As part of the COST Action GRADE (CA21141 - Grassroots of Digital Europe) I helped design and analyse a large-scale cross-cultural study examining approaches to and practices of community-driven preservation of early digital culture across Europe. This work contributed to a chapter in Silicon Dawn: Histories and Cultures of Creative Computing in Europe (1970–2000), edited by Nathalie Majsova, Karen Nolan, and Abby Wade, forthcoming in the Video Games and the Humanities series.
Through the COST Action GameTable (CA22145), I collaborate on questions at the intersection of game studies, human factors, and game AI. My current interests include the social and cognitive dimensions of cooperative and competitive play. I focus on procedural game design as a research area, human factors, security, and transparency in designing tools for game developers, and the transposition of games from physical to digital formats.
As project coordinator for PJAIT within the Erasmus+ AI4Everyone initiative, from the project's launch in September 2025 I lead the institution's contribution to a European effort to build accessible, inclusive AI literacy across diverse communities. The project is coordinated by Dr. Styliani Kleanthous of the Open University of Cyprus, bringing together the University of Trento, University of Koblenz, Aalborg University, and PJAIT for a two-year collaboration. My work focuses on research-informed curriculum development, outreach, and the design of learning experiences. Within the project, we conduct research activities regarding the proficiency and needs related to AI literacy, especially in academic environments.
Within the EUonAIR European Universities Alliance, I am a Researcher in the Centre of Excellence on Human-AI Interaction and serve as a WP4 Committee Member. My work centres on empirical research, including a study on human-AI interaction in data science and programming education and collaborative empirical work resulting in a publication at ITiCSE 2026 on interaction patterns with AI tutors in project-based learning. I also support dissemination of the Centre of Excellence's research activities and serve on the project's Social Impact Board of Academics and Practitioners (SIPAB).
Within the Horizon Europe Link4Skills project, between 2023-2026 I contributed to the human-centred research strand at PJAIT planning and conducting stakeholder interviews, participatory co-design studies, and comparative user studies of the Link4Skills Navigator platform. I designed and led the empirical study on MIGO, an AI chatbot countering migration disinformation, evaluating its effectiveness as a disinformation detection tool. This work has contributed to a publication on AI-driven decision support for fair migration in the Routledge volume Fair Skilled Mobility.
I contributed to research on e-paper display design for minimalist smartphones as part of a collaboration funded by the European Union under the European Funds for Smart Economy (FENG) programme (grant agreement no. FENG.01.01-IP.02-0685/23), administered by the Polish Agency for Enterprise Development (PARP). My role focused on the research strand, including heuristic evaluation, design feedback workshops and an exploratory UX study with 24 participants as well as a large-scale follow-up eye-tracking study, resulting in the evaluation of the first open design system for e-paper mobile phones, whose assumptions, design process and pilot study was published as a full paper at CHI 2026.
Mudita Mindful Design System
My early doctoral research on crowdsourcing systems designed with and for older adults was co-funded by the Horizon 2020 DREAM (Social Participation for improving emotional, mental, and physical wellbeing in independently living older adults) project, a Marie Skłodowska-Curie RISE action coordinated by the University of Trento. This connection grounded my PhD work within a broader European research agenda on enabling older adults to learn, grow, and contribute to society through ICT, reflected in a CSCW 2018 publication on a crowdsourcing Android TV app for older adults, and an INTERACT 2019 study comparing younger and older adults' interaction with the same interface.
Within the Virtual Air Pollution Experience (VAPE) project, funded by the European Economic Area Financial Mechanism, between 2020 and 2022 I contributed co-design and participatory action research exploring how games and virtual, and augmented reality can shift public awareness and attitudes toward air pollution. The project was implemented in Myszków and resulted in two publications: a paper at ISMAR Adjunct and a contribution to the MIDI proceedings, examining participatory approaches to engaging citizens in developing pro-environmental research applications.
Between 2016 and 2020, as Lead Methodologist on the Advanced Learning and Inclusive EnviroNment (ALIEN) for Higher Education through greater knowledge and understanding of migration flows in Europe project - an international Erasmus+ initiative exploring migration through social design and art methods, run in partnership with Aalto University and other European institutions - I developed and consulted the methodological framework combining design practice and ICT for cross-cultural education. I was lead author of two teaching manuals for educators: Understanding Migration Processes and Understanding People through Art and Design Practice, written with an international staff team. Beyond the workshops and manuals, I conceptualized a thematic Community of Practice for the project network, and conducted an internal project evaluation resulting in a formal evaluation report.