Dr. Philipp Brauner Senior Research Associate · RWTH Aachen University

Examples

Selected projects. Each linking to papers it produced.

Interactive textiles

INTUITEX, funded by the BMBF — 2014--2019

Ambient computing spent two decades promising interfaces that would vanish into the room, and mostly produced demonstrations nobody had asked for. INTUITEX took the opposite order: build the textiles first, then study acceptance as seriously as the sensing.

The technical side produced textile input controllers, curtain and furniture interfaces, and Gardeene!, a fabric control for the home. The empirical side asked who would actually put such a thing in their living room. Age, gender and general technology attitude turned out to predict acceptance strongly; adopters and rejecters formed two distinguishable groups rather than a continuum; and a conjoint study separated the product attributes people will pay for from the ones they merely rate highly.

The result I still find most useful is a paradox in the design guidelines. An invisible interface has to announce that it exists, and how it announces itself decides whether it is adopted at all.

Four photographs of textile input controllers in use. A hand slides a finger along a strip stitched into grey fabric; a finger presses a raised element on the same panel; a finger rests on a woven pad with three parallel conductive strips; and a hand holds a small black remote control against a textile surface for comparison.
Textile input controllers: sliders and buttons stitched into the fabric itself, next to the conventional remote they were meant to replace.
A person reclining on a low upholstered chair in a living-room setting, facing a large wall screen showing a fireplace, with beanbags and a blanket on the floor around them.
Tested in a living room rather than at a lab bench — the question was never whether the sensing worked, but whether anyone wants this in the room where they relax.

Serious games for older adults

Ambient assisted living and eHealth — 2013--2021

This is the strand my doctorate came out of: motion-based exercise games and cognitive-training games for older adults living in technology-assisted environments. The games were built and evaluated for usability and performance, and in the motion-based case for whether play actually mitigated pain.

The harder question was never whether the games worked. It was whether the intended players would have them. Older adults are the group most often designed for and least often designed with, and technology aimed at them is routinely justified by a demographic argument rather than by anything the intended users said. So each system was studied through an acceptance lens as well as a performance one — individual factors, motivation, and the social acceptability of being seen to need such a device at all, which turns out to matter more than the interface does.

That is also the argument behind the responsible-research position I have taken here: the distinction between a product and a well-meant imposition is drawn by the people who have to live with it.

An older man standing in a furnished living room, arm raised to reach for an apple on a large wall-sized display showing a cartoon orchard. A sofa, plants and a window are behind him.
A motion-based exercise game played on a display wall: reaching for the fruit is the exercise. Built and evaluated in a furnished flat, not a lab.
A man reaching toward a large wall display showing a cooking game titled "Cook it Right!", with a pan, ingredients on a worktop, a clock and two circular targets at the left edge.
Cook it Right!, a cognitive-training game built around a familiar everyday task rather than an abstract puzzle.

Mapping acceptance

Method, instrument and interactive tool — 2024--2026

Most acceptance research studies one technology at a time, which makes the findings hard to compare and easy to over-read. This strand asks the question the other way round: measure many technologies with one instrument, and see where they land relative to each other.

The method uses micro scenarios — short, concrete descriptions of a technology in use — rated on risk, benefit and value. Because every technology passes through the same instrument, the results can be laid out as a map: a shared space in which self-driving cars, AI diagnosis, smart meters and social scoring all have coordinates, and in which distance means something. A dual-perspective design separates what people think society at large believes from what they themselves believe, and the gap between those two is often the more interesting number.

The maps have since been drawn for artificial intelligence, for technologies in society generally, and for health technologies. The one finding I would put first: expert and lay maps of AI diverge sharply, and they diverge on value rather than on risk.

A schematic contrasting two survey designs. Above, the micro-scenario survey: many briefly outlined topics, each rated on a few constructs, feeding into per-topic evaluations and then into a spatial map with two dimensions. Below, the conventional design: one scenario described in detail and rated on many constructs, feeding into a single detailed evaluation.
The method in one picture. Many topics rated briefly give you a map; one topic rated exhaustively gives you a portrait.
A scatter plot of valence against risk for 24 topics, with the four corners labelled by combinations of low or high valence and risk. Fake news, cyber crime and climate change sit top left at high risk and low valence; wind power, electric vehicles and hydrogen power sit bottom right at high valence and low risk; artificial intelligence, autonomous driving and blockchains fall in the middle. A steep downward regression line runs through them with a narrow confidence band.
What comes out: 24 technologies and societal topics placed against each other on valence and risk. The line is steep and tight (adjusted r² = .887), so for most topics risk and valence are two readings of one judgement — which makes the topics sitting off it, like climate change, the interesting ones.
Graphical abstract of the expert-versus-public study. On the left, the method: 71 projections on the future of AI, rated for expectancy, perceived risk, perceived benefit and overall value. In the middle, violin plots of risk and benefit for 119 AI experts and for 1,100 members of the public, each feeding into attributed value.
The method applied. From Charting the AI perception gap (AI & Society, 2026): risk drives the public's value judgements much harder than it drives the experts'.

Generative AI in conjoint studies

Open-source instrument — 2025--2026

Conjoint analysis is the sharpest tool we have for the question people answer badly when asked directly: what would you actually give up to get this? Its limit has always been the stimuli. Attributes and levels have to be written by hand in advance, which caps how large and how concrete a design can get.

The platform closes that gap by generating the stimuli from prompts, so a study can vary a product description along dimensions that would be impractical to enumerate by hand, and can present them as something a participant reads rather than a grid of levels. It is open source, because an instrument nobody can inspect is not much of an instrument.

The applied study behind it looks at employee attitudes toward personal-data use in smart factories — a case where the trade-off is real, the stakes are asymmetric, and asking directly reliably produces the socially acceptable answer instead of the true one.

A choice task in the platform, headed "Robots for Ambient Assisted Living", task 2 of 8. Two illustrated scenarios sit side by side above Select buttons: a woman in a wheelchair at a kitchen table, where a small tabletop robot brings her a cup of coffee; and a man on the edge of a bed being helped to stand by a large tracked humanoid robot.
One choice task as a participant sees it. Both scenarios were generated from the study design rather than written by hand, which is what lets a conjoint present pictures instead of a table of attribute levels. From From Prompts to Preferences (2026).
Results of the assistive-robot conjoint. A stacked bar gives relative attribute importance: size 41%, locomotion 28.5%, location 15.3%, design style 15.2%. Four part-worth utility panels follow. For size, medium is strongly preferred while small and large are both penalised. For locomotion, wheels and legs are preferred and tracks strongly rejected. For design style, anthropomorphic is mildly preferred over functional. For location, the bedroom is preferred over the kitchen.
What comes out the other end: size decides twice as much as design style, medium beats both small and large, and tracks are rejected outright. Preferences you would be unlikely to get by asking directly.

Serious games for production

Excellence Cluster "Integrative Production Technology for High-Wage Countries" — 2013--2022

You cannot run a controlled experiment on a real supply chain. You can, however, build one small enough to fit in a browser and large enough to be genuinely hard, put people in it, and watch what they do.

That was the approach here: business simulation games as a research instrument rather than a training product. Players make ordering and quality decisions under complexity and risk, and the game records the decisions — which turns questions about human factors in production networks into questions with data behind them. Decision complexity, the effect of correct and defective decision support, and how compliance shifts when a system has been wrong once are all measurable this way.

The games did double duty as teaching tools, and the later work generalises the method: a design process model for building serious games for the human-centric digital transformation of production, so the instrument can be rebuilt for a different question rather than reinvented.

The game's monthly decision screen. Panels report incoming parts, warehouse and logistics, and production and sales --- delivered parts, rejection rates, prices, stock, demand and product quality. Below, three sliders set investment in part inspection, the component order at the supplier, and investment in production quality, flanked by traffic lights for supplier and production quality.
One turn: three sliders, a month of consequences. Every decision is recorded, which is what makes the game an instrument rather than a toy.
A diagram of the simulated supply chain. Supplier, manufacturer and customer each contain a production process, linked by transport of parts and of products, with return paths from the manufacturer and from the customer running back upstream, and arrows marking the decisions the player makes about purchase amount and about investment in quality assurance and production.
The chain the player is dropped into: three sites, two transport legs, two return paths, and the handful of levers under their control.
Two path models side by side, one for a correct decision support system and one for a defective one, each extending the technology acceptance model with trust in automation and with use and compliance. The coefficients differ sharply between the two conditions.
What the recorded decisions buy you: the same acceptance model fitted under a correct and under a defective decision support system. One wrong recommendation changes how the whole model hangs together.

Data-to-knowledge pipelines

Excellence Cluster "Internet of Production"

More technical and conceptual work I did in the Cluster of Excellence Internet of Production addressed data-to-knowledge and knowledge-to-data pipelines: a reproducible and open system that lets a foundation model be trained from multiple distributed sources held by different organisations, by means of digital shadows.

A digital shadow is not a digital twin, and the difference is the point. A twin aims at a complete, faithful model of one system; a shadow is a task-specific reduction, carrying only what some particular question needs. That makes shadows the more versatile object — cheaper to produce, and composable across systems that were never designed to be modelled together.

The demonstrator puts that to work across three laboratories: laser material processing, automated assembly, and the draping of carbon fibres. Each records robot trajectories and deposits them, with semantic annotations, on a central open research data infrastructure. That is what makes the pooling tractable: rather than negotiating access between institutes one pair at a time, the data is published once, findable by anyone with a use for it, and a fourth site can train an inverse dynamics model across all three.

Both directions are engineered. Getting data into knowledge is the direction everyone builds; getting knowledge back to where it can be acted on — the trained model returning to the shop floor, usable for tasks none of the three sites had in mind — is the one that decides whether any of it is used again.

Architecture diagram of the pipeline demonstrator. Three use cases at three RWTH institutes --- laser material processing, automated assembly of a gear case, and draping of carbon fibres, each with a Franka Emika robot --- collect trajectory data and send it to a research data service. That feeds a FAIR data layer holding trajectory data and a foundational model, backed by Coscine and ORCID. A fourth use case at the Chair for Laser Technology trains an inverse dynamics foundation model from it, and a further use case reuses the trained model for robot movement. Black arrows mark the data-to-knowledge direction and blue arrows the knowledge-to-data direction.
Three institutes, three robots, one model. Data travels up the black arrows onto shared open infrastructure; what is learned from it travels back down the blue ones.