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Bartosz Muczynski

dblp:300/9405 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0002-0559-4181ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 1 first-author · 5 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
User interface design and tools · 63% Collaborative and social computing · 27% Interaction techniques and input · 10%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools › design tools
design systems
1.012026
A Dedicated E-Paper Design System for Mobile Phones: Limitations, Design Process and Implementation Insights · CHI 2026
Collaborative and social computing › collaborative virtual environments › social virtual reality
virtual reality collaboration
0.712023
Meet me in VR! Can VR space help remote teams connect: A seven-week study with Horizon Workrooms · Int. J. Hum. Comput. Stud. 2023
Interaction techniques and input
mobile interaction
0.312026
A Dedicated E-Paper Design System for Mobile Phones: Limitations, Design Process and Implementation Insights · CHI 2026

Methods — techniques the papers use, named apart from their topics

exploratory UX study · 1.0design guidelines · 1.0quantitative study · 0.7qualitative study · 0.7
YearPublicationVenuePosition
2026 A Dedicated E-Paper Design System for Mobile Phones: Limitations, Design Process and Implementation Insights
abstract
Clarity and ease of interaction are critical for mobile devices that users rely on daily. As smartphone use time rises, manufacturers are exploring e-paper displays for their advantages, including longer battery life and reduced eye strain. Yet, e-paper technology comes with inherent design limitations, such as reduced responsiveness, constrained color ranges, and ghosting. To address these limitations, we present the first version of our E-Paper Design System comprising a set of design components and guidelines developed specifically for e-paper smartphones, with a particular focus on minimalist devices. The E-Paper Design System is released as a free, open resource on Zeroheight and documented in the Appendix for reference. Our design decisions are grounded in technical constraints, prior research and insights from designers and developers using this pilot version of the design system to create custom mobile applications. We also report findings from an exploratory in-house UX study (N=24) testing developed applications, highlight remaining e-paper-specific design challenges and outline future research directions.
Kinga Skorupska, Tomasz Omelan, Aleksander Hamerlik, Agata Kopacz, Daniel Cnotkowski, Jaroslaw Kowalski, Bartosz Muczynski, Radoslaw Nielek, Adam Wierzbicki, Cezary Biele
CHI7
2025 Voice Interaction with Large Language Models: A Case Study of Older Adults Using ChatGPT in Polish
Jarosaw Kowalski, Kinga Skorupska, Bartosz Muczynski, Maciej Grzeszczuk, Zbigniew Bohdanowicz, Cezary Biele, Wieslaw Kopec
INTERACT (4)3
2023 VR Accessibility in Distance Adult Education
Bartosz Muczynski, Kinga Skorupska, Katarzyna Abramczuk, Cezary Biele, Zbigniew Bohdanowicz, Daniel Cnotkowski, Jazmin Collins, Wieslaw Kopec, Jaroslaw Kowalski, Grzegorz Pochwatko, Thomas Logan
INTERACT (4)1
2023 Meet me in VR! Can VR space help remote teams connect: A seven-week study with Horizon Workrooms
abstract
In 2020, office life switched abruptly towards a remote work model. Office meetings have since moved to virtual spaces. Unfortunately, remote video meetings have become associated with declines in engagement, collaboration, and learning, as well as ‘Zoom fatigue’. In this article, we study the potential of virtual reality (VR) technology as a solution to these problems and as a medium to enrich remote work environments. For seven weeks, we collected data on the meetings of a team of eighteen knowledge workers. For five of those weeks, the meetings were organized in VR. We used a mix of qualitative and quantitative methods to gather feedback on those sessions and to compare them with a regular video conferencing baseline. Our results demonstrate that both technologies have applications in the work environment—albeit in different situations. We provide best-practice guidelines for the use of VR by remote teams and present design implications for VR collaborative spaces.
Katarzyna Abramczuk, Zbigniew Bohdanowicz, Bartosz Muczynski, Kinga Skorupska, Daniel Cnotkowski
Int. J. Hum. Comput. Stud.3
2021 Remote Conference in the Times of the Pandemic
Julio Abascal, Cezary Biele, Daniel Cnotkowski, Gabriela Górska, Jaroslaw Kowalski, Effie Lai-Chong Law, Bartosz Muczynski, Abiodun Ogunyemi, Mariusz Wierzbowski, Aldona Zdrodowska
INTERACT (5)7