MeowPlayLive
We introduce MeowPlayLive, a live streaming system that allows viewers to interact with the cat in the live stream by sending voice messages. Since messages appear as moving objects on a tablet screen perceivable by the cat, viewers can win a chance to get heard when the cat decides to tap on the objects.
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We introduce MeowPlayLive, a live streaming system that allows viewers to interact with the cat in the live stream by sending voice messages. Since messages appear as moving objects on a tablet screen perceivable by the cat, viewers can win a chance to get heard when the cat decides to tap on the objects.
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DIS 2022
ChromoFilament
We designed a thermochromic 3D filament, ChromoFilament, that displays the malleable states in three different colors according to the associated temperatures. We believe that our material-perspective approach, design process, and a series of findings could not only inspire supporting creativity through thermoforming but also heat-based processing in 3D printing.
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We designed a thermochromic 3D filament, ChromoFilament, that displays the malleable states in three different colors according to the associated temperatures. We believe that our material-perspective approach, design process, and a series of findings could not only inspire supporting creativity through thermoforming but also heat-based processing in 3D printing.
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DIS 2022
Poly: Shape-changing CA
We introduce Poly, a physically actuatable CA that implements a 2.5D shape display to help identify multiple characters in a story.
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We introduce Poly, a physically actuatable CA that implements a 2.5D shape display to help identify multiple characters in a story.
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TEI 2022
IoTV Narrative
This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances.
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This study focuses on the use of everyday objects as new media for enriching digital storytelling experiences, especially as they pertain to viewing television narratives in living room environments. Through a design ideation workshop, we develop a strategy for augmenting television narratives using interactive home appliances.
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DC 2021
KLMS UI/UX Redesign
I and students worked on a re-design of KAIST Learning Management System (KLMS) focusing on solving UI/UX problems.
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I and students worked on a re-design of KAIST Learning Management System (KLMS) focusing on solving UI/UX problems.
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2021
PhD Dissertaion: Digitally Augmented Play
The dissertation proposed digitally augmented play as a new design approach of digital play and assumed that the approach would provoke children to have real-world imagination and cultivate physical, social, and creative experiences accordingly.
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The dissertation proposed digitally augmented play as a new design approach of digital play and assumed that the approach would provoke children to have real-world imagination and cultivate physical, social, and creative experiences accordingly.
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KAIST 2021
SoundWear
This study aims to clarify the effect of non-speech sound augmentation (i.e., everyday and instrumental sounds) on outdoor play for children, where has been lacking in empirical examination. I designed SoundWear, which is a wearable device that can be worn on the wrist and allows each child to play with sounds, and a table with SoundPalette to serve as a hub of augmented play.
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This study aims to clarify the effect of non-speech sound augmentation (i.e., everyday and instrumental sounds) on outdoor play for children, where has been lacking in empirical examination. I designed SoundWear, which is a wearable device that can be worn on the wrist and allows each child to play with sounds, and a table with SoundPalette to serve as a hub of augmented play.
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DIS 2020
PhenoGrowth UI/UX Redesign
As a UI/UX designer, I worked on a re-design of PhenoGrowth and PhenoTool systems of Korea Institute of Science and Technology (KIST). The system was developed to help researchers, who are key target users, record, archive and analyze crop phenotypes with mobile devices.
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As a UI/UX designer, I worked on a re-design of PhenoGrowth and PhenoTool systems of Korea Institute of Science and Technology (KIST). The system was developed to help researchers, who are key target users, record, archive and analyze crop phenotypes with mobile devices.
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2020
Hyundai Motors IVI Methodology
This project proposed a mobile chat-based UX search method as a new design methodology to understand the needs of infotainment systems.
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This project proposed a mobile chat-based UX search method as a new design methodology to understand the needs of infotainment systems.
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2020
Voice+Tactile
I and researchers in KAIST HCI lab (School of Computing) explored supplementing the VUI with tactile interaction for in-car VUI user experience. As an early result, we present the Voice+Tactile interactions that augment the VUI via multi-touch inputs and high-resolution tactile outputs.
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I and researchers in KAIST HCI lab (School of Computing) explored supplementing the VUI with tactile interaction for in-car VUI user experience. As an early result, we present the Voice+Tactile interactions that augment the VUI via multi-touch inputs and high-resolution tactile outputs.
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CHI 2020
ImagiTable
This paper takes an interaction design approach to explore how children perceive augmented toys, assign symbolic meaning, and perform pretence socially in technology-mediated playing.
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This paper takes an interaction design approach to explore how children perceive augmented toys, assign symbolic meaning, and perform pretence socially in technology-mediated playing.
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DC 2019
Understanding Interactive Pretend Play
In this study, I adopted the experience prototyping approach to examine how children and parents utilize digitally enhanced toys, especially in pretend play that entails symbolic and social behaviors.
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In this study, I adopted the experience prototyping approach to examine how children and parents utilize digitally enhanced toys, especially in pretend play that entails symbolic and social behaviors.
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AoDR 2019
DexController
We presented DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality(VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force.
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We presented DexController, which is a hand-held controller leveraging grasp as an additional modality for virtual reality(VR) game. The pressure-sensitive surface of DexController was designed to recognize two different grasp-poses (i.e. precision grip and power grip) and detect grasp-force.
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VRST 2019
TouchBranch
In this paper, we present a richer understanding of it by using spatial factors and social relations among people, which has rarely been explored in interactive systems. We designed an interactive installation called "TouchBranch" where players can move light between branches placed at various distances by connecting their bodies.
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In this paper, we present a richer understanding of it by using spatial factors and social relations among people, which has rarely been explored in interactive systems. We designed an interactive installation called "TouchBranch" where players can move light between branches placed at various distances by connecting their bodies.
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DIS 2018
Samsung Electronics Seamless TV
This project took an approach called “Reflective” “Ambient” “Seamless” display in which TV actively reflects and harmonizes the outside world as a future TV design concept and strategy.
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This project took an approach called “Reflective” “Ambient” “Seamless” display in which TV actively reflects and harmonizes the outside world as a future TV design concept and strategy.
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2017-2018
LumiLand
We developed a practical prototype of 3 types of UX-oriented playground-type experience contents (sensory play seesaw, interactive forest, and cooperative jungle gym) that promote cooperative creative activities.
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We developed a practical prototype of 3 types of UX-oriented playground-type experience contents (sensory play seesaw, interactive forest, and cooperative jungle gym) that promote cooperative creative activities.
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2015-2018
Conveyor World
In this research, I developed an immersive mixed reality game environment using an actuated surface as a game stage.
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In this research, I developed an immersive mixed reality game environment using an actuated surface as a game stage.
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CHI 2017
Ori-mandu
We present the iterative process of designing the “Ori-mandu” system, and how Ori-mandu enables users to fabricate dumplings in what- ever shape they want.
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We present the iterative process of designing the “Ori-mandu” system, and how Ori-mandu enables users to fabricate dumplings in what- ever shape they want.
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DIS 2017
JANUS
What if we have a display which is see-through yet opaque while it displays totally different images on two different sides of the screen? We named the display JANUS. In this work, I contributed to developing interaction scenarios and implementing the system's hardware.
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What if we have a display which is see-through yet opaque while it displays totally different images on two different sides of the screen? We named the display JANUS. In this work, I contributed to developing interaction scenarios and implementing the system's hardware.
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SIGGRAPH 2014