HOT FILE // 01

research index ↙

ACM CHI 2027 · UNDER REVIEW

No Single Tell

What can visible behavior actually tell us about thinking?

I study how gaze, posture, self-touch, and other visible behaviors unfold during extended expert decision-making in elite chess. The project aligns long-form World Championship video with human behavioral annotations, move timing, board state, clocks, and engine-derived decision context.

Rather than searching for a universal behavioral “tell,” we ask when visible behavior becomes meaningful once it is situated in time, individual baseline, and decision context.

Two chess players concentrating across a tournament board
World Championship chess // concentration, posture, clocks, silence.

peer review currently has custody of the interesting plots

research brief // 01

At a Glance

Question
How does visible behavior change across extended, difficult decisions?
Setting
14 World Chess Championship games · 1,270 deliberation episodes
Measurement
Temporally localized human coding of gaze, posture, self-touch, chess interaction, and visibility.
Context
Move timing · clocks · board state · engine-derived decision difficulty and quality
My role
Behavioral measurement design · annotation/reviewer interfaces · multimodal alignment · temporal analysis infrastructure
Status
ACM CHI 2027 · under review

from footage to measurement

How the Study Works

The workflow moves from raw broadcast footage to temporally aligned behavioral measurements that can be interpreted alongside the decision being made.

  1. 01

    Observe

    Long-form broadcast video

    World Championship footage provides continuous, naturally occurring expert decision-making rather than isolated laboratory trials.

  2. 02

    Code

    Visible behavior over time

    Human reviewers temporally code observable behavior including gaze, posture, self-touch, chess interaction, and visibility.

    custom annotation + reviewer workflow
  3. 03

    Align

    Synchronize behavior with the game

    Behavioral events are aligned with move timing, clocks, board state, and the surrounding deliberation episode.

  4. 04

    Contextualize

    Describe the decision itself

    Engine-derived measures characterize the surrounding choice structure, pressure, and decision quality.

  5. 05

    Analyze

    Look for temporal and individual patterns

    We examine behavior relative to context and player baseline rather than treating any single action as a universal signal.

contribution ledger

What I Built

01

Behavioral measurement framework

I designed the temporal coding framework used to represent visible behavior across extended decisions, including posture, gaze, self-touch, chess interaction, and visibility.

02

Human annotation + review tools

I built custom interfaces for temporally localized annotation and multi-reviewer validation, allowing coders to scrub tightly around decision episodes and record behavior consistently over time.

03

Multimodal alignment infrastructure

I developed the pipeline linking behavioral annotations with synchronized video, move timing, board state, clocks, and engine-derived decision context.

04

Temporal analysis workflow

The resulting representation supports within-player and across-game analyses of how behavior evolves alongside decision context rather than reducing behavior to isolated snapshots.

measurement validity

Why This Is an HCI Problem

Systems increasingly treat visible behavior as evidence of internal state: attention, uncertainty, stress, engagement, or cognitive load.

But behavior is not self-interpreting.

This project asks a more basic measurement question: what can an observable action actually support when it is separated from the person, the surrounding task, and the moment in which it occurred?

By treating visible behavior as situated, temporal, and person-dependent, the work focuses not only on prediction, but on the validity and interpretation of behavioral measurement itself.

public takeaway

What We Can Say for Now

The project does not support the idea of a single universal behavioral marker of decision difficulty.

What becomes interesting is the context around behavior: who is doing it, when it occurs, what the decision looks like, and how the behavior changes relative to that person’s own baseline.

The detailed analyses, effect sizes, and plots are staying off the public page until the review process is complete.

the receipts are temporarily with anonymous review

methods

Methods

temporal behavioral coding · human annotation · multi-reviewer validation · multimodal alignment · computer vision · chess-engine analysis · within-player temporal analysis · interactive visualization

research, compressed

Three Minutes, Apparently

Chess players at the board, representing the No Single Tell Three Minute Thesis talk HKUST 3MT · 2026 · First Runner-Up

This project also became my HKUST Three Minute Thesis talk, where I received First Runner-Up.

five years of TA-ing may have accidentally prepared me for one microphone and three minutes

paper // under review

No Single Tell: Studying Context-Dependent Visible Behavior During Extended Decision Making in Elite Chess

Eman Ansar · Arpit Narechania · Atanu Sinha

ACM CHI 2027 · Under Review