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Understanding User Experiences of Computer Use Agents: Design Space and Opportunities for Building Agent UX Prototypes

This paper addresses the understudied user experience of computer use agents by developing a design taxonomy, identifying prototyping requirements through expert studies, and introducing "AgentUXlab," a tool that enables developers to design and evaluate diverse agent interaction approaches.

Original authors: Jenny T. Liang, Titus Barik, Jeffrey Nichols, Eldon Schoop, Ruijia Cheng

Published 2026-07-29
📖 5 min read🧠 Deep dive

Original authors: Jenny T. Liang, Titus Barik, Jeffrey Nichols, Eldon Schoop, Ruijia Cheng

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you have a super-smart digital assistant that doesn't just answer questions but actually does things for you. It can click buttons, scroll through websites, fill out forms, and even buy your coffee, all by watching your screen and understanding what you want. This isn't magic; it's a new kind of computer program called a "computer use agent." Think of it like a robot butler that lives inside your browser. For a long time, scientists have been teaching these robots how to be smarter and faster, focusing on their brains (the code and models). But they've mostly forgotten to ask: "How does it feel to have a robot butler?" Just like you wouldn't want a human assistant who never tells you what they're doing, or one who grabs your wallet without asking, you need a robot assistant that is easy to trust, easy to stop, and easy to understand. This paper dives into the "personality" and "behavior" of these digital helpers, figuring out how to design them so they don't freak us out or make mistakes we can't fix.

The researchers behind this study, led by Jenny T. Liang and her team, realized that while we are building these powerful agents, we don't really have a rulebook for how they should act in front of us. To fix this, they went on a three-part adventure to map out the "design space" (all the possible ways an agent can behave) and to build a special tool to help designers test those behaviors.

First, they acted like detectives, looking at 11 different computer agents that were already out in the world. They interviewed 8 experts who build these agents and then tested a fake agent with 20 regular people. From this, they built a giant "menu" of 21 different things designers need to think about. They grouped these into four main categories:

  1. The User's Query: How you talk to the agent. Do you give it one big command, or do you chat back and forth? Do you use your voice, text, or pictures?
  2. Explainability: How the agent shows its work. Does it tell you what it's clicking on? Does it show you its "thoughts" before it acts?
  3. User Control: How you can stop or change the agent. Can you pause it? Can you take over and do the task yourself if it gets stuck?
  4. Mental Model: What you think the agent can do. Does the agent make it clear what its limits are so you don't expect it to do impossible things?

Once they had this menu, they asked a second question: "How do we actually build and test these ideas?" Designing an agent is hard because you usually need to be a computer programmer to make it do anything. So, the team interviewed 12 more people (including experts and regular users) to figure out what kind of tool would make this easier. They found that designers need five main activities: defining what the agent can do, deciding what info to show, designing how it talks to you, running the agent to see what happens, and fixing it when it breaks.

To solve this, they built a cool new tool called AgentUXlab. Imagine a video game level where you are the designer. Instead of writing complex code, you drag and drop blocks (like "Click here," "Wait for user," or "Show a plan") to create a flowchart of how your agent should behave. You can then hit "Play" and watch your agent actually try to order a coffee on a real website, right in your browser. If the agent tries to buy something you didn't want, you can hit "Pause," take over, and fix it. This tool lets designers experiment with different "personalities" for their agents—like making one that is very chatty and asks for permission, versus one that is super fast and does everything silently.

Finally, they tested this tool with 14 people who had different levels of experience, from software engineers to people who had never used an agent before. They found that the tool worked well, but it also revealed some tricky parts. For example, the visual "flowcharts" (the blocks) were great for seeing the big picture, but some people found them confusing to write. On the other hand, just typing instructions in plain English was flexible but sometimes too vague. The biggest surprise was that the people designing the agent needed to see way more information (like the agent's internal thoughts and screen details) to debug it, while the users of the agent probably wouldn't want to see all that noise.

The paper suggests that to make these agents safe and useful, we need tools that let designers easily switch between these different styles of interaction. It doesn't claim to have solved everything—there are still big questions about how to make sure users truly understand what the agent is capable of—but it provides a solid map and a new playground for anyone trying to build the next generation of helpful, human-friendly AI assistants.

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