Paweł W. Woźniak

HC
h-index9
8papers
228citations
Novelty28%
AI Score25

8 Papers

HCMar 12, 2025
PromptMap: An Alternative Interaction Style for AI-Based Image Generation

Krzysztof 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.

HCMar 30, 2021
The Development and Validation of the Technology-Supported Reflection Inventory

Marit Bentvelzen, Jasmin Niess, Mikołaj P. Woźniak et al.

Reflection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for reflection have been developed in recent years. However, evaluating if and how an interactive technology helps a user reflect is still complex. This makes it difficult to compare artefacts (or prototypes) for reflection, impeding future design efforts. To address this issue, we developed the \emph{Technology-Supported Reflection Inventory} (TSRI), which is a scale that evaluates how effectively a system supports reflection. We first created a list of possible scale items based on past work in defining reflection. The items were then reviewed by experts. Next, we performed exploratory factor analysis to reduce the scale to its final length of nine items. Subsequently, we confirmed test-retest validity of our instrument, as well as its construct validity. The TSRI enables researchers and practitioners to compare prototypes designed to support reflection.

HCFeb 15, 2021
Creepy Technology: What Is It and How Do You Measure It?

Paweł W. Woźniak, Jakob Karolus, Florian Lang et al.

Interactive technologies are getting closer to our bodies and permeate the infrastructure of our homes. While such technologies offer many benefits, they can also cause an initial feeling of unease in users. It is important for Human-Computer Interaction to manage first impressions and avoid designing technologies that appear creepy. To that end, we developed the Perceived Creepiness of Technology Scale (PCTS), which measures how creepy a technology appears to a user in an initial encounter with a new artefact. The scale was developed based on past work on creepiness and a set of ten focus groups conducted with users from diverse backgrounds. We followed a structured process of analytically developing and validating the scale. The PCTS is designed to enable designers and researchers to quickly compare interactive technologies and ensure that they do not design technologies that produce initial feelings of creepiness in users.

HCSep 9, 2020
Brotate and Tribike: Designing Smartphone Control for Cycling

Paweł 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.

CRJul 29, 2020
SAFER: Development and Evaluation of an IoT Device Risk Assessment Framework in a Multinational Organization

Pascal Oser, Sebastian Feger, Paweł W. Woźniak et al.

Users of Internet of Things (IoT) devices are often unaware of their security risks and cannot sufficiently factor security considerations into their device selection. This puts networks, infrastructure and users at risk. We developed and evaluated SAFER, an IoT device risk assessment framework designed to improve users' ability to assess the security of connected devices. We deployed SAFER in a large multinational organization that permits use of private devices. To evaluate the framework, we conducted a mixed-method study with 20 employees. Our findings suggest that SAFER increases users' awareness of security issues. It provides valuable advice and impacts device selection. Based on our findings, we discuss implications for the design of device risk assessment tools, with particular regard to the relationship between risk communication and user perceptions of device complexity.

HCApr 15, 2020
Embracing Companion Technologies

Jasmin 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.

HCMar 14, 2019
Designing for Reproducibility: A Qualitative Study of Challenges and Opportunities in High Energy Physics

Sebastian 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.

HCMar 6, 2019
Gamification in Science: A Study of Requirements in the Context of Reproducible Research

Sebastian 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.