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Understanding designers’ experiences with generative AI through user interaction pattern analysis

Published online by Cambridge University Press:  02 July 2026

Charlie Ranscombe*
Affiliation:
Swinburne University of Technology, Australia
Linus Tan
Affiliation:
Swinburne University of Technology, Australia
Nadia Anam
Affiliation:
Swinburne University of Technology, Australia
James Gopsill
Affiliation:
University of Bristol, United Kingdom

Abstract:

This study examines how designers’ experiences with text-to-image GenAI relate to their interaction patterns during a design hackathon. Survey data and two contrasting cases show that positive experiences align with shifting prompts and broader command use as designers move from exploration to refinement, while negative experiences correlate with fixed prompting and limited variations. The study demonstrates how interaction data can inform adaptive GenAI support across design phases, offering opportunities to enhance both practice and tool development.

Information

Type
HUMAN BEHAVIOUR AND DESIGN CREATIVITY
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
The Author(s), 2026
Figure 0

Figure 1. Screenshots of the Midjourney interface illustrating (a) text prompting, (b) simple variation commands denoted by V1-V4, (c) controlled variation commands Vary (subtle), Vary (strong), and Vary (region)

Figure 1

Table 1. Summary of interaction pattern analyses and insights drawn

Figure 2

Figure 2. Questionnaire summary data

Figure 3

Table 2. Maximum variation sample questionnaire responses

Figure 4

Table 3. Contrasting summary interaction patterns data for H1D1 and H1D5

Figure 5

Figure 3. Prompt similarity by participant H1D1 over the design hackathon – similarity is measured as the similarity averaged over the 3 preceding prompts. 1= identical and 0 is dissimilar

Figure 6

Figure 4. Prompt similarity by participant H1D5 over the design hackathon – similarity is measured as the similarity averaged over the 3 preceding prompts. 1 = identical and 0 is dissimilar. Note gaps in data correspond to the use of successive image prompts with no text prompt to measure similarity

Figure 7

Figure 5. Timeline charting the use of different commands by participant H1D1 during the hackathon. Coloured squares represent occasions when given commands are used

Figure 8

Figure 6. Timeline charting the use of different commands by participant H1D5 during the hackathon. Coloured squares represent occasions when given commands are used

Figure 9

Figure 7. Figure 7 long description.Contrasting images generated by H1D1 and H1D5 at prompts 10, 25, 50, 75, 100 and 125 during the design hackathon