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Alignment Games: A Framework for Conceptual Repair in Human-AI Collaboration
Hari Subramonyam, Maneesh Agrawala, Sean Follmer
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Abstract
Abstract:The meaning of a concept in use is shaped by the situation, task, goals, and prior knowledge. For example, a request to make a poster "visually appealing for a five-year-old" might evoke bright colors and cartoon imagery for one collaborator, but less text, bold shapes, and visual simplicity for another. We call such task-relevant differences conceptual misalignment. We introduce Alignment Games, a framework for making these differences visible and repairable during human-AI interaction. Drawing on theories of situated conceptualization, we characterize task-specific conceptual frames in terms of relevant attributes, values, relations, constraints, and priorities. We then define alignment moves that intervene on the situation, the reasoning used to interpret it, or the resulting frame. Through examples from educational content generation, creative coding, and argumentative writing, we show how these moves can be composed into repair sequences and derive design principles for supporting task-sufficient conceptual alignment at runtime.
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Alignment Games: A Framework for Conceptual Repair in HumanâAI Collaboration DOI: X.XXXXXXXConference: Make sure to enter the correct conference title from your rights confirmation emai; June 03â05, 2018; Woodstock, NYWoodstock â18: ACM Symposium on Neural Gaze Detection, June 03â05, 2018, Woodstock, NYPrice: 15.00ISBN: 978-1-4503-X-X/18/06 Hari Subramonyam Affiliation: Stanford University, USA email: harihars@stanford.edu , Maneesh Agrawala Affiliation: Stanford University, USA email: magrawala@stanford.edu and Sean Follmer Affiliation: Stanford University , USA email: sfollmer@stanford.edu 2025 Figure 1. Conceptual Misalignment in Human-AI Collaboration: Given the same request to make a poster âmore visually appealing for a five-year-old,â the requester (a) and AI agent (c) construct different conceptual frames from the compressed natural language instruction (b). The requester envisions bold shapes and minimal text (top), while the agent generates bright colors and cartoon imagery (right, d). Both interpretations are valid yet misaligned, demonstrating the challenge of conceptual coordination without explicit repair mechanisms. Diagram of a requester and an AI agent each forming a different mental picture from the same instruction. A plain blue science-camp poster on the left branches into two revisions: the requester's imagined version (bold shapes, minimal text) at top, and the agent's generated version (bright yellow, cartoon atom, colorful buttons) at right. Abstract. The meaning of a concept in use is shaped by the situation, task, goals, and prior knowledge. For example, a request to make a poster âvisually appealing for a five-year-oldâ might evoke bright colors and cartoon imagery for one collaborator, but less text, bold shapes, and visual simplicity for another. We call such task-relevant differences conceptual misalignment. We introduce Alignment Games, a framework for making these differences visible and repairable during humanâAI interaction. Drawing on theories of situated conceptualization, we characterize task-specific conceptual frames in terms of relevant attributes, values, relations, constraints, and priorities. We then define alignment moves that intervene on the situation, the reasoning used to interpret it, or the resulting frame. Through examples from educational content generation, creative coding, and argumentative writing, we show how these moves can be composed into repair sequences and derive design principles for supporting task-sufficient conceptual alignment at runtime. 1. Introduction Imagine being given the âoriginal posterâ in Figure 1 and asked to âmake it more visually appealing for a five-year-old.â You might interpret this request as using bright colors, rounded typography, and cartoon imagery (Figure 1c). The requester, however, might have imagined less text, bolder shapes, and a design that evokes curiosity (Figure 1a). Neither interpretation is necessarily wrong and can plausibly satisfy the words in the request. However, such differences arise because concepts are not always fixed definitions transmitted intact through language and interpreted by retrieving those definitions from memory. Instead, people construct situated conceptualizations that are context-sensitive representations constructed from prior experience that bring together the features, actions, goals, and other knowledge relevant to the situation at hand (Barsalou, 1999; Barsalou, 2008). We use the term conceptual misalignment for such task-relevant differences between collaboratorsâ situated conceptualizations. In human-human collaborations, these differences are common and routinely repaired through interactions (Pickering and Garrod, 2021). Suppose the designer shows the requester a colorful revision filled with cartoon illustrations. The requester might respond, âThe cartoons arenât really what I meant. I want it to feel simplerâsomething a child can understand from across the room.â The designer might ask whether the problem is the imagery or the amount of information, show two alternatives, or suggest treating the poster more like a childrenâs museum display than a birthday invitation. Through such examples, contrasts, clarifications, and reframing, the collaborators progressively learn not only what output the other prefers, but how the other is construing the concept that guides the work. This kind of repair is related to (but not identical with) establishing common ground (Clark, 1996). In the poster example, the collaborators may already share substantial common ground about the task such as they know which poster is under discussion, who its audience is, and what request was made. Where their common ground is incomplete is in how they conceptualize âvisually appealing for a five-year-old,â i.e., which qualities are relevant, what values those qualities should take, how they relate, and which should be prioritized. This problem is especially consequential in interactions with generative AI. Users routinely ask systems to make an artifact âclearer,â a paragraph âmore optimistic,â or a design âmore engaging,â yet the systemâs operative interpretation of such concepts typically remains implicit. When an output does not meet the expectation, the user must infer what the system understood differently, decide what to correct, and express that repair indirectly through another prompt or edit. This makes conceptual repair costly and uncertain. For instance, if a poster feels âtoo childish,â the mismatch might lie in its colors, typography, imagery, text density, or broader framing of the audience. A prompt such as âmake it less childishâ may fix one dimension, leave the underlying mismatch untouched, or alter aspects that were already satisfactory. Consequently, interaction can become an output-level search over possible repairs rather than a direct negotiation over the meaning guiding generation. We introduce Alignment Games (i.e., structured interactions in which collaborators make moves and receive feedback to surface and repair conceptual misalignment ) as a framework for making this process of conceptual repair explicit and designable. Rather than only correcting the resulting artifact, collaborators can act on the interpretation that produced it. In the poster example, the system might surface that it is interpreting âappealing for a five-year-oldâ through attributes such as color, typography, and imagery, with values such as bright, rounded, and cartoon-like. The requester could then identify that text density and visual simplicity are missing, clarify that âplayfulâ does not mean visually busy, prioritize readability over novelty, or reframe the design as a childrenâs museum poster rather than a birthday invitation. We call these interventions alignment moves; structured sequences of such moves form Alignment Games through which collaborators diagnose, negotiate, and repair conceptual misalignment. To make these repairs systematic, we develop a process model of conceptual alignment in humanâAI interaction, grounded in cognitive science. The model characterizes how external situations, internal task context, and prior knowledge interact through perception, retrieval, reasoning, and simulation to construct a situated conceptual frame. Differences between collaborators can therefore arise in what attributes they represent, the values assigned to them, how those attributes relate or are constrained, and which considerations are prioritized. This account provides the representational basis for describing both conceptual misalignment and the moves available for repairing it. Our contributions are (1) a process model of situated conceptualization and conceptual misalignment that characterizes how task-relevant interpretations are constructed and when differences become consequential; and (2) the Alignment Games framework, a grammar of moves for diagnosing, negotiating, and repairing conceptual misalignment across situational inputs, conceptual frames, and frame-construction processes. 2. A Note on Framework Development We developed Alignment Games through an iterative theory-building process combining literature synthesis, conceptual modeling, and analysis of existing humanâAI interfaces. Across more than 200 hours of face-to-face collaborative analysis and discussion between the first and last author and weekly meetings with all authors, we generated and compared alternative representations of conceptual alignment, including different decompositions of conceptual frames, sources of misalignment, and candidate repair moves (Figure 2). We repeatedly tested these representations against breakdowns and interaction mechanisms reported in prior HCI systems, refining constructs when they collapsed distinct phenomena, failed to characterize a plausible repair, or introduced distinctions that did not appear useful for interaction design. This process converged on a task-relative situated conceptual frame and three loci for interventionâthe situation, the processes used to construct an interpretation, and the resulting frameâfrom which we derived the alignment move vocabulary presented in Section 4. Figure 2. Examples from the iterative development of the Alignment Games framework. Across collaborative working sessions, we explored alternative frame primitives and representations, connected candidate representations to theories of situated cognition, and worked through concrete humanâAI interaction examples to refine the framework and alignment-move vocabulary. Collage of four photographs and screenshots from working sessions, each with a rounded label. Clockwise from top left: a digital whiteboard of boxed frame primitives and notes; handwritten whiteboard sketches of node-and-arrow concept maps; a flowchart mockup ending in bar-chart dashboards; and a meeting room with walls covered in sticky notes and paper diagrams. 3. Situated Conceptualization and Conceptual Misalignment To characterize conceptual misalignment, we first need to understand how collaborators construct meaning for a particular task. Drawing on cognitive accounts of situated and grounded cognition, we develop a process model that addresses five questions: (1) What shapes a situated conceptualization? (2) How is it constructed? (3) What representation does it produce? (4) When are collaborators conceptually misaligned? (5) And when is their alignment sufficient for the task? Our goal is not to provide a complete cognitive architecture, but to identify the inputs, processes, and representational structures most relevant to understanding and repairing conceptual differences during collaboration. 3.1. What Shapes a Situated Conceptualization? Broadly, a personâs interpretation of a concept depends on information from three key sources: (1) the external situation, (2) their internal (mental) understanding of the task, and (3) their prior knowledge (Barsalou, 1999; Hinds et al., 1992; Bradley and Dunlop, 2005; Reis, 2008; Barnett and Bellana, 2025). External situational elements are the features of the encountered task environment that provides perceptual and communicative grounding for conceptualization (Reis, 2008). In the poster example, these include the current poster, its visual organization, the science-camp context, available design tools, and the clientâs request. Situation models characterize such contexts along dimensions including space, time, entities, causality, and intentionality (Zwaan and Radvansky, 1998). These elements establish a frame of reference for interpretation by shaping what a person is likely to attend to, what prior knowledge becomes relevant, and what actions are possible (Reis, 2008; Barsalou, 1999; Bradley and Dunlop, 2005). Internal task context refers to the individualâs current goals, values, motivations, role obligations, and resource constraints (Locke and Latham, 2002; Ratneshwar et al., 2001). A designer who prioritizes clarity may interpret visual appeal differently from one who prioritizes novelty. Likewise, a brand obligation or limited production time may change which possibilities are treated as viable. Internal task context filters both perception and retrieval, influencing which aspects of the situation become salient and which interpretations are preferred. Finally, people draw on prior knowledge and experience in long-term memory. This includes schemas for recurring situations (Bartlett, 1995; Rumelhart, 2017), scripts and plans for routine event sequences (Schank and Abelson, 2013), prototypes and exemplars (Rosch, 1975; Medin and Schaffer, 1978), causal or theory-based knowledge (Murphy and Medin, 1985), and episodic memories of particular experiences (Tulving and others, 1972). A designer may, for example, retrieve childrenâs books, toy packaging, classroom materials, or previous design projects when interpreting what âappealing for a five-year-oldâ might entail. Because collaborators differ in experience and expertise, the same situational cue need not activate the same knowledge. Together, these sources provide the material from which a situated interpretation is constructed. 3.2. How Is a Situated Conceptualization Constructed? Figure 3. Process model of situated conceptualization. External situational elements, internal task context, and prior knowledge shape an iterative cycle of perception and attention, retrieval, reasoning, and simulation in working memory. Through this cycle, a collaborator constructs a situated conceptual frame that organizes the attributes, values, relations, constraints, priorities, and broader framings relevant to the task. Actions guided by the frame alter the artifact or situation, producing new evidence that can trigger subsequent cycles of construction and revision. Process diagram reading left to right along a "Time" arrow. A person views a science-camp poster and instruction; arrows labeled Perception, Retrieval, Reasoning, and Simulation move through a large cloud labeled Working Memory, where perceptual chunks and conceptual fields combine into a frame with attributes, values, and constraints, producing a Situated Conceptual Frame at the far right. We propose that the above sources interact through an iterative cycle of perception and attention, retrieval, reasoning, and simulation in working memory (Figure 3). 3.2.1. Perception Construction of concept understanding begins by selectively recruiting information from the current situation. Bottom-up perceptual processes encode observable features, while top-down influences from goals and prior knowledge shape which features receive attention and how they are organized. In the poster example, muted colors, dense text, and formal typography may initially appear simply as visual properties. Relative to the goal of appealing to a young child, however, these same features may become deficiencies or opportunities for change. If the request were instead to âmake the poster clearer,â typography and layout might become salient while muted colors remain acceptable. Thus, task context shapes not only how features are evaluated, but which features enter the conceptualization in the first place (Barsalou, 1999; Ratneshwar et al., 2001). 3.2.2. Retrieval Perceived and attended features cue relevant knowledge from memory. A formal typeface may activate prior examples of childrenâs typography; the science-camp context may activate concepts associated with experimentation, discovery, or play. Retrieval can introduce candidate attributes and values, exemplars, episodic experiences, and partially structured prior frames. Internal task context further constrains this process: a designer who values novelty may retrieve different associations than one prioritizing familiarity. Prior knowledge supplies raw material that can be selectively recruited and reorganized for the current task rather than simply providing a fixed concept. 3.2.3. Reasoning Retrieved information must then be organized into a coherent interpretation. Reasoning establishes which attributes matter, what values they should take, how they relate, and what constraints or priorities should govern them. In the poster example, the goal of visual appeal might establish preferred directions such as greater playfulness or stronger visual hierarchy, while the need for scientific accuracy or legibility constrains acceptable solutions. Reasoning can also reorganize conceptual structure through operations such as analogy, decomposition, abstraction, or conceptual blending. A designer might, for example, borrow the lively hierarchy of a birthday invitation while replacing balloons with science-related imagery. 3.2.4. Simulation People can additionally evaluate and extend an emerging interpretation by imagining situations that are not immediately present (Barsalou, 2009). Imagining a child encountering the poster from across a hallway might foreground legibility at distance; imagining the poster outdoors could introduce contrast as a new concern. Such prospective simulations can recruit additional attributes or constraints and allow candidate interpretations to be evaluated before acting on them. Through repeated cycles of these processes, working memory stabilizes around a situated representation rich enough to guide judgment and action. This representation remains mutable: acting on it changes the artifact or situation, which in turn provides new perceptual evidence and may cause the individual to retrieve different knowledge, reconsider constraints, or simulate new possibilities. 3.3. What Does the Resulting Conceptual Frame Represent? We call the task-specific representation produced through the above process a situated conceptual frame. Such frames organize knowledge in a form that supports situated inference, planning, and action: they determine which aspects of a concept are currently relevant and how they should guide behavior in the task at hand. Note that our use of frame differs from classical frame-based representations in AI, which typically encode relatively stable knowledge as predefined slots, values, and defaults (Minsky, 1974). Following cognitive accounts of situated conceptualization, we instead treat a frame as a dynamically constructed, task- and situation-relative organization of knowledge (Barsalou, 2003; Barsalou, 2009; Barsalou, 2012). Concretely, a frame organizes the aspects of a concept that are currently relevant to the task. At its core are attributes and associated values. For visual appeal, attributes might include color, typography, imagery, text density, or visual hierarchy, while values might include bright colors, rounded typography, cartoon imagery, reduced text, or a strong focal element. Attributes can also be hierarchical: a typography attribute may itself contain a frame with font family, weight, size, spacing, and color. Further, frame elements are are not independent. Relations capture dependencies or regularities among attributes, while constraints specify combinations that are permissible or required. Increasing font size, for example, may require changes to spacing or layout; playful imagery may still need to satisfy constraints on scientific accuracy. These dependencies allow a frame to represent a coherent conceptual configuration rather than a set of independent parameters. Frames also encode preferred values and relative importance of attributes. A designer may seek to optimize simultaneously for playfulness, readability, and novelty while assigning greater importance to readability. Values themselves can exhibit graded structure: prior experience can make some values more typical or accessible than others, providing defaults when the situation offers little additional guidance (Barsalou, 2012; Barsalou, 1991). Thus, prior knowledge supplies distributions of possible attributes, values, and relations, while the situated frame is their momentary organization for the current task. Finally, at a broader level, frames participate in conceptual fields: networks of related concepts that co-occur across situations and share systematic relations (Barsalou, 2012; Yeh and Barsalou, 2006). The field surrounding âvisual appeal for a five-year-old,â for instance, may activate notions such as child-friendly, playful, and engaging; introducing the science-camp context may additionally activate educational, discovery, or outdoors. Which broader framing is activated can reorganize which attributes, values, and relations become relevant. We formalize this operational representation as follows. Definition 0 (Situated Conceptual Frame). For collaborator k, a situated conceptual frame is âąk=(Ak,k,vk,Rk,Ck,Ok,Wk,CâFk),F_k= (A_k,\;V_k,\;v_k,\;R_k,\;C_k,\;O_k,\;W_k,\;CF_k ), where: ⢠AkA_k: Attributes currently represented as relevant; ⢠kV_k: Values, where k=k,aaâAkV_k=\V_k,a\_aâ A_k; ⢠vkv_k: Instantiated or preferred values, where vkâ(a)âk,av_k(a) _k,a; ⢠RkR_k: Relations or dependencies among frame elements; ⢠CkC_k: Constraints over permissible configurations; ⢠OkO_k: Optimization criteria or preferred directions for the task; ⢠WkW_k: Importance or salience of frame elements; and ⢠CâFkCF_k: Conceptual fields or framings organizing the current interpretation. Note that this situated conceptual frame is a task-relative abstraction intended to capture the aspects of an interpretation that matter for collaborative action and repair, rather than a complete description of cognition. For humans, it is motivated by cognitive theories of situated conceptualization; for AI systems, it serves as an operational representation of the systemâs current task interpretation, without assuming that it faithfully exposes the modelâs latent internal state or that AI systems possess human-like conceptual representations. 3.4. When Are Collaborators Conceptually Misaligned? Having described how an individual constructs a situated conceptual frame, we now consider two collaborators engaged in the same task. Prior work broadly defines alignment in collaborative work as âthe extent to which individuals represent things in the same way as each otherâ (Pickering and Garrod, 2021). This alignment is important because it allows collaborators to predict each others action and jointly plan and act. Such alignment can occur at multiple levels, from linguistic representations to representations of the ongoing situation and conversational state (Pickering and Garrod, 2021; Roberts, 2012). Our focus is narrower in that conceptual alignment concerns the compatibility of collaboratorsâ situated conceptual frames for guiding the joint activity. In other words, misalignment arises when collaborators construct different task-relevant interpretations of the concepts guiding their joint activity. These differences may be reflected in explicit linguistic disagreement, but they can also remain latent when collaborators use the same words while associating them with different attributes, values, relations, or priorities. We therefore define conceptual misalignment in terms of divergence between collaboratorsâ situated conceptual frames rather than agreement or disagreement at the level of language. Definition 0 (Conceptual Misalignment). Given two situated conceptual frames âąiF_i and âąjF_j constructed for task T, their conceptual divergence can be characterized as ÎTâ(âąi,âąj)=(ÎA,ÎV,ÎR,ÎC,ÎO,ÎW,ÎCâF)T, _T(F_i,F_j)= ( _A,\; _V,\; _R,\; _C,\; _O,\; _W,\; _CF )_T, where: ⢠ÎA _A captures differences in which attributes are represented; ⢠ÎV _V captures differences in the values associated with corresponding attributes; ⢠ÎR _R captures differences in relations or dependencies among frame elements; ⢠ÎC _C captures differences in constraints over permissible configurations; ⢠ÎO _O captures differences in optimization criteria or preferred directions; ⢠ÎW _W captures differences in relative importance or salience; and ⢠ÎCâF _CF captures differences in higher-level conceptual fields or framings. These components describe the locus of conceptual misalignment. Two collaborators might represent the same attribute but instantiate different values, producing ÎV _V. One might treat readability as relevant while the other omits it, producing ÎA _A. They may agree on attributes and values but disagree about how two elements depend on one another, producing ÎR _R, or about which configurations are permissible, producing ÎC _C. They may pursue different desired outcomes or assign different importance to the same considerations, producing ÎO _O or ÎW _W, or construe the task through different broader framings, producing ÎCâF _CF. Tables 1â4 summarizes several sources of such divergence in terms of the process model developed above. A more complete discussion of these sources and their supporting literature is provided in Appendix A. Table 1. Sources of divergence in conceptual inputs. Differences in the information available to collaborators can lead them to construct different situated conceptual frames. Source Dimensions that can vary Possible frame differences External situation Grain size, tangibility, familiarity, and temporal, spatial, social, or hypothetical distance can alter what aspects of a situation are available or treated as relevant (Yeh and Barsalou, 2006; Barsalou, 2008; Schank and Abelson, 2013; Logan, 1988; Dane, 2010; Trope and Liberman, 2010). Different attributes or priorities become salient (ÎA,ÎW _A, _W), while different values, constraints, or levels of abstraction may be inferred (ÎV,ÎC,ÎCâF _V, _C, _CF). Internal task context Goals, goal abstraction, motivations, values, roles, resource constraints, and affect shape perceptual selection and what knowledge is recruited (Barsalou et al., 2018; Hommel et al., 2001; Barsalou, 1983; Hass et al., 2019; Vallacher and Wegner, 1987; Trope and Liberman, 2003; Isen and Daubman, 1984; Gasper and Clore, 2002; Han et al., 2014). Different attributes become salient (ÎA,ÎW _A, _W), and collaborators may establish different optimization criteria, preferred values, or constraints (ÎO,ÎV,ÎC _O, _V, _C). Prior knowledge, acquisition, and expertise Different exemplars, prototypes, causal theories, episodic experiences, learning modalities, and levels of expertise provide different material for conceptual construction (Tenenbaum et al., 2011; Posner and Keele, 1968; Rosch and Mervis, 1975; Medin and Schaffer, 1978; Murphy and Medin, 1985; Gopnik, 1993; Barsalou, 1985; Medin et al., 1997; Barsalou, 1999; Wauters et al., 2003; Villani et al., 2019; Juhasz, 2005; Barsalou, 2020). Different candidate attributes, defaults, relations, or broader conceptual structures may be recruited (ÎA,ÎV,ÎR,ÎCâF _A, _V, _R, _CF). Social and cultural experience Instruction, social learning, community norms, and cultural experience shape which distinctions are learned, which values are conceivable, and which ideals are desirable (Mervis, 1987; Waxman et al., 1997; Schwartz et al., 2011; Norenzayan et al., 2002; Naous et al., 2023; Borghi and Cimatti, 2009; Malt, 1995; KĂśvecses, 2005; Atran and Medin, 2008; Waxman et al., 2007; Ojalehto and Medin, 2015; Barsalou, 2023). Different defaults, acceptable values, constraints, optimization criteria, and broader framings can emerge (ÎV,ÎC,ÎO,ÎCâF _V, _C, _O, _CF). Table 2. Sources of divergence in conceptualization processes. Even given similar inputs, collaborators can construct different interpretations because the processes that select, retrieve, organize, and evaluate information can vary. Source Dimensions that can vary Possible frame differences Perception and attention Perceptual sensitivity, expertise, goals, attentional focus, joint attention, and cognitive load affect which information collaborators extract from the same situation (Hommel et al., 2001; Chase and Simon, 1973; Brennan, 1995; Tomasello and Farrar, 1986; Swallow and Jiang, 2013; Xu et al., 2011). Different evidence enters conceptualization, affecting represented attributes and their salience (ÎA,ÎW _A, _W), with downstream effects on other frame components. Retrieval Frequency and recency of use, contextual relevance, encoding strength, interference, and semantic-network structure affect which knowledge becomes accessible (Murphy, 2004; Anderson and Reder, 1999; Buchanan et al., 2001; Pexman et al., 2007; Kenett and Faust, 2019; Popov et al., 2019). Different attributes, candidate values, exemplars, relations, or conceptual associations may be recruited (ÎA,ÎV,ÎR,ÎCâF _A, _V, _R, _CF). Reasoning Collaborators can employ different analogies, metaphors, causal models, levels of abstraction, conceptual combinations, or inferential strategies (Hummel and Holyoak, 1997; Thibodeau and Boroditsky, 2011; Kalogerakis et al., 2010; Ozkan and Dogan, 2013; Chi et al., 1981; Johnson and Keil, 2000). Different inferential paths can produce different values, relations, constraints, optimization criteria, or broader framings (ÎV,ÎR,ÎC,ÎO,ÎCâF _V, _R, _C, _O, _CF). Simulation Collaborators may imagine different users, future situations, contexts of use, or consequences when evaluating an emerging interpretation (Barsalou, 2009; Barsalou and Wiemer-Hastings, 2005). Different attributes, constraints, consequences, or preferred directions may become relevant (ÎA,ÎC,ÎO,ÎW _A, _C, _O, _W). Cognitive effort and metareasoning Working-memory capacity, depth of deliberation, confidence calibration, perceived fluency, and metacognitive control affect how extensively an interpretation is elaborated and evaluated (Hammer et al., 2019; Unsworth et al., 2014; Ackerman and Thompson, 2017; BĂźchel and Wildschut, 2013; Topolinski and Reber, 2010; Krämer et al., 2023; Reason, 1992; Kahneman, 2011). One collaborator may construct a more elaborated or internally constrained frame than another, producing differences across multiple components. Table 3. Sources of divergence in concepts and frame structure. Properties of concepts and their learned organization influence how situated conceptual frames can be instantiated. Source Dimensions that can vary Possible frame differences Concept properties Concepts differ in concreteness, abstraction, context availability, situational systematicity, semantic diversity, associative structure, semantic richness, and hierarchical position (Barsalou et al., 2018; Borghi et al., 2014; Borghi et al., 2017; Paivio, 1990; Trope and Liberman, 2010; Schwanenflugel and Shoben, 1983; Davis et al., 2020; Barsalou and Wiemer-Hastings, 2005; Hoffman, 2016; Lakhzoum et al., 2021; Recchia and Jones, 2012; Tanaka and Taylor, 1991; Chi et al., 1981). Some concepts constrain interpretation relatively tightly, while others permit broader differences in attributes, values, relations, and framing (ÎA,ÎV,ÎR,ÎCâF _A, _V, _R, _CF). Attribute structure People vary in which attributes they associate with a concept and which properties they consider central, diagnostic, ideal, or causally explanatory (Barsalou, 1981; Barsalou, 1993; Rosch and Mervis, 1975; Barsalou, 1985; Murphy and Medin, 1985; Johnson and Keil, 2000). Collaborators may include or omit different attributes (ÎA _A) or assign them different relative importance (ÎW _W). Values and acceptable ranges Defaults, prototypes, ideals, thresholds, and acceptable ranges vary with experience, context, community, and culture (Rosch and Mervis, 1975; Barsalou, 1981; Barsalou, 1985; Markus and Kitayama, 1991; Medin and Atran, 2004; Norenzayan et al., 2002). Shared attributes may be instantiated differently (ÎV _V), or collaborators may disagree about which values satisfy relevant constraints (ÎC _C). Relations and constraints People differ in causal theories, assumptions about which properties co-vary, and beliefs about which combinations are possible, permissible, or necessary (Murphy and Medin, 1985; Gopnik and Meltzoff, 1997; Gopnik and Wellman, 2012; Johnson and Keil, 2000). Frames may encode different dependencies (ÎR _R) or constraints (ÎC _C), causing changes to propagate differently through each frame. Priorities and optimization When desirable properties compete, collaborators can differ in which outcomes they optimize and which trade-offs they accept (Keeney and Raiffa, 1993; Payne et al., 1993; Barsalou, 1983; Barsalou, 1985). Collaborators may pursue different preferred directions (ÎO _O) or assign different importance to otherwise shared concerns (ÎW _W). Broader conceptual framing The same task can be situated within different conceptual fields, abstraction levels, analogical frames, or culturally learned systems of meaning (Barsalou, 2012; Yeh and Barsalou, 2006; Trope and Liberman, 2010; KĂśvecses, 2005; Barsalou, 2023). Different higher-level framings (ÎCâF _CF) can reorganize which attributes, values, relations, constraints, and priorities appear relevant. Table 4. Sources of divergence introduced through communication. Even when collaborators begin with relatively compatible situated frames, communicating those frames through limited external channels can introduce additional differences. We treat these factors as cross-cutting rather than as a fourth locus in the situated conceptualization model. Source Dimensions that can vary Possible frame differences Underspecification Speakers routinely omit information they expect collaborators to recover from shared context and common ground; when this assumed overlap is weak, recipients must infer missing details (Grice, 1975; Clark, 1996). Different attributes, values, constraints, or priorities may be supplied during reconstruction (ÎA,ÎV,ÎC,ÎW _A, _V, _C, _W). Ambiguity and polysemy The same expression can support multiple interpretations, and contextual cues may be insufficient to determine which sense or conceptual frame was intended (Klein and Murphy, 2001; Clark, 1996). Collaborators may activate different values, relations, or broader conceptual framings (ÎV,ÎR,ÎCâF _V, _R, _CF). Vagueness and granularity Expressions can intentionally or unintentionally leave boundaries, thresholds, or levels of precision unspecified (Austin, 1975; Jucker et al., 2003). Collaborators may adopt different acceptable ranges, levels of abstraction, constraints, or optimization thresholds (ÎV,ÎC,ÎO,ÎCâF _V, _C, _O, _CF). Compression Rich conceptual representations must be externalized through comparatively sparse linguistic, visual, or symbolic expressions, so only a subset of the underlying frame is communicated (Grice, 1975). Recipients may reconstruct omitted structure differently, producing divergence across multiple frame components. Differences in common ground Collaborators can differ in what they believe is mutually known, salient, or already established in the interaction (Clark and Brennan, 1991; Clark, 1996; Lewis, 1979). Information one collaborator treats as implicit may be absent from the otherâs frame, producing differences in attributes, constraints, values, or framing. Channel and modality Different communicative channels provide different affordances for grounding and repair: language can express abstractions efficiently, while visual artifacts, gesture, or direct manipulation can make referents and spatial relations more explicit. What can be externalized or verified differs across channels, affecting which frame components remain implicit or become jointly inspectable. Importantly, divergence need not remain localized. Because frame elements are related, changing one component can produce downstream consequences for others. Revising typography from formal to playful, for instance, may alter appropriate font weight, spacing, imagery, or visual hierarchy. Conceptual repair cannot always be modeled as independently replacing one value with another; some changes require revising or propagating changes through the surrounding frame. Further, conceptual misalignment is also graded and dynamic. Collaborators may differ substantially on a single frame element or subtly across many. As they communicate, manipulate artifacts, and encounter new information, their respective frames can change, causing them to move closer together or farther apart. Misalignment is not necessarily an exceptional conversational failure, but a persistent possibility in collaborative activity (Weigand, 1999). The next question is consequently not whether collaboratorsâ frames are identical, but whether the remaining differences are consequential enough to matter for the joint task. 3.5. When Is Conceptual Alignment Sufficient? Successful collaboration does not require collaborators to construct identical conceptual representations. They may differ in background knowledge, prior associations, or other aspects of their situated frames while still making compatible judgments and coordinating their actions. What matters is whether the differences that remain are consequential for the joint activity at hand. A relatively small disagreement about a critical safety requirement, accessibility constraint, or design priority may substantially alter what collaborators decide or produce, whereas much larger differences in peripheral associations may have no effect on their ability to proceed together. Conceptual alignment is thus task sufficient alignment. 4. Alignment Games: How Can Collaborators Repair Conceptual Misalignment? Because situated frames evolve as collaborators act and receive feedback, alignment is likewise an ongoing interactive process. Our account builds on a long tradition of treating communication as collaborative action. Speech-act theory characterizes utterances in terms of the effects speakers intend to produce (Austin, 1975; Searle, 1969); grounding and common-ground theories describe how collaborators establish and repair shared understanding (Clark and Brennan, 1991; Clark, 1996); and interactive alignment accounts explain how interlocutors converge across linguistic and situational representations (Garrod and Pickering, 2004; Pickering and Garrod, 2021). Related work shows that collaborators form local conceptual pacts (Brennan and Clark, 1996; Ibarra and Tanenhaus, 2016) and coordinate through artifacts that can accommodate multiple interpretations (Star, 1989; Bowker and Star, 2000; Lee, 2005). Most directly, dialog games formalize recurring patterns of communicative initiative, response, and repair (Mann, 1988; Hulstijn, 2000). Alignment Games extend these traditions by shifting the object of coordination from whether an utterance has been understood to the task-specific conceptualization guiding action. Collaborators may share a referent and understand the same words while still disagreeing about which attributes matter, what values they should take, how they relate, or which considerations should be prioritized. Alignment Games describe the interactional work through which these conceptual differences become inspectable and repairable. 4.1. What Is an Alignment Game? Definition 0 (Alignment Game). An Alignment Game is a structured, multi-turn interaction through which collaborators diagnose, negotiate, repair, and validate task-relevant differences between their situated conceptual frames. An Alignment Game begins when collaborators encounter evidence that their current conceptualizations may not support coordinated action in the situation at hand. This need not mean that they are misaligned with respect to the entire task, a difference may become consequential only for a particular decision or subtask. Evidence of misalignment can be direct, as when a collaborator says, âI do not think we mean the same thing by playful.â It can also be indirect, as when a collaborator evaluates an artifact as âtoo childish,â produces an unexpected result, or takes an action that conflicts with the otherâs expectations. Such evidence makes some task-relevant difference in their situated frames available for inspection. Collaborators respond through one or more alignment moves: actions intended to reveal, modify, or test some part of a collaboratorâs task-relevant conceptualization. An alignment move may be linguisticâfor example, asking what âplayfulâ means, proposing a more specific attribute, or stating a preferenceâbut it need not be a speech act. Collaborators can also point to an example, modify an artifact, compare alternatives, or enact a possible interpretation. What distinguishes an alignment move is its function rather than its communicative form; it is performed to affect the conceptual representation guiding subsequent joint action. As shown in Figure 4, a move need not immediately produce agreement. Its addressee may accept it, reject it, counter it, reinterpret it, or enact it only partially. The resulting response provides new evidence from which the collaborators update their respective frames and decide whether additional repair is necessary. The game proceeds iteratively through a recurring pattern of evidence of divergence â diagnosis or repair â uptake â frame update â validation. It ends when the remaining difference is task-sufficient, or when the collaborators abandon or defer the repair. State diagram of six circular nodes. S1 Misalignment Detected leads via "Initiate Alignment" to S2 Move Proposal, then via "Evaluate" or "Counter" to S3 Respond. From S3, "Accept" leads to S4 Frame Update, which "Verify" leads to S5 Alignment Complete or loops back to S1. S3 can also fall to S6 Breakdown, which returns to S1 via "Counter." Figure 4. The Alignment Game cycle. Evidence from an utterance, action, or artifact can reveal a possible conceptual difference. A collaborator responds with an alignment move intended to diagnose, repair, or validate that difference. The partnerâs uptakeâacceptance, rejection, counterproposal, or partial enactmentâprovides new evidence and may update one or both situated frames. The cycle continues until the remaining difference is sufficiently small for the joint task or the repair is abandoned. State diagram of six circular nodes. S1 Misalignment Detected leads via "Initiate Alignment" to S2 Move Proposal, then via "Evaluate" or "Counter" to S3 Respond. From S3, "Accept" leads to S4 Frame Update, which "Verify" leads to S5 Alignment Complete or loops back to S1. S3 can also fall to S6 Breakdown, which returns to S1 via "Counter." An Alignment Game is successful when collaborators reach the task-sufficient state defined in Section 3.5; peripheral differences may remain. Moreover, convergence need not be one-sided. One collaborator may revise toward the otherâs interpretation, both may change, or interaction with the evolving artifact may lead both toward a new interpretation that neither initially held. 4.2. What Is an Alignment Move? An alignment move is the basic functional unit of an Alignment Game. Unlike a dialog act (Mann, 1988), which characterizes the communicative function of an utterance (e.g., asking, informing, confirming), an alignment move is defined by its intended effect on a collaboratorâs situated conceptual frame. Specific moves can also have preconditions. An example is useful only if the partner can interpret the exemplar; a direct value repair presupposes that the relevant attribute is already shared; and an analogy requires sufficient knowledge of the source domain. Whether a move succeeds depends not only on its theoretical fit to the misalignment but also on whether the partner can recognize and take up the intervention. We characterize an alignment move along five dimensions: ⢠Function: whether the move primarily diagnoses, repairs, negotiates, or validates a conceptual difference; ⢠Locus: whether it intervenes on the situation, the construction process, or the conceptual frame; ⢠Target: the particular information, process, or frame component the move addresses; ⢠Scope: whether the intervention is local to a single element, spans several related elements, or reorganizes the interpretation more broadly; and ⢠Expected effect: the difference the move is intended to reveal or reduce, such as ÎA _A, ÎV _V, ÎR _R, ÎC _C, ÎO _O, ÎW _W, or ÎCâF _CF. We organize alignment moves by the locus at which they intervene in the situated conceptualization model. This organization connects the interaction framework directly to the cognitive account in Section 3: a repair can alter the information entering conceptualization, the processes used to construct an interpretation, or the resulting conceptual frame itself. 4.2.1. Situation-Level Moves: Changing the Basis for Conceptualization Situation-level moves intervene on the information from which a conceptualization is constructed. They can establish a shared referent, add missing evidence, narrow attention to relevant parts of the situation, clarify goals or constraints, or introduce examples that provide additional grounding. Rather than directly specifying how the partnerâs frame should change, these moves alter the evidence or task context from which the partner constructs it. Situation-level repair is particularly useful when collaborators may be reasoning from different artifacts, instructions, contexts, or assumptions. For example, âIgnore the footer; I mean the title areaâ changes which part of the artifact is treated as relevant, while âThis will be viewed from across a school hallwayâ introduces contextual information that can subsequently alter attributes such as text size and contrast. Table 5. Situation-level alignment moves. These moves intervene on situational and task information that serves as input to situated conceptualization. Move Function Target / Intended effect Example Ground(e)(e) Repair, validate Situational elements: establishes a shared referent or directs collaborators to the same observable element. âThis icon is the mascot.â Augment(e)(e) Repair Situation / context: introduces missing information or resources that should enter conceptualization. âHere is the brand palette.â Filter(e,scope)(e,scope) Repair Situational elements: narrows the relevant evidence or excludes information that should not influence the interpretation. âIgnore the footer; focus on the title area.â SpecifyContext(g,r,c)(g,r,c) Diagnose, repair, validate Goals, roles, constraints: makes relevant task context explicit so collaborators reason from compatible conditions. âBrand compliance is required, and this is for five-year-olds.â ProvideSchema(f)(f) Repair Situationâframe coupling: provides an organizing schema through which available information can be interpreted. âRead this as a Z-layout: title at the top, image in the center, caption below.â Simulate(sâcâeânâaârâiâo)(scenario) Diagnose, repair Prospective situation: introduces an imagined condition or context that can reveal additional constraints, goals, or consequences. âPicture this being viewed on a billboard outdoors at noon.â Flag(e,sâtâaâtâuâs)(e,status) Repair Element status: marks an observable element as discrepant, satisfactory, or otherwise relevant to the mismatch. âThis color is too dull.â Example(+)(+) Diagnose, repair, validate Exemplar / values: provides a positive anchor from which intended attributes or values can be inferred. âLike these childrenâs museum postersâbright, playful, but still clear.â CounterExample(â)(-) Diagnose, validate Negative exemplar / values: rules out an interpretation or region of the conceptual space. âNot like a Halloween poster; avoid muted grays.â SpecifyOutput(sâpâeâc)(spec) Validate Output criteria: makes externally verifiable requirements for the resulting artifact explicit. âLetâs target at least 4.5:1 contrast for body text.â 4.2.2. Process-Level Moves: Changing How the Frame Is Constructed Process-level moves intervene on the cognitive operations through which available information is transformed into a situated frame. They can redirect attention, cue retrieval, encourage decomposition or abstraction, invoke analogy, or ask the collaborator to simulate a possible situation. These moves are useful when the desired change is difficult to express as a direct edit to a frame component or when collaborators need to explore alternative ways of construing the task. For example, âImagine a five-year-old seeing this from across the hallwayâ does not directly prescribe a font size or contrast value. Instead, it recruits simulation, which may cause those attributes and constraints to become salient. Similarly, âThink of this more like a childrenâs museum than a birthday partyâ can invoke analogical reasoning that reorganizes several parts of the frame at once. Table 6. Process-level alignment moves. These moves intervene on reasoning processes used to construct, elaborate, reorganize, or evaluate situated conceptual frames. Move Function Target / Intended effect Example Decompose(a)(a) Repair Attributes (A): splits an overloaded or coarse attribute into more specific sub-attributes that can be reasoned about separately. âDecompose typography into family, weight, size, and spacing.â Abstract(levelâ/â)(level\, / ) Repair Attributes / values: changes the level of abstraction or granularity at which the concept is being reasoned about. âNot navy versus tealâthink warm versus cool palette.â Restructure(h)(h) Repair Frame / hierarchy: reorganizes the structure or ordering of frame elements. âShift to a type-first layout; text leads and the image supports.â AnalogicalMap(sârâc)(src) Probe, repair Relations / values: transfers relational structure from a familiar source domain to reorganize the current interpretation. âLay it out like a metro map: line colors are categories and stops are sections.â BlendConcepts(c1,c2)(c_1,c_2) Repair, create Values / conceptual fields: synthesizes selected structures or values from two conceptual sources. âBlend magazine minimalism with childrenâs-book playfulness.â Elaborate(dâeâtâaâiâl)(detail) Repair Attributes / values: expands an underspecified concept by generating additional detail or distinctions. âDefine what you mean by âplayfulâ.â Counterfactual(sâ˛)(s ) Probe Constraints / optimization: stress-tests an interpretation under an altered hypothetical condition. âWhat if it had to work in black and white only?â TeachHeuristic(h)(h) Teach, repair Optimization / constraints: provides a reusable rule or procedure for constructing or evaluating a frame. âWhen clarity fails, check scale, then weight, then spacing, then color.â WorkedExample(eâxâpârâoâc)(exâ proc) Teach, probe Frame-construction process: demonstrates a construction procedure step by step so that it can be reproduced or inspected. âStart with one focal element, add subheads, then details, and verify with the squint test.â ThinkAloudDemo(pârâoâc)(proc) Teach Reasoning / evaluation process: externalizes tacit criteria or reasoning steps that would otherwise remain implicit. âI check alignment by tracing invisible columns before adjusting color.â 4.2.3. Frame-Level Moves: Directly Revising the Conceptual Frame Frame-level moves intervene directly on the situated conceptual frame. Once collaborators have localized a difference, they can add or remove attributes, propose values, revise dependencies, establish constraints, change priorities, or adopt a different broader framing. These moves provide the most direct correspondence between interaction and the components introduced in Definition 3.1. Importantly, a frame-level move is not necessarily a simple parameter update. Because frame elements can depend on one another, changing one component may require coordinated downstream changes. Setting typography from formal to playful, for example, may change appropriate font weight, spacing, imagery, or hierarchy. Frame-level moves can be local or propagate through a larger portion of the representation. Table 7. Frame-level alignment moves. These moves intervene directly on components of the situated conceptual frame. Move Function Target / Intended effect Example ScopeAttribute(a)(a) Repair, expand Attributes (A): introduces an attribute that should be represented as relevant, reducing an attribute-level mismatch. âLetâs add texture as an attribute.â PruneAttribute(a)(a) Repair Attributes (A): removes an attribute that is irrelevant, redundant, or unnecessarily represented. âWe donât need to track border width separately.â Group([a])([a]) Repair Attributes (A): coordinates several attributes as a meaningful conceptual bundle. âTreat color, type, and icon style together as one playfulness bundle.â CalibrateMetric(a,m)(a,m) Repair, validate Values / measurement: aligns how variation along an attribute is represented or measured. âFont size here means points, not pixels.â ProposeValue(a,v)(a,v) Elicit, repair Values (V): proposes a candidate value for a shared attribute. âThe header color should be deep blue.â Relate(ai,aj)(a_i,a_j) Repair Relations (R): establishes or revises a dependency between frame elements. âLine height should increase when font size increases.â ProbeValue(a,v1,v2)(a,v_1,v_2) Probe, repair Values (V): tests a distinction between candidate values to localize the intended setting. âWhich works better: this font weight or the lighter one?â InduceVal(a,exâr)(a,exâ r) Repair, validate Values (V): uses exemplars to infer an intended value or acceptable value range. âTarget colors typical of vintage science prints.â SetConstraint(c)(c) Repair, validate Constraints (C): specifies a requirement governing permissible frame configurations. âContrast must be at least 4.5:1 for body text.â SetOptimization(o)(o) Diagnose, repair Optimization criteria (O): specifies the preferred direction in which the task should be optimized. âPrioritize readability over novelty.â MapField(câf)(cf) Repair, probe Conceptual field (CâFCF): anchors the interpretation within a broader conceptual region or family. âThink of this as playful minimalism.â Reframe(fâ˛)(f ) Repair Frame / conceptual framing: reorganizes the interpretation around a different higher-level frame. âTreat this as a campaign poster, not a flyer.â SetWeight(a,w)(a,w) Repair, validate Importance (W): changes the relative importance assigned to a represented concern. âAccessibility should count more than aesthetics.â Distinctor(a)(a) Repair Conceptual field / frame: uses a distinguishing attribute to constrain the conceptual perspective through which the concept is interpreted. âInterpret âplayfulâ specifically through the lens of visual simplicity.â Note that the three families are complementary. A situation-level move can cause a frame-level update, and a process-level move can reorganize several frame elements simultaneously. We classify a move according to where the collaborator intervenes, not according to every downstream consequence that intervention may produce. Further, individual alignment moves become games when they are taken up and combined across turns. We do not assume a single canonical sequence. Rather, different patterns become useful depending on what collaborators currently know about the misalignment and how the partner responds. 4.3. What Factors Inform Move Selection and Repair Effort? The utility of any move at a given moment depends not only on the underlying divergence, but also on what collaborators currently know about it and how much coordinated change is required to resolve it. We characterize this variation along three complementary dimensions: diagnostic specificity, task significance, and repair effort. 4.3.1. Diagnostic specificity The first dimension captures how precisely a collaborator has localized the mismatch. At one extreme, they may only know that âsomething feels off.â At the other, they may identify a particular frame element, such as the value of typography or the relative priority of readability and novelty. Diagnostic specificity depends on what evidence about the partnerâs interpretation is available. When only an artifact or response is visible, collaborators may have to infer the underlying source of the mismatch from its effects. Interfaces that expose portions of an operational frame can make this diagnosis more direct by revealing which attributes, values, relations, or priorities are currently shaping the systemâs interpretation. When specificity is low, a useful alignment move may seek additional evidence before attempting repair. 4.3.2. Task Significance The second dimension captures whether a conceptual difference is consequential for the current joint activity. The extent of representational difference and its task significance need not coincide. Collaborators may differ substantially in background associations or peripheral aspects of their situated frames while still making compatible judgments and coordinating their actions. Conversely, a relatively small disagreement about a critical constraint or priority may substantially change what they produce, evaluate, or do next. Task significance can also change during an Alignment Game. A difference that is irrelevant while collaborators are establishing the broad direction of a design may become consequential when they must select a particular representation, evaluate an artifact, or choose how to proceed. 4.3.3. Repair Effort The third dimension captures how much interaction is required to move from the current misalignment to a task-sufficient state. Some differences can be repaired locally. If both collaborators already represent typography as relevant but disagree only about its preferred value, for example, a single contrast or value-setting move may be sufficient. Other differences require broader repair. Reframing a poster from a âbirthday invitationâ to âchildrenâs educational material,â for instance, may alter several elements of the situated frame at once, including which attributes are relevant, what values they take, how they relate, and which considerations are prioritized. Repair effort depends on both the number and difficulty of moves required. Moves can differ in how difficult they are to formulate, interpret, coordinate, and incorporate. Repair can also introduce collateral change. A move may correct the targeted mismatch while unnecessarily altering parts of the frame that were already satisfactory. Effective repair seeks a task-sufficient state with as little unnecessary change as possible. 4.3.4. Move selection under uncertainty Together, the above dimensions shape which move is useful at a particular point in an Alignment Game. A move may be valuable because it helps localize the mismatch, reduces a difference that matters for the task, or reaches a task-sufficient state with relatively little additional effort. These considerations are not intended as quantities that collaborators explicitly optimize. Rather, they characterize the tradeoffs that arise during conceptual repair. When diagnostic specificity is low, moves that produce better evidence about a collaboratorâs interpretation may be more useful than moves that immediately attempt to change it. Once the mismatch has been localized, repair can focus on the differences that matter for the current task. Among otherwise adequate repairs, collaborators may favor moves that require less coordination and introduce fewer unnecessary changes to parts of the frame that are already compatible. The usefulness of a move depends on both the current state of misalignment and the evidence available about it. Making an operational frame observable may improve specificity by exposing where the systemâs interpretation differs, while move scaffolds may help collaborators translate that diagnosis into an appropriate intervention. In our framework, the three move families characterize where and how collaborators can intervene, whereas diagnostic specificity, task significance, and repair effort characterize the conditions that shape which intervention is useful at a particular moment. 5. Alignment Games in Existing HumanâAI Interfaces To illustrate the applicability of Alignment Games, we revisit breakdowns reported in three HCI systems spanning educational content generation, creative coding, and argumentative writing (Figure 5). We interpret each breakdown through our framework and sketch a plausible sequence of alignment moves that could support its diagnosis and repair. Note that these examples are analytic reinterpretations, not evaluations of the original systems or claims about the actual internal representations of their users or models. Instead, they ask where a consequential conceptual difference might lie, which moves could address it, and what interface affordances would make those moves easier to perform. 5.1. Salience Alignment Game In an AI-assisted quiz-generation system (Lu et al., 2023), teachers select textbook content from which an AI generates questions. The evaluation reports cases in which question quality suffered because it was âhard for the AI to identify what to focus on.â One plausible interpretation is a conceptual mismatch around what counts as important in the selected text. A system might emphasize surface cues such as entity frequency or discourse position, whereas an instructor might prioritize causal mechanisms, central claims, or ideas that students should be able to apply. The resulting difference may therefore involve both the attributes treated as relevant (ÎA _A) and their relative priority (ÎW _W). A Salience Alignment Game could proceed through the following moves: ⢠Present(F): The system exposes its operational frame for importance, including candidate attributes such as entity frequency, discourse position, lexical novelty, and rhetorical role. Making these attributes visible helps the instructor localize how the system is currently determining what deserves attention. ⢠Prune(A): The instructor removes attributes that should not drive question generation, such as entity frequency or lexical novelty. ⢠Simulate(scenario): The instructor asks the system to reconsider importance relative to a learning outcomeâfor example, âWhat should a student understand well enough to apply the mechanism of energy transfer in a new problem?â The simulation may surface additional attributes such as core causal relations, explanation depth, or transfer relevance. ⢠SetWeight(w): The instructor adjusts the relative importance of these attributes, for example increasing the priority of causal relations while reducing that of rhetorical position. The revised operational frame then conditions subsequent question generation. Here, the moves shift interaction from repeatedly regenerating questions to directly negotiating what importance means for the instructional task. Present supports diagnosis, while Prune, Simulate, and SetWeight provide increasingly targeted means of repairing the operative conceptualization. Figure 5. Example Alignment Games. Three rows of comic-style panels, each showing a person and a robot exchanging alignment moves. Row A, a teacher and AI refine what "important" means in a solar-energy quiz question. Row B, an artist and AI blend a jellyfish sketch with a star field. Row C, a writer and AI structure evidence for an essay using a Toulmin argument frame. 5.2. Conceptual Blend Alignment Game Spellburst supports exploratory creative coding through natural-language prompts and allows users to semantically merge elements from different sketches (Angert et al., 2023). Its evaluation reports that some merge operations produced results participants found surprising or incoherent. One possible interpretation is that the user and system differed in what properties of the source sketches should participate in the concept of merging. Such a mismatch could involve the conceptual fields activated by each sketch (ÎCâF _CF), which attributes are carried into the blend (ÎA _A), and their relative importance (ÎW _W). A Conceptual Blend Alignment Game could proceed as follows: ⢠Present(F1, F2): When a merge is initiated, the system presents operational frames for the two source sketches. For example, one frame might expose geometry, motion, and lighting for a jellyfish sketch, while the other exposes particle density, motion, and color palette for a star-field sketch. This makes visible which properties could potentially participate in the merge. ⢠AnalogicalMap(CF1, CF2): The user specifies a desired relation between the sourcesâfor example, âimagine the jellyfish motion as a cosmic current flowing through the stars.â Alternatively, the user could explicitly select properties to blend or prune properties that should not transfer. ⢠Propose(f): The system proposes candidate correspondences, such as mapping pulsation frequency to twinkle frequency or tentacle flow to particle drift, and previews the resulting blend. ⢠Evaluate(v): The user inspects the proposal and resulting sketch. If consequential differences remain, they can continue the game with moves such as SetWeight to reduce the influence of an unwanted property or Prune to remove it entirely. This example illustrates repair as a trajectory rather than a single correction. Present helps localize what the system is carrying across the merge; AnalogicalMap makes the intended relationship explicit; and Propose and Evaluate allow that interpretation to be tested before further repair. Such support can also reduce collateral change by making alternative mappings inspectable before they are committed. 5.3. Epistemic Grounding Game VIZAR is an AI-assisted writing system that provides âargumentation sparksâ for expanding or strengthening an argumentative essay (Zhang et al., 2023). Participants reported that some suggestions were too vague or insufficiently supported; for example, a request for supporting evidence could produce a statement such as âthere is scientific research to prove thisâ without specifying the source or how it supports the claim. One possible interpretation is a mismatch in what counts as adequate supporting evidence for the current writing task. Here, the divergence may involve the constraints governing acceptable evidence (ÎC _C), the values instantiated for evidence type or source (ÎV _V), and the relative priority assigned to criteria such as rigor and persuasiveness (ÎW _W). An Epistemic Grounding Game could involve: ⢠Teach(c): The user provides a reasoning structure that should organize the systemâs interpretation of evidenceâfor example, Toulminâs sequence of Claim â Evidence â Warrant â Backing â Qualifier. Rather than merely asking for âbetter evidence,â this move makes explicit the epistemic roles that supporting information should satisfy. ⢠Decompose(a): The user decomposes evidence into more specific attributes, such as source status, method type, effect size, recency, and warrant type. These attributes provide a more explicit representation of the criteria through which candidate evidence should be interpreted and evaluated. ⢠Conceptualize(s): The system reconstructs its operational interpretation of adequate supporting evidence using this structure and generates an argumentation spark consistent with the revised frame. Unlike the previous examples, the repair here is not primarily a matter of selecting a different value. The user changes the conceptual structure and constraints through which the system interprets evidence. 6. Discussion Alignment Games shifts the unit of analysis in humanâAI interaction from whether an output satisfies a userâs goal to how collaborators arrive at a task-sufficient interpretation of what should be produced. Together with the examples in Section 5, the framework suggests implications for how generative interfaces can make conceptual alignment more explicit and designable. 6.1. Design Principles for Alignment Games Building on the example vignettes in Section 5, alignment Games makes conceptual repair an explicit object of interface design. Our framework suggests four design principles for helping collaborators diagnose consequential differences, perform targeted repairs, and reach task-sufficient alignment with less interactional effort. P1: Make the Operative Conceptualization Observable and Operable. A basic challenge in conceptual repair is that users often see the product of an AIâs interpretation without seeing the interpretation that produced it. Most generative interfaces organize interaction around a promptâoutput loop, i.e., users provide an instruction, inspect an artifact, and revise the prompt or artifact until the result is acceptable (Gao et al., 2024; Luera et al., 2024). When a result is unexpected, users must work backward from the artifact to infer whether the system selected the wrong attribute, instantiated an unexpected value, omitted a constraint, prioritized the wrong consideration, or framed the task differently. Alignment Games suggests moving interaction upstream from prompt-to-output toward prompt-to-frame: treating the systemâs operative interpretation as an interaction object that can be inspected and revised. Such a representation might expose relevant attributes and values, relations, constraints, priorities, exemplars, or broader conceptual framings. Importantly, the operational frame is not intended as a faithful readout of a modelâs internal cognition. Rather, it functions as a task-relative boundary object through which collaborators can inspect, question, and revise the interpretation guiding generation (Star, 1989). Figure 6. Examples of existing systems that expose conceptual frame elements and support conceptual alignment interactions. Collage of six annotated screenshots from prior systems, each named in an orange tab: Spellburst, Stylette, DynEx, ChartEditor, Misty, Intent Tagger, and Brickify. Callouts highlight how each exposes frame elements, such as presenting attributes and values in prompts, decomposing a chart into an editable attribute hierarchy, setting constraints, blending concepts by selecting attributes, and supplying examples to induce concepts. Existing systems already instantiate parts of this principle (Figure 6). Stylette (Kim et al., 2022) and Spellburst (Angert et al., 2023) expose attributes or values that users can inspect or manipulate; ChartEditor (Yan et al., 2025) makes hierarchical conceptual structure editable; and systems such as DynEx (Ma et al., 2025) and Misty (Lu et al., 2025), Intent Tagger (Gmeiner et al., 2025), and Brickify (Shi et al., 2025) expose broader conceptual fields for exploration. Viewed through Alignment Games, these mechanisms make different parts of an operative conceptualization available for diagnosis or intervention. Because conceptual frames may themselves be hierarchical and interconnected, interfaces may also need to support movement between levels of abstraction, from adjusting a local value to adding an attribute, modifying a relation or constraint, or reframing the task. The goal is not to expose an exhaustive representation at all times, but to make the portions relevant to the current alignment problem inspectable and actionable. P2: Support Repair as a Composable Trajectory. Our move taxonomy describes interventions at different loci because a visible symptom may have several plausible conceptual causes, and changing one element can propagate through the surrounding frame. Repair is inherently sequential in which collaborators gather evidence, form hypotheses, make interventions, observe uptake, and decide whether further repair is necessary. This perspective suggests that interfaces should support repair paths. Early in a breakdown, when specificity is low, a useful move may primarily reveal information such as an example, contrast, probe, decomposition, or simulation may help determine what the difference actually is. Once the mismatch is localized, more direct changes to values, constraints, relations, priorities, or framing become possible. Validation can then determine whether the repair resolved the relevant difference without disturbing aspects of the interpretation that were already satisfactory. Further, supporting repair trajectories means reducing the cost of consequential changes. A user may recognize that the system has adopted the wrong overall framing but continue making local corrections because a broader repair risks disrupting parts of the interpretation that already work. Alignment Games suggests treating repair as a composable grammar, i.e., individual moves provide reusable operators that can be combined into larger repair sequences, adapted as new evidence emerges, and reversed or branched when a path proves unhelpful. Systems can support this compositionality through previews, reversible edits, branching alternatives, and explicit indication of which frame elements a proposed move is likely to affect. In this sense, Alignment Games is not a fixed command language, but a grammar for constructing repair trajectories at different levels of scope and abstraction. Over longer collaborations, successful frames and repair sequences could also become reusable conceptual precedents, allowing alignment to accumulate rather than be reconstructed from scratch. P3: Redistribute the Work of Alignment. Current generative systems often place most of the burden of conceptual alignment on the human. The user must recognize that a breakdown has occurred, infer what the system understood differently, decide how to communicate the correction, and determine from subsequent outputs whether the correction was taken up. When the system cannot expose or revise its interpretation, users are effectively required to adapt their own language until it produces behavior the system accepts. This resembles âmaking doâ with a systemâs normative ground rather than collaboratively negotiating meaning (Li et al., 2023; Subramonyam et al., 2024). Alignment Games makes this burden visible. Conceptual repair involves at least three forms of work: diagnostic work to determine where the mismatch lies, repair work to formulate an intervention, and coordination work to establish whether that intervention has been understood and incorporated. Human collaborators distribute these responsibilities dynamically and often act according to a principle of least collaborative effort (Clark and Wilkes-Gibbs, 1986). HumanâAI systems need not reproduce human collaboration symmetrically, but they can be designed so that the human does not perform all three forms of work by default. Observability is one mechanism for shifting diagnostic work away from the user: the system can externalize an operational account of how it currently interprets the task. Operability can reduce repair work by making likely interventions easier to formulate. A further step is initiative. Rather than waiting for a user to recognize a breakdown, future systems might detect uncertainty or conflicting evidence in the current frame and initiate an alignment game themselves: âI may be interpreting âprofessionalâ as visually restrained, but your examples suggest you care more about authority and clarity. Which matters here?â This direction reframes a capable AI collaborator as one that participates in maintaining mutual understanding. Such a system would need to track an operational representation of both its own current interpretation and relevant evidence about the userâs, detect consequential differences, and select repair moves appropriate to the uncertainty and cost of the situation. This is a demanding agenda, and current systems provide only partial approximations of these abilities. The framework nevertheless gives HCI a vocabulary for asking a more precise design question: which parts of the work required for mutual understanding are currently performed by the human, and which could responsibly be supported by the system? P4: Design for Task-Sufficient Alignment As described in Section 3.5, collaborators need only align on those aspects of their situated conceptualizations that matter for the current joint activity. Thus, interfaces should support diagnostic exploration before resolution. This may include interfaces for presenting alternatives, comparing counterfactual outcomes, preserving branches, or allowing collaborators to mark a difference as acceptable for the current task. Unexpected analogies, conceptual blends, attributes, or framings may initially appear as misalignment yet reveal possibilities that neither collaborator would have produced independently. The design objective is consequently not maximal representational convergence, but enough mutual understanding to coordinate consequential judgments and actions while preserving differences that remain useful. In this sense, Alignment Games treats conceptual difference not only as a source of breakdown, but also as a potential resource for collaborative sensemaking and generation. 6.2. Conceptual Alignment as Runtime Alignment Alignment Games identifies a form of alignment complementary to dominant approaches to AI alignment. Value and instruction alignment generally concern shaping system behavior toward human preferences, intentions, or societal values (Russell, 2019; Ouyang et al., 2022; Gabriel, 2020). Recent HCI work has emphasized that alignment can also occur interactively through specification, process, and evaluation during use (Shen et al., 2024; Terry et al., 2023). Work on representational, concept, and abstraction alignment meanwhile examines relationships between human and machine representations (Sucholutsky et al., 2023; Rane et al., 2024; Boggust et al., 2025). Conceptual alignment occupies a different but complementary position. Specifically, it concerns the runtime negotiation of a situated interpretation for a particular collaborative activity. Terms such as âclear,â âengaging,â âappropriate,â âprofessional,â or âimportantâ cannot always be fully specified at design or training time because their task-relevant meaning depends on the immediate situation, goals, prior decisions, and collaborators involved. A system can satisfy a general instruction or preference while still construing a locally important concept differently from its user. Alignment Games consequently treats alignment not as a property achieved once in a model, but as an ongoing collaborative accomplishment. Conceptual interpretations may need to be diagnosed, negotiated, and repaired as a task changes and new evidence becomes available. This notion of runtime alignment complements design- and training-time approaches. Instead of attempting to anticipate every task-specific meaning in advance, interfaces can provide mechanisms through which consequential meanings are made explicit and negotiated when they matter. 6.3. Limitations First, Alignment Games is motivated by theories of human situated cognition, whereas contemporary AI systems have fundamentally different architectures and may not construct or ground concepts in human-like ways. Whether AI systems possess anything appropriately described as conceptual understanding remains contested (Harnad, 1990; Searle, 1980; Mollo and Millière, 2023). We do not treat an AIâs situated conceptual frame as a faithful description of its latent cognition. For AI systems, the frame is an operational interaction representation: a task-relative account of the interpretation currently guiding behavior that can be inspected and repaired. Alignment Games likewise does not require assuming that an AI possesses human-like commitments or shared intentions. The framework can support asymmetric interaction in which the human treats the AI primarily as a tool, as well as more bidirectional forms in which the system takes greater responsibility for maintaining alignment. Second, conceptual alignment is difficult to observe directly. A personâs situated conceptualization is only partially accessible through language, behavior, elicitation, and artifacts, while explanations generated by AI systems need not faithfully reveal their internal processing (Jacovi and Goldberg, 2020). Operational frames will therefore inevitably be partial constructions rather than complete measurements of either collaboratorâs representation. Future work should investigate how such frames can be elicited, inferred, revised, and evaluated without requiring users to explicitly specify every aspect of their understanding. This includes lighter-weight elicitation techniques, inference from interaction histories, and methods for determining when a frame is sufficiently informative to support repair. Third, the alignment moves we propose are intended as a generative vocabulary, not an exhaustive catalog or empirically established policy for conceptual repair. Our examples reinterpret breakdowns reported in prior systems to show how Alignment Games could apply across domains; they do not demonstrate that the proposed repair sequences are optimal, or even that the inferred misalignment was the actual source of the reported breakdown. Empirical work is needed to examine how people select and compose alignment moves, which moves are effective under different forms of uncertainty, and whether interfaces based on Alignment Games improve diagnosis or reduce repair effort relative to conventional prompting and artifact editing. Other domains may also reveal additional moves, recurrent game structures, or different conditions for task-sufficient alignment. Finally, making conceptual representations more observable introduces risks. Frames may externalize goals, preferences, experiences, and priorities from which increasingly detailed user models can be constructed (Shaikh et al., 2025). Human-like representations of an AIâs âunderstandingâ may also encourage unwarranted attributions of agency or comprehension (Peter et al., 2025). Systems should make clear the operational status of such representations and provide meaningful control over what conceptual information is stored, reused, or shared. Moreover, Alignment Games addresses the narrower problem of negotiating task-situated meaning; it should not shift responsibility for broader questions of safety, fairness, cultural values, or societal alignment onto individual users. 7. Conclusion Conceptual misalignment arises when collaborators construct different task-relevant interpretations of the concepts guiding their joint activity. These differences may remain hidden beneath shared language or arise because collaborators organize the situation around different concepts, attributes, relations, or priorities. We introduced Alignment Games as a framework for making such differences visible and actionable during interaction. The framework combines a process model of situated conceptualization, a task-relative frame representation, and a composable vocabulary of alignment moves spanning the situation, processes of conceptualization, and the resulting frame. 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Specifically, differences in situational cues, internal task context, prior knowledge and expertise, modes of acquisition, culture, and concept-level properties systematically alter which attributes are activated, how values are bound, and which constraints or ideals are applied. These factors continuously influence conceptualization, particularly the construction of ad hoc concepts that are assembled to meet local task demands. Our organization of factors mirrors the conceptualization model presented in Section 3.2. Additionally, we discuss variance due to individual cognitive effort and noisy communication channels. A.1. Variability of Conceptual Inputs A.1.1. Situational Variance Certain aspects of the situation influence the likelihood of conceptual misalignment. The grain size of a situation, which refers to its âspatial and temporal extent,â can shape what collaborators consider relevant in a situation(Yeh and Barsalou, 2006). For instance, situations with broader grain sizes increase uncertainty about which elements or concepts should be activated; refining a single office poster for an internal event differs markedly from designing a marketing campaign poster used for months across contexts. Additionally, the tangibility, which refers to whether the situation is real or imagined, can cause misalignment (Yeh and Barsalou, 2006). Real-life situations provide perceptual grounding and shared reference points, offering a basis for understanding and interpretation. In contrast, hypothetical or counterfactual scenarios lack these anchors, forcing participants to rely more heavily on inference and increasing variability in their conceptual frameworks. Furthermore, a situationâs familiarity and an individualâs perceived psychological distance modulate conceptualization. Familiar situations activate established knowledge and scripts (Barsalou, 2008; Schank and Abelson, 2013), reducing cognitive effort but risking rigidity through retrieval-based processing and functional fixedness (Logan, 1988; Dane, 2010). According to construal level theory (Trope and Liberman, 2010), greater temporal, spatial, social, or hypothetical distance induces higher-level, more abstract construals, while proximity encourages concrete reasoning. Collaborators who differ in familiarity or psychological distance therefore approach the same task with distinct abstractions, goals, or salient features, making situational variance a source of misalignment. A.1.2. Internal Task Context Variance A personâs internal task context, such as goals, motivation, and affective state (i.e., their âinternal situational elements (Barsalou et al., 2018)â), shapes conceptual understanding. For instance, goals regulate perception and conceptual activation, as Hommel et al. note, goal-directed action requires âthe perceptual selection of certain aspects of environmental information, while other aspects are ignored or rejected (Hommel et al., 2001)â. Barsalouâs work on goal-derived categories shows that the ideality of a concept, i.e., how closely its aspects relate to goal achievement, determines their accessibility (Barsalou, 1983), and goal-relevant attributes are more readily retrieved (Hass et al., 2019). Consequently, differing or underspecified goals easily yield conceptual misalignment. The structure of goals also shapes construal, where people pursuing long-term superordinate goals (the âwhyâ) form more abstract representations (Vallacher and Wegner, 1987; Trope and Liberman, 2003), while those focused on immediate, subordinate goals (the âhowâ) operate more concretely. When collaborators differ in goal abstraction, their frame diverges. Finally, affective states modulate conceptualization, where positive moods broaden category inclusion and promote global processing (Isen and Daubman, 1984; Gasper and Clore, 2002; Han et al., 2014), whereas negative moods heighten focus on local, detailed features. A.1.3. Prior Knowledge Prior knowledge and experience fundamentally shape how people construct, interpret, and communicate concepts. Through concept induction, individuals generalize from previous encounters to construct conceptual structures that guide understanding and action (Tenenbaum et al., 2011). Depending on the learning mechanism â prototype similarity (Posner and Keele, 1968; Rosch and Mervis, 1975), exemplar similarity (Medin and Schaffer, 1978), or causal theory-building (Murphy and Medin, 1985; Gopnik, 1993) â different aspects of experience determine which features are encoded, how they are related, and which values are typical. Differences in Concept Induction and Expertise: The distribution and diversity of experienced examples influence the internal structure of concepts, i.e., the attributes associated with them, their organization, and the typical values. While feature frequency matters, the central tendency of features and their diagnosticity for achieving conceptual goals are often more important (Barsalou, 1985). From a theory-theory perspective, concept learning involves inferring the causal relations that make attributes cohere (Murphy and Medin, 1985; Gopnik and Meltzoff, 1997; Gopnik and Wellman, 2012). Different histories of experience, evidence, or interventions thus yield different conceptual representations. Social learning and enculturated instruction also shape induction. For instance, teachers and peers emphasize contrastive or high-diagnostic features that direct learnersâ attention (Mervis, 1987; Waxman et al., 1997; Schwartz et al., 2011). Ideals function as attractors defining the âbestâ instance of a concept (Barsalou, 1985), but these ideals vary with culture and context (Norenzayan et al., 2002). For instance, Naous et al. demonstrate how cultural norms determine which values are even conceivable â e.g., interpreting âdrinkâ as non-alcoholic after Maghrib prayer (Naous et al., 2023). Expertise further refines conceptual structure â taxonomists, landscapers, and park professionals categorize trees differently due to distinct goals and representations (Medin et al., 1997). Yet deep expertise can also produce cognitive entrenchment, reducing flexibility in conceptual reappraisal (Dane, 2010). Differences in Acquisition, Culture, and Memory: The way concepts are acquired affects their representational richness and accessibility. Concepts learned through perceptual experience evoke richer, action-oriented simulations than those learned linguistically (Barsalou, 1999; Wauters et al., 2003). Abstract concepts, by contrast, rely more heavily on linguistic acquisition (Villani et al., 2019), which makes them less tightly tied to specific experiences. Age of acquisition also matters: early-learned concepts are retrieved more quickly and tend to be more stable, whereas later-acquired concepts remain more flexible (Juhasz, 2005; Dane, 2010). Socially mediated and enculturated learning produces narrower, more aligned conceptual categories, as seen when taxonomists share highly structured conceptual representations compared to park professionalsâ more pragmatic ones (Medin et al., 1997). The Words as Tools hypothesis suggests that socially transmitted concepts rely on linguistic scaffolding and shared norms, increasing coherence within but not across communities (Borghi and Cimatti, 2009). Cultural variation further amplifies these effects, producing systematic differences in conceptual systems, category coherence, and ideals across groups (Malt, 1995; KĂśvecses, 2005; Atran and Medin, 2008; Waxman et al., 2007; Ojalehto and Medin, 2015; Barsalou, 2023). Differences in Prior Knowledge structures and Memory: Beyond structured conceptual representations, individuals differ in the episodic and sensory experiences that feed conceptual activation. Barsalou describes these as âpopulations of situated conceptualizationsâ unique to each person, making large individual differences in grounded cognition âthe rule, not the exception (Barsalou, 2020)â. The organization of semantic networks also varies: people with more flexible or creative reasoning often exhibit looser, more associative conceptual structures, supporting divergent thought and reinterpretation (Kenett and Faust, 2019). Such variation in the content, acquisition, and organization of prior knowledge profoundly shapes how collaborators represent and align concepts, making prior knowledge a deep and persistent source of misalignment. A.2. Conceptual Sources of Variance A.2.1. Frame/Concept Variance Concepts, both long-acquired and ad hoc, exhibit wide variability in structure and use. This variability shapes how collaborators interpret and apply the same terms, making concept-level variance a key driver of misalignment. A classical dimension is the continuum from concrete to abstract concepts. Concrete concepts (e.g., âdoor,â âchartâ) refer to perceptible, spatially bounded entities, while abstract concepts (e.g., âlove,â âbeautyâ) often refer to internal, relational, or temporally extended phenomena (Barsalou et al., 2018). Concrete concepts tend to elicit stronger perceptual grounding and less variance in associated attributes (Borghi et al., 2014), whereas abstract concepts rely more on social and introspective contexts and exhibit broader variability (Barsalou et al., 2018; Borghi et al., 2017). Dual Coding Theory (Paivio, 1990) and related accounts of perceptual strength suggest that concrete concepts are more imageable and tied to sensory experience, supporting richer perceptual simulation. A conceptâs level of abstraction can also shift dynamically depending on how it is construed. Construal Level Theory captures this flexibility: representing a âcellular phoneâ as âa communication deviceâ omits detail while increasing generality (Trope and Liberman, 2010). Other frameworks describe related dimensions, such as context availability â how easily a concept evokes a situation (Schwanenflugel and Shoben, 1983) â and situational systematicity, the degree to which a concept is consistently embedded in similar contexts (Davis et al., 2020). Concepts with low situational systematicity (e.g., âloveâ) activate diffuse or variable contexts, whereas those with high systematicity (e.g., âspinachâ) activate narrow, stable ones. Even abstract concepts, however, often recruit situated imagery, typically social or introspective in nature (Barsalou and Wiemer-Hastings, 2005). The related notion of semantic diversity captures the breadth of contexts in which a concept participates (Hoffman, 2016), with highly diverse concepts supporting flexible but potentially ambiguous use. Beyond contextual flexibility, concepts also differ in their positioning within larger semantic networks. Concepts with many associative connections (i.e., high degree) are retrieved more easily and can facilitate lexical decisions (Buchanan et al., 2001; Pexman et al., 2007), yet dense connectivity can also diffuse activation, producing interference â the fan effect (Anderson and Reder, 1999). These network structures differ for concrete and abstract concepts: concrete concepts cluster within dense local subnetworks that connect strongly to a few contexts, while abstract concepts form sparser links across many contexts (Lakhzoum et al., 2021; Paivio et al., 1968). Moreover, associative links in semantic memory are directionally asymmetric, affecting activation flow between concepts (Popov et al., 2019). Finally, concepts vary in semantic richness â the number and diversity of attributes they encode (Recchia and Jones, 2012). Rich concepts support flexible and metaphorical use across domains. They also differ in their hierarchical position, abstract concepts typically occupy higher levels in conceptual hierarchies and encompass broader generalizations (Barsalou and Wiemer-Hastings, 2005). Expertise modifies this structure, i.e., experts access subordinate distinctions as readily as novices access basic-level categories (Tanaka and Taylor, 1991) and organize knowledge by underlying principles rather than surface features (Chi et al., 1981). Thus, variability in abstraction, contextual embedding, associative structure, and semantic richness together determine the interpretive latitude of a concept, making concept-level variance a persistent source of conceptual misalignment in collaboration. A.2.2. Attribute Variance There is substantial variability in the attributes people associate with a concept. Even for concrete concepts, Barsalou found only moderate agreement across individuals (correlations of 0.30.3 â 0.60.6) on which attributes were relevant (Barsalou, 1981), noting that this sample was unusually homogeneous. Within individuals, attribute retrieval is also unstable â showing only 0.800.80 testâretest reliability over two weeks, meaning roughly 40% non-overlap (Barsalou, 1993). These findings suggest that a conceptâs attribute structure is not fixed but fluid, varying both across and within people over time. A key determinant of attribute inclusion is central tendency, i.e., how closely an attribute aligns with a conceptâs prototypical representation (Rosch and Mervis, 1975). For natural categories, people rely on statistical regularities, yet this alone cannot account for conceptual variance. Theories about how features cohere play a complementary role: as Murphy notes, âsimilarity may be a by-product of conceptual coherence rather than its determinant (Murphy and Medin, 1985)â. Attributes are thus selected not just because they are frequent but because they make sense within a conceptual or causal framework. For goal-derived categories, ideals rather than averages determine which attributes matter (Barsalou, 1985). An âideal lunch,â for example, might emphasize speed or calorie content depending on oneâs goals, shaping which attributes are foregrounded. Likewise, causal and constraint relations between attributes influence how people structure a concept: âthe premises are often phrased as conditional relationships,â reflecting peopleâs implicit understanding of why properties cohere as they do (Johnson and Keil, 2000). Such causal and normative differences yield divergent attribute sets even when collaborators appear to be referring to the same concept. A.2.3. Value Variance People often instantiate values for shared attributes in quite different ways. These differences arise from default expectations, contextual reasoning about ideals or constraints, and divergent optimization priorities. A common source of value variance comes from default or typical values. In prototype theory, concepts are organized around central tendencies, i.e., based on the average or most frequent value across exemplars (Rosch and Mervis, 1975). For example, the attribute âheightâ for the concept âchairâ might default to approximately 18 inches. Such defaults reflect statistical learning from prior experience but vary across communities depending on the distributions of examples people encounter. Misalignment occurs when collaborators assume that their defaults are shared when, in fact, they are not (Barsalou, 1981). Variance also appears in the breadth of acceptable ranges. One person may treat âa reasonable lunch priceâ as between $8 and $12, while another considers anything from $5 to $30 acceptable. These differences often reflect prior exposure, socioeconomic context, or cultural norms (Markus and Kitayama, 1991; Medin and Atran, 2004). Broader ranges promote flexibility and inclusivity but can increase the risk of misalignment when precision is required. A further source of divergence lies in optimization trade-offs. When multiple attributes compete, people vary in which compromises they are willing to make (Keeney and Raiffa, 1993; Payne et al., 1993). In design, for instance, one collaborator may prioritize speed of production, while another emphasizes durability, resulting in different judgments of what constitutes âgood enough.â Ultimately, values are embedded in broader, normative, and constraint-based systems. For some, acceptable values are bounded by functional or physical constraints; for others, they are shaped by ethical or cultural commitments such as sustainability, fairness, or equity. These normative orientations often remain implicit, making them especially prone to breakdowns in conceptual alignment. A.3. Process Variance A.3.1. Perceptual and Attentional Variance Collaborators differ in their perceptual abilities and attentional focus, leading them to extract different information from the same environment. From a signal detection perspective, some individuals are more sensitive to particular features, affecting which aspects of a situation become available for conceptual activation. These perceptual asymmetries shape what information is encoded and, consequently, which concepts or frames are likely to be invoked. From a top-down perspective, perception is strongly guided by prior knowledge, experience, and task goals. Expert chess players, for instance, can perceptually âchunkâ the board into meaningful configurations, allowing them to recognize strategic patterns more efficiently (Chase and Simon, 1973). Similarly, differences in prior expertise or goals shape which features of a situation appear salient, influencing how collaborators construe the same environment. Attention further amplifies these perceptual differences. Individuals may focus on distinct aspects of a shared task, leading to divergent situational framings. Joint attention â the ability to coordinate focus on a shared referent â is crucial for successful collaboration (Brennan, 1995) and learning (Tomasello and Farrar, 1986). However, maintaining joint attention can be disrupted under high attentional load (Swallow and Jiang, 2013). Visual cues such as gaze can help mitigate these breakdowns by signaling focus and relevance even under demanding perceptual conditions (Xu et al., 2011). A.3.2. Retrieval variance Retrieval variance is closely related to the aspects previously discussed in prior knowledge. However, key differences include frequency and recency of concept use (Murphy, 2004), the contextual/situational relevance of those concepts, the strength of initial encoding, and the degree of interference from competing information (Anderson and Reder, 1999). A.3.3. Reasoning Variance Differences in reasoning strategies for frame induction and value setting can lead collaborators to construct markedly different conceptual understandings. In analogical reasoning, for example, Hummel and Holyoak show that âpeople will produce different, internally consistent mappings for the same analogy,â and that such mappings are sensitive to the order in which information is processed (Hummel and Holyoak, 1997). Similarly, Thibodeau and Boroditsky demonstrate that the timing of a metaphor or analogy influences how people reason metaphorically (Thibodeau and Boroditsky, 2011). Expertise also shapes analogical reasoning. Experts tend to prefer medium-range analogies over near or far ones in design contexts (Kalogerakis et al., 2010) and are more adept at identifying deep structural relations rather than surface similarities (Ozkan and Dogan, 2013; Chi et al., 1981). Other forms of conceptual reasoning, such as blending and conceptual combination, are likewise influenced by both conceptual structure and reasoning process. For instance, conceptual combination relies less on superficial feature matching and more on causal relations among features (Johnson and Keil, 2000). Thus, differences in causal understanding can interact with reasoning strategies, producing distinct conceptual outcomes. Reasoning also varies across individuals in cognitive architecture and representational structure. Variability in the topology of semantic networks affects conceptual flexibility and reasoning capacity (Kenett and Faust, 2019). Individual differences in conceptual reasoning ability have been empirically documented (Hammer et al., 2019), and reasoning performance depends on working-memory capacity, attention control, and secondary memory (Unsworth et al., 2014). Expertise further enhances the ability to form and manipulate abstract representations and to organize problems around deep structural principles (Chi et al., 1981). Finally, meta-reasoning â the monitoring and regulation of oneâs own reasoning processes â introduces additional variance. Differences in metacognitive control and confidence calibration (Ackerman and Thompson, 2017; BĂźchel and Wildschut, 2013) can influence how people interpret analogies or evaluate their own understanding. Perceived fluency, for instance, can increase subjective certainty even when actual comprehension is limited (Topolinski and Reber, 2010). Together, these forms of reasoning vary strategically, structurally, and metacognitively, highlighting how collaborators may pursue different inferential paths toward what appear to be shared concepts, leading to subtle but consequential misalignments. A.4. Asymmetry of thinking between agents Even when collaborators share the same information, they may differ in the depth and extent of reasoning devoted to a concept or situation. At any given point in a collaboration, one person may have engaged in more sustained, goal-directed reasoning, while another relies on shallower or more heuristic processing. Such asymmetries affect problem solving and coordination: greater deliberate reasoning generally improves performance on complex problems (Krämer et al., 2023), whereas under time pressure or limited expertise, people often operate with cognitively underspecified models â partial, heuristic representations that substitute for full mental models (Reason, 1992). These dynamics parallel Kahnemanâs distinction between System 1 and System 2 thinking (Kahneman, 2011). When one collaborator is reasoning analytically while another depends on fast, intuitive judgments, misalignments can emerge not from differing beliefs but from differences in how much or how deeply each has reasoned about the problem. A.5. Communication: Compression, Specificity, and Noise When collaborators communicate, they must express rich conceptual representations through limited linguistic channels. Language serves as a form of compression, i.e., we cannot externalize the full content of our internal frames, so we use words and other symbols as pointers to shared concepts. This compression is necessarily lossy in which meanings are approximated, not fully transmitted. Following Griceâs maxim of quantity (Grice, 1975), speakers aim to be informative without being redundant, striking a balance between communicative efficiency and clarity. However, this economy of expression often leads to underspecification and ambiguity, requiring interlocutors to infer the intended meaning. Ambiguity arises when utterances admit multiple interpretations. Polysemy, where a word has several distinct senses, is a significant source of such uncertainty (Klein and Murphy, 2001). An example of this is the widely shared AI error of it describing the difference between sauce and dressing: âThe main difference between a sauce and a dressing is their purpose: sauces add flavor and texture to dishes, while dressings are used to protect woundsâ (44). Here, the AI system encounters a polysemous word, âdressing", and activates the wrong concept; it chooses wound dressings as opposed to dressings in the context of food (dressing as a condiment ). Humans face similar challenges when contextual cues are insufficient to disambiguate meaning. Concrete terms can often be grounded in shared perceptual referents, but abstract words â those referring to internal states, relationships, or temporally extended phenomena â lack direct anchors and therefore exhibit higher interpretive variability. Underspecification further compounds misalignment. As Clark notes, speakers routinely omit detail, trusting that listeners will fill in gaps using shared common ground (Clark, 1996). This pragmatic economy assumes overlap in prior knowledge and situational awareness; when that overlap is weak, listenersâ inferences diverge, producing conceptual drift. Finally, vagueness which refers to a deliberate lack of precision, also shapes alignment. Austin observed that ââVagueâ is itself vagueâ (Austin, 1975), yet vague language serves several communicative functions: it can reflect genuine uncertainty, reduce cognitive effort, or signal the relative unimportance of a detail (Jucker et al., 2003). Vagueness can also be strategic in directing attention toward salient features or conveying meta-information such as confidence or relevance. However, when speakers and listeners interpret vagueness differently, it introduces noise into the alignment process, obscuring which conceptual elements are meant to be shared.