UX Designer/Researcher

I am currently working as a Senior UX Designer at Corporate Design Center, Samsung Electronics [URL].

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︎︎︎ CV
︎︎︎ Google Scholar
︎︎︎ LinkedIn


Jiwoo Hong UX Designer/Researcher


I am currently working as a Research Assistant Professor in the Department of Industrial Design [URL] at Korea Advanced Institue of Science and Technology (KAIST) [URL], South Korea, with funding from the BK21 research unit [URL].

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︎︎︎ CV
︎︎︎ Google Scholar
︎︎︎ LinkedIn




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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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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SIGGRAPH 2014