PromptMap: An Alternative Interaction Style for AI-Based Image GenerationKrzysztof Adamkiewicz, Paweł W. Woźniak, Julia Dominiak et al.
Recent technological advances popularized the use of image generation among the general public. Crafting effective prompts can, however, be difficult for novice users. To tackle this challenge, we developed PromptMap, a new interaction style for text-to-image AI that allows users to freely explore a vast collection of synthetic prompts through a map-like view with semantic zoom. PromptMap groups images visually by their semantic similarity, allowing users to discover relevant examples. We evaluated PromptMap in a between-subject online study ($n=60$) and a qualitative within-subject study ($n=12$). We found that PromptMap supported users in crafting prompts by providing them with examples. We also demonstrated the feasibility of using LLMs to create vast example collections. Our work contributes a new interaction style that supports users unfamiliar with prompting in achieving a satisfactory image output.
3.3HCSep 9, 2020
Brotate and Tribike: Designing Smartphone Control for CyclingPaweł W. Woźniak, Lex Dekker, Francisco Kiss et al.
The more people commute by bicycle, the higher is the number of cyclists using their smartphones while cycling and compromising traffic safety. We have designed, implemented and evaluated two prototypes for smartphone control devices that do not require the cyclists to remove their hands from the handlebars - the three-button device Tribike and the rotation-controlled Brotate. The devices were the result of a user-centred design process where we identified the key features needed for a on-bike smartphone control device. We evaluated the devices in a biking exercise with 19 participants, where users completed a series of common smartphone tasks. The study showed that Brotate allowed for significantly more lateral control of the bicycle and both devices reduced the cognitive load required to use the smartphone. Our work contributes insights into designing interfaces for cycling.
3.3HCApr 15, 2020
Embracing Companion TechnologiesJasmin Niess, Paweł W. Woźniak
As an increasing number of interactive devices offer human-like assistance, there is a growing need to understand the human experience of interactive agents. When interactive artefacts with human-like features become intertwined in our everyday experience, we need to make sure that they assume the right roles and contribute to our wellbeing. In this theoretical exploration, we propose a reframing of our understanding of interactions with everyday technologies by proposing the metaphor of digital companions. We employ the theory in the philosophy of empathy to propose a framework for understanding how users develop relationships with digital agents. The experiential framework for companion technologies provides connections between the users' psychological needs and companion-like features of interactive systems. Our work provides a theoretical basis for rethinking the user experience of everyday artefacts with a humanistic mindset and poses future challenges for HCI.
7.6HCMar 14, 2019
Designing for Reproducibility: A Qualitative Study of Challenges and Opportunities in High Energy PhysicsSebastian S. Feger, Sünje Dallmeier-Tiessen, Albrecht Schmidt et al.
Reproducibility should be a cornerstone of scientific research and is a growing concern among the scientific community and the public. Understanding how to design services and tools that support documentation, preservation and sharing is required to maximize the positive impact of scientific research. We conducted a study of user attitudes towards systems that support data preservation in High Energy Physics, one of science's most data-intensive branches. We report on our interview study with 12 experimental physicists, studying requirements and opportunities in designing for research preservation and reproducibility. Our findings suggest that we need to design for motivation and benefits in order to stimulate contributions and to address the observed scalability challenge. Therefore, researchers' attitudes towards communication, uncertainty, collaboration and automation need to be reflected in design. Based on our findings, we present a systematic view of user needs and constraints that define the design space of systems supporting reproducible practices.
13.2HCMar 6, 2019
Gamification in Science: A Study of Requirements in the Context of Reproducible ResearchSebastian S. Feger, Sünje Dallmeier-Tiessen, Paweł W. Woźniak et al.
The need for data preservation and reproducible research is widely recognized in the scientific community. Yet, researchers often struggle to find the motivation to contribute to data repositories and to use tools that foster reproducibility. In this paper, we explore possible uses of gamification to support reproducible practices in High Energy Physics. To understand how gamification can be effective in research tools, we participated in a workshop and performed interviews with data analysts. We then designed two interactive prototypes of a research preservation service that use contrasting gamification strategies. The evaluation of the prototypes showed that gamification needs to address core scientific challenges, in particular the fair reflection of quality and individual contribution. Through thematic analysis, we identified four themes which describe perceptions and requirements of gamification in research: Contribution, Metrics, Applications and Scientific practice. Based on these, we discuss design implications for gamification in science.