Process Mining is a famous technique which is frequently applied to Software Development Processes, while being neglected in Human-Computer Interaction (HCI) recommendation applications. Organizations usually train employees to interact with required IT systems. Often, employees, or users in general, develop their own strategies for solving repetitive tasks and processes. However, organizations find it hard to detect whether employees interact efficiently with IT systems or not. Hence, we have developed a method which detects inefficient behavior assuming that at least one optimal HCI strategy is known. This method provides recommendations to gradually adapt users' behavior towards the optimal way of interaction considering satisfaction of users. Based on users' behavior logs tracked by a Java application suitable for multi-application and multi-instance environments, we demonstrate the applicability for a specific task in a common Windows environment utilizing realistic simulated behaviors of users.
utilize presentation interaction models (which are state transition systems) to describe graphical UIs and by modeling system manuals @cite_4 . Their objective is to align and unveil inconsistencies between a graphical UI and according manuals. Though this work relates to user's training by providing correct training materials, it does not consider user's behavior logs and does not provide automated, step-wise training recommendations for users.
@cite_4
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This paper offers a contribution for engineering interaction techniques by proposing a model-based approach for supporting usability evaluation. This approach combines different techniques including formal analysis of models, simulation and, in particular, analysis of log data in a model-based environment. This approach is integrated in a process and is supported by a model-based CASE tool for modeling, simulation and evaluation of interactive systems. A case study illustrates the approach and operation of the tool. The results demonstrate that the log data at model level can be used not only to identify usability problems but also to identify where to operate changes to these models in order to fix usability problems. Finally we show how the analysis of log data allows the designer to easily shape up the interaction technique (as the results of log analysis are presented at the same abstraction level of models). Such as an approach offers an alternative to user testing that are very difficult to configure and to interpret especially when advanced interaction techniques are concerned We introduce end-to-end neural network based models for simulating users of task-oriented dialogue systems. User simulation in dialogue systems is crucial from two different perspectives: (i) automatic evaluation of different dialogue models, and (ii) training task-oriented dialogue systems. We design a hierarchical sequence-to-sequence model that first encodes the initial user goal and system turns into fixed length representations using Recurrent Neural Networks (RNN). It then encodes the dialogue history using another RNN layer. At each turn, user responses are decoded from the hidden representations of the dialogue level RNN. This hierarchical user simulator (HUS) approach allows the model to capture undiscovered parts of the user goal without the need of an explicit dialogue state tracking. We further develop several variants by utilizing a latent variable model to inject random variations into user responses to promote diversity in simulated user responses and a novel goal regularization mechanism to penalize divergence of user responses from the initial user goal. We evaluate the proposed models on movie ticket booking domain by systematically interacting each user simulator with various dialogue system policies trained with different objectives and users. We describe a real-time computer vision and machine learning system for modeling and recognizing human behaviors in a visual surveillance task. The system deals in particularly with detecting when interactions between people occur and classifying the type of interaction. Examples of interesting interaction behaviors include following another person, altering one's path to meet another, and so forth. Our system combines top-down with bottom-up information in a closed feedback loop, with both components employing a statistical Bayesian approach. We propose and compare two different state-based learning architectures, namely, HMMs and CHMMs for modeling behaviors and interactions. Finally, a synthetic "Alife-style" training system is used to develop flexible prior models for recognizing human interactions. We demonstrate the ability to use these a priori models to accurately classify real human behaviors and interactions with no additional tuning or training. A key advantage of taking a statistical approach to spoken dialogue systems is the ability to formalise dialogue policy design as a stochastic optimization problem. However, since dialogue policies are learnt by interactively exploring alternative dialogue paths, conventional static dialogue corpora cannot be used directly for training and instead, a user simulator is commonly used. This paper describes a novel statistical user model based on a compact stack-like state representation called a user agenda which allows state transitions to be modeled as sequences of push- and pop-operations and elegantly encodes the dialogue history from a user's point of view. An expectation-maximisation based algorithm is presented which models the observable user output in terms of a sequence of hidden states and thereby allows the model to be trained on a corpus of minimally annotated data. Experimental results with a real-world dialogue system demonstrate that the trained user model can be successfully used to optimise a dialogue policy which outperforms a hand-crafted baseline in terms of task completion rates and user satisfaction scores.