FedEx Institute of Technology

Multimodal AIeXperience Lab

Independent. Human Centered. Evidence Driven.

Understanding how people experience technology, MaX Lab studies how people attend to, interact with, and respond to difital technologies, AI systems, and learning environments through multimodal human experience research. 

Independent Testing & Evaluation 

Objective research based assessment

In Lab + Remote

Flexible participant research

Multimodal Analysis

Integrated behavioral and affective measures

SERVICES

Independent evaluation for real digital experiences.

Open to industry and academic research partners. A concise service portfolio for organizations developing, evaluating, or studying technology — AI or non-AI.

 

Independent Testing & Evaluation

Objective assessment of digital products, platforms, prototypes, and technology enabled experiences.

Usability & User Experience

Identify patterns, and opportunities to improve the user journey.

Digital Platforms & Software

Evaluate websites, applications, software, dashboards, learning systems, and other interfaces.

AI & Emerging Technology

Study how people understand, use, trust, and respond to AI enabled and emerging technologies.

 

Eye Tracking & Visual Attention

Examine what users notice, overlook, revisit, and how visual attention unfolds during interaction.

Facial & Voice Affect Analysis

Explore affective responses through facial expression and voice based measures.

Learning & Training Technology

Evaluate learning platforms, digital instruction, workforce training, simulations, and multimedia materials.

Prototype & Feature Comparison

Compare interface variants, features, prototypes, or alternative design approaches before wider deployment.

 

WHAT WE TEST

Bring us the experience you want to understand.

 

Websites

Websites

Mobile Apps

Mobile Apps

Software

Software

Digital Platforms

Digital Platforms

 

AI

AI Systems

Learning

Learning & Training

Prototypes

Prototypes

Multimedia Content

Multimedia Content

Need an independent view?

MaX can evaluate how users attend to, interact with, and respond to your technology.

Discuss a Project

WHAT WE ANSWER

What happens when people actually use your technology?

 

Where are users struggling?

Where are users struggling?

Identify moments of hesitation, confusion, friction, or repeated effort.

What captures their attention?

What captures their attention?

Understand what users notice, overlook, return to, and process visually.

 

Which version works better?

Which version works better?

Compare interfaces, features, prototypes, or alternative designs using consistent measures.

How do users respond?

How do users respond?

Examine behavioral, visual attention, and affective responses as the experience unfolds.

OUR APPROACH

Beyond what people say.

Surveys and interviews tell us what people report. MaX adds synchronized measures that help examine what happens during the experience itself.

Surveys · Interviews · Behavioral · Data Experiments

 

Eye Tracking
Eye Tracking
Visual attention and information processing.
Facial Expression Analysis

Facial Expression Analysis
Affective responses during interaction.

Voice Affect Analysis

Voice Affect Analysis
Vocal characteristics associated with affect and engagement.

 

RESEARCH

Research Areas

A focused research identity that supports academic inquiry while remaining relevant to real world technology evaluation.

 

Human Technology Interaction

Human centered evaluation of digital systems, AI, and emerging technologies.


Multimodal Learning & Multimedia Design

How people learn and process information across text, image, audio, video, and interactive environments.


Visual Attention & Information Processing

Attention, gaze behavior, and information processing using screen based and web based eye tracking.


Affective Computing & Experience

Facial expression, voice affect, and multimodal indicators of response during technology interaction.


Remote & Hybrid Research Methods

Scalable multimodal research across locations and more diverse participant populations.

 

PEOPLE

Faculty & Researchers

 

Jeya Amantha David Pandya Kumar


Jeya Amantha David Pandya Kumar

Director & Principal Investigator · MaX Lab

jeya.amantha.d@memphis.edu

Dr. Jeya Amantha Kumar is a Research Assistant Professor at the FedEx Institute of Technology at the University of Memphis and Director of the Multimodal AI eXperience (MaX) Lab. Her research focuses on generative AI, human-AI interaction, digital learning, and human-computer interaction, with an emphasis on how AI-generated information and feedback influence learning, behavior, and decision-making. She has authored more than 70 peer-reviewed publications and was recognized among the Stanford/Elsevier Top 2% Scientists in Social Sciences and Education in 2024 and 2025.

Learn More


Students — Interested in Volunteering?

Gain research experience with eye tracking, facial expression analysis, and multimodal methods. Please reach out if you'd like to get involved.

Reach Out

Faculty & Academics — Let’s Collaborate

Interested in collaborative studies, grant partnerships, or shared methods? Please reach out to explore how we can work together.

Reach Out

 

SELECTED PUBLICATIONS

Previous work by the PI

A selection of recent and representative publications spanning multimodal learning, affective computing, and AI evaluation.

Kumar, J. A. (2026, August). The sound of reasoning: Acoustic profiling of explainable AI feedback in ChatGPT Voice Mode [Conference presentation]. Ai4 Applied AI Research Conference, Las Vegas, NV, United States.

Abstract
A recent pilot study reflects the type of research the lab will support. Dr. Kumar presented “The Sound of Reasoning: Acoustic Profiling of Explainable AI Feedback in ChatGPT Voice Mode” at the Applied AI Research Conference held as part of the AI4 Conference 2026, Las Vegas. Using iMotions Voice Analysis powered by audEERING, the pilot study found that explainable AI feedback was associated with changes in ChatGPT’s vocal valence, dominance and arousal, particularly especially during negative feedback.

Kumar, J. A. (2025, July). AI on AI: Can GenAI tools design and evaluate course outlines better than we think? [Conference paper]. 2025 MIT AI and Education Summit. https://hdl.handle.net/1721.1/163143

Abstract
Despite the increasing use of generative AI (GenAI) tools in education, little is known about their effectiveness in producing pedagogically sound instructional materials. Therefore, this study evaluated the performance of six GenAI tools as instructional designers in generating a unit or module outline for an undergraduate course, focusing on developing learning objectives based on Universal Design for Learning (UDL) principles and later evaluating each outcome. Six free versions of GenAI, ChatGPT, Claude, Copilot, Gemini, Meta AI, and Perplexity were then analyzed thematically, focusing on instructional strategies, UDL integration, accessibility, and rubric development, while also being evaluated using a standardized points-based rubric by each GenAI tool. Findings revealed that Perplexity, Claude, and Gemini consistently produced stronger, learner-centered outlines, while Copilot and Meta demonstrated weaker instructional coherence. ChatGPT demonstrated strong instructional coherence but showed limitations in depth of rubric and integration of accessibility. Additionally, common limitations included insufficient timeline structuring, limited integration of learning domains beyond cognition, and weak alignment to summative assessments.

Kumar, J. A. (2024). Facial animacy in anthropomorphised designs: Insights from leveraging self-report and facial expression analysis for multimedia learning. Computers & Education, 223, 105150. https://doi.org/10.1016/j.compedu.2024.105150

Abstract
Anthropomorphism is the act of attributing human-like characteristics to non-human objects and has played a key role in the field of emotional design in multimedia learning. Despite its significance, the relationship between animacy and anthropomorphism, particularly facial animacy, remains underexplored albeit its potential impact on learning engagement and emotional responses. Hence, this study aims to address this gap by examining the effects of facial animacy in anthropomorphised designs using a 3 × 2 design (none vs. static vs. animated) based on self-reported measure (SRM) and facial emotion recognition (FER) and how both measures are associated. The findings revealed discrepancies between both measures, with mostly moderate to weak correlations between hypothesised associations. SRM results indicated that face animacy decreased perceived boredom, while static and dynamic anthropomorphised designs increased curiosity. The FER results revealed notable similarities between designs without anthropomorphism and the static versions, highlighting that facial animacy led participants to express more joy and less neutral expressions. Additionally, neutral expressions were associated with lower enjoyment perception, while negative emotions, especially boredom, were linked to reduced attention.

Kumar, J. A., Ibrahim, N., McEvoy, D., & Sehsu, J. (2023). Anthropomorphised learning contents: Investigating learning outcomes, epistemic emotions and gaze behaviour. Education and Information Technologies, 28, 7877–7897. https://doi.org/10.1007/s10639-022-11504-8

Abstract
Anthropomorphism is defined as attributing human traits and emotions to non-human entities. In the field of emotional design in multimedia learning, anthropomorphising essential learning elements has been associated with promoting positive learning experiences. Although it has been widely used for educational purposes, there are still limitations when considering different contexts, learning variables, and non-invasive measurement. Therefore, in this study, we investigated how anthropomorphising affects and associates with learning based on three perspectives: learning outcomes, epistemic emotions, and gaze behaviour. The findings indicate that anthropomorphism did not directly affect learning achievement, perceived satisfaction, and effort or when moderated by the need for cognition. However, anthropomorphism reduced the effect of perceived negative epistemic emotions, namely Bored and Anxiety. Additionally, a comparative correlation analysis indicated that anthropomorphism significantly reduced the perception of negative epistemic emotions for learning achievement (Confused and Frustrated) and effort (Frustrated). The gaze behaviour analysis revealed that anthropomorphism only influenced the initial view and not the number of views or dwell time. However, dwell time reflected partiality towards anthropomorphised elements showing negative emotions. The results implicate design and research considerations for future studies. 

 

WHY MAX

Open to industry and academia.

MaX supports research that connects rigorous human centered methods with practical questions about digital experiences, learning systems, AI, software, and emerging technologies.

 

Industry

Industry

Independent evaluation, applied research, prototypes, user experience, and technology studies.

Researchers

Researchers

Study design, pilot projects, grants, shared methods, and distributed collaborations.

 

Education

Education

Learning technology, digital instruction, training systems, and evidence based design.

Government & Community

Government & Community

Human centered evaluation of public facing and community technologies.

 

Students

Students

Research assistantships, thesis or dissertation work, independent study, and methods training.

Cross Site Studies

Cross Site Studies

Remote and hybrid multimodal research involving broader participant samples.

Start a conversation

Have something you want to test or study? Whether you're in industry or academia — MaX Lab can help investigate how people actually experience your technology.

Discuss a Project