process, it simultaneously demands significant effort and resources. The emergence of Large Language Models (LLMs) with their impressive code generation capabilities offers a promising approach for automating GUI prototyping. Despite their potential, there is a gap between current LLM-based prototyping solutions and traditional user-based GUI prototyping approaches which provide visual representations of the GUI prototypes and direct editing functionality. In contrast, LLMs and related generative approaches merely produce text sequences or non-editable image output, which lacks both mentioned aspects and therefore impede supporting GUI prototyping. Moreover, minor changes requested by the user typically lead to an inefficient regeneration of the entire GUI prototype when using LLMs directly. In this work, we propose GUIDE, a novel LLM-driven GUI generation decomposition approach seamlessly integrated into the popular prototyping framework Figma. Our approach initially decomposes high-level GUI descriptions into fine-granular GUI requirements, which are subsequently translated into Material Design GUI prototypes, enabling higher controllability and more efficient adaption of changes. To efficiently conduct prompting-based generation of Material Design GUI prototypes, we propose a retrieval-augmented generation approach to integrate the component library. Our preliminary evaluation demonstrates the effectiveness of GUIDE in bridging the gap between LLM generation capabilities and traditional GUI prototyping workflows, offering a more effective and controlled user-based approach to LLM-driven GUI prototyping. Video: https://youtu.be/C9RbhMxqpTU
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Submitted 28 February, 2025;
originally announced February 2025.
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Zero-Shot Prompting Approaches for LLM-based Graphical User Interface Generation
Authors:
Kristian Kolthoff,
Felix Kretzer,
Lennart Fiebig,
Christian Bartelt,
Alexander Maedche,
Simone Paolo Ponzetto
Abstract:
Graphical user interface (GUI) prototyping represents an essential activity in the development of interactive systems, which are omnipresent today. GUI prototypes facilitate elicitation of requirements and help to test, evaluate, and validate ideas with users and the development team. However, creating GUI prototypes is a time-consuming process and often requires extensive resources. While existin…
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Graphical user interface (GUI) prototyping represents an essential activity in the development of interactive systems, which are omnipresent today. GUI prototypes facilitate elicitation of requirements and help to test, evaluate, and validate ideas with users and the development team. However, creating GUI prototypes is a time-consuming process and often requires extensive resources. While existing research for automatic GUI generation focused largely on resource-intensive training and fine-tuning of LLMs, mainly for low-fidelity GUIs, we investigate the potential and effectiveness of Zero-Shot (ZS) prompting for high-fidelity GUI generation. We propose a Retrieval-Augmented GUI Generation (RAGG) approach, integrated with an LLM-based GUI retrieval re-ranking and filtering mechanism based on a large-scale GUI repository. In addition, we adapt Prompt Decomposition (PDGG) and Self-Critique (SCGG) for GUI generation. To evaluate the effectiveness of the proposed ZS prompting approaches for GUI generation, we extensively evaluated the accuracy and subjective satisfaction of the generated GUI prototypes. Our evaluation, which encompasses over 3,000 GUI annotations from over 100 crowd-workers with UI/UX experience, shows that SCGG, in contrast to PDGG and RAGG, can lead to more effective GUI generation, and provides valuable insights into the defects that are produced by the LLMs in the generated GUI prototypes.
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Submitted 15 December, 2024;
originally announced December 2024.
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Interlinking User Stories and GUI Prototyping: A Semi-Automatic LLM-based Approach
Authors:
Kristian Kolthoff,
Felix Kretzer,
Christian Bartelt,
Alexander Maedche,
Simone Paolo Ponzetto
Abstract:
Interactive systems are omnipresent today and the need to create graphical user interfaces (GUIs) is just as ubiquitous. For the elicitation and validation of requirements, GUI prototyping is a well-known and effective technique, typically employed after gathering initial user requirements represented in natural language (NL) (e.g., in the form of user stories). Unfortunately, GUI prototyping ofte…
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Interactive systems are omnipresent today and the need to create graphical user interfaces (GUIs) is just as ubiquitous. For the elicitation and validation of requirements, GUI prototyping is a well-known and effective technique, typically employed after gathering initial user requirements represented in natural language (NL) (e.g., in the form of user stories). Unfortunately, GUI prototyping often requires extensive resources, resulting in a costly and time-consuming process. Despite various easy-to-use prototyping tools in practice, there is often a lack of adequate resources for developing GUI prototypes based on given user requirements. In this work, we present a novel Large Language Model (LLM)-based approach providing assistance for validating the implementation of functional NL-based requirements in a GUI prototype embedded in a prototyping tool. In particular, our approach aims to detect functional user stories that are not implemented in a GUI prototype and provides recommendations for suitable GUI components directly implementing the requirements. We collected requirements for existing GUIs in the form of user stories and evaluated our proposed validation and recommendation approach with this dataset. The obtained results are promising for user story validation and we demonstrate feasibility for the GUI component recommendations.
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Submitted 12 June, 2024;
originally announced June 2024.
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HILL: A Hallucination Identifier for Large Language Models
Authors:
Florian Leiser,
Sven Eckhardt,
Valentin Leuthe,
Merlin Knaeble,
Alexander Maedche,
Gerhard Schwabe,
Ali Sunyaev
Abstract:
Large language models (LLMs) are prone to hallucinations, i.e., nonsensical, unfaithful, and undesirable text. Users tend to overrely on LLMs and corresponding hallucinations which can lead to misinterpretations and errors. To tackle the problem of overreliance, we propose HILL, the "Hallucination Identifier for Large Language Models". First, we identified design features for HILL with a Wizard of…
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Large language models (LLMs) are prone to hallucinations, i.e., nonsensical, unfaithful, and undesirable text. Users tend to overrely on LLMs and corresponding hallucinations which can lead to misinterpretations and errors. To tackle the problem of overreliance, we propose HILL, the "Hallucination Identifier for Large Language Models". First, we identified design features for HILL with a Wizard of Oz approach with nine participants. Subsequently, we implemented HILL based on the identified design features and evaluated HILL's interface design by surveying 17 participants. Further, we investigated HILL's functionality to identify hallucinations based on an existing question-answering dataset and five user interviews. We find that HILL can correctly identify and highlight hallucinations in LLM responses which enables users to handle LLM responses with more caution. With that, we propose an easy-to-implement adaptation to existing LLMs and demonstrate the relevance of user-centered designs of AI artifacts.
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Submitted 11 March, 2024;
originally announced March 2024.
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Towards Automatic Parsing of Structured Visual Content through the Use of Synthetic Data
Authors:
Lukas Scholch,
Jonas Steinhauser,
Maximilian Beichter,
Constantin Seibold,
Kailun Yang,
Merlin Knäble,
Thorsten Schwarz,
Alexander Mädche,
Rainer Stiefelhagen
Abstract:
Structured Visual Content (SVC) such as graphs, flow charts, or the like are used by authors to illustrate various concepts. While such depictions allow the average reader to better understand the contents, images containing SVCs are typically not machine-readable. This, in turn, not only hinders automated knowledge aggregation, but also the perception of displayed in-formation for visually impair…
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Structured Visual Content (SVC) such as graphs, flow charts, or the like are used by authors to illustrate various concepts. While such depictions allow the average reader to better understand the contents, images containing SVCs are typically not machine-readable. This, in turn, not only hinders automated knowledge aggregation, but also the perception of displayed in-formation for visually impaired people. In this work, we propose a synthetic dataset, containing SVCs in the form of images as well as ground truths. We show the usage of this dataset by an application that automatically extracts a graph representation from an SVC image. This is done by training a model via common supervised learning methods. As there currently exist no large-scale public datasets for the detailed analysis of SVC, we propose the Synthetic SVC (SSVC) dataset comprising 12,000 images with respective bounding box annotations and detailed graph representations. Our dataset enables the development of strong models for the interpretation of SVCs while skipping the time-consuming dense data annotation. We evaluate our model on both synthetic and manually annotated data and show the transferability of synthetic to real via various metrics, given the presented application. Here, we evaluate that this proof of concept is possible to some extend and lay down a solid baseline for this task. We discuss the limitations of our approach for further improvements. Our utilized metrics can be used as a tool for future comparisons in this domain. To enable further research on this task, the dataset is publicly available at https://bit.ly/3jN1pJJ
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Submitted 29 April, 2022;
originally announced April 2022.