Human-driven AI research that grows people and organizations, not replaces them.
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See how human-driven AI research shapes everyday experiences with technology.
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Partner with CHARM on human-centered AI tools, decision-support, and evaluation.
Partner with usAbout CHARM
The Center for Human-Driven AI Research and Methods
The Center for Human-Driven AI Research and Methods (CHARM) is a multi-faculty center at the Harvard John A. Paulson School of Engineering and Applied Sciences. We focus on human–AI interaction design and computational methods that leaves people stronger, not just faster in the moment.
Why CHARM now?
AI is often framed as a race for speed: replace human labor with computation, produce more, finish faster. Yet this approach of optimizing for the immediate term risks losing out in the longer run.
At CHARM, we recognize that a single task is never the whole story. A great summary for a negotiator is just one step in their negotiation journey. A great data analysis for a patient is just one step in their health journey. A great writing support tool for a student is just one step of their learning journey. Each task is a moment in a longer human arc—learning, judgment, health, negotiation, creativity.
In addition to asking “Did the tool complete this step?” we also ask “Did the person leave stronger after using it?” or “Is the person better able to fulfill their needs and values?”
Our Mission & Strategy
Mission: To create AI tools that put people first: AI that expands human capability, leaving people better prepared for the next challenge.
Strategy: We make scientific contributions in human-computer interaction, visual computing, and machine learning to design tools that augment human capabilities and unlock what people and organizations can achieve. We move beyond proofs-of-concept to effective products by collaborating with institutions from around the world.
Who are we?
Faculty leading CHARM
CHARM brings together faculty from across Harvard SEAS, united by a focus on human-driven AI methods and interaction design.
Finale Doshi-Velez
Herchel Smith Professor of Computer Science
Reinforcement learning, AI in medicine, decision-making
Krzysztof Gajos
Gordon McKay professor of Computer Science
Human-computer interaction, accessible computing, intelligent interactive systems
Elena Glassman
Assistant Professor of Computer Science
AI-resilient interfaces, AI safety, human-computer interaction
Hanspeter Pfister
An Wang Professor of Computer Science
Visualization, computer graphics, computer vision
Announcements
Latest from CHARM
Ritesh receives DO-IT Trailblazer Award
CHARM Member Ritesh Kanchi has received the DO-IT Trailblazer Award for his accessibility contributions at University of Washington. Congratulations, Ritesh! You can view more about his contributions on the DO-IT University of Washington Website.
Hongjin Lin gave a talk with AI & Equality!
CHARM Member Hongjin Lin gave a talk for AI & Equality on her paper “Funding AI for Good: A Call for Meaningful Engagement”.
You can see all of the details of her talk on the AI & Equality website!
Grace Guo accepted into IEEE CVPR
CHARM member Grace Guo has had a paper she worked on “Bias at the End of the Score” accepted at IEEE CVPR 2026! Congratulations, Grace!
Read the full paperStudent Spotlight
Chunggi Lee on AI Assistants · August, 2026
In science fiction, people talk to the world around them and it responds: they ask a question aloud, and the room, headset, or glasses seem to understand what they mean. Chunggi Lee works toward a grounded version of this idea. He builds situated AI: everyday assistants that understand what people say, what they are looking at, and what they are doing, and work with them rather than simply acting for them. He designs both the AI models behind these systems and the ways people interact with them, with the goal of strengthening human perception, learning, and judgment while keeping people actively involved.
His recent work shows what this can look like. In Who’s That Player? (IEEE VIS 2026), he developed an XR sports system that lets viewers ask spoken questions about a game and clear up any misunderstanding when they are misheard. In ViSTAR (CHI 2026), he developed an augmented reality coaching system with 3D avatars that supports people as they practice and improve physical skills themselves. He also developed DETRAM (ECCV 2026), a computer vision model that turns people in real-world video into trackable 3D representations that can support richer XR experiences. Together, these projects connect advances in AI models with tools that help people access information, learn, and engage with the world around them.
Chunggi’s current work sits at the intersection of human-AI interaction and situated AI systems. He is exploring more reliable spoken interaction, AI-generated experiences that adapt to individual preferences, and assistance that responds to people’s situations. Across these projects, his focus is not on doing tasks for people but on extending what they can perceive, understand, and do for themselves, treating AI as a partner in the moment rather than a replacement for their own judgment. The promise of a world that responds when we speak to it is not just convenience. Chunggi’s aim is technology that meets people in the moment and leaves them stronger for the next one, more able to learn, decide, and act for themselves.
Recent Publications
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