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Design Opportunities in Three Stages of Relationship Development between Users and Self-Tracking Devices Personal informatic Dear Data / Kim, Da-jung / Lee, Yeoreum / Rho, Saeyoung / Lim, Youn-kyung Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.699-703
ACM Digital Library Link
Summary: Recently, self-tracking devices such as wearable activity trackers have become more available to end users. While these emerging products are imbued with new characteristics in terms of human-computer interaction, it is still unclear how to describe and design for user experience in such devices. In this paper, we present a three-week field study, which aimed to unfold users' experience with wearable activity trackers. Drawing from Knapp's model of interaction stages in interpersonal relationship development, we propose three stages of relationship development between users and self-tracking devices: initiation & experimentation, intensifying & integration, and stagnation & termination. We highlight the challenges in each stage and design opportunities for future self-tracking devices.

From Research Prototype to Research Product Interventions to Design Theory / Odom, William / Wakkary, Ron / Lim, Youn-kyung / Desjardins, Audrey / Hengeveld, Bart / Banks, Richard Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.2549-2561
ACM Digital Library Link
Summary: Prototypes and prototyping have had a long and important history in the HCI community and have played a highly significant role in creating technology that is easier and more fulfilling to use. Yet, as focus in HCI is expanding to investigate complex matters of human relationships with technology over time in the intimate and contested contexts of everyday life, the notion of a 'prototype' may not be fully sufficient to support these kinds of inquiries. We propose the research product as an extension and evolution of the research prototype to support generative inquiries in this emerging research area. We articulate four interrelated qualities of research products inquiry-driven, finish, fit, and independent and draw on these qualities to describe and analyze five different yet related design research cases we have collectively conducted over the past six years. We conclude with a discussion of challenges and opportunities for crafting research products and the implications they suggest for future design-oriented HCI research.

User experience in do-it-yourself-style smart homes DIY tools and strategies / Woo, Jong-bum / Lim, Youn-kyung Proceedings of the 2015 International Conference on Ubiquitous Computing 2015-09-07 p.779-790
ACM Digital Library Link
Summary: Do-it-yourself (DIY)-style smart home products enable users to create their own smart homes by installing sensors and actuators. DIY smart home products are a potential solution to current problems related to home automation products, such as inflexible user controls and high costs of installation. Although the expected user experience of DIY smart home products is different from that of previous home automation products, research on DIY smart home products is still in its early stages. In this paper, we report a 3-week in situ observational study involving eight households. The results suggest six stages of the DIY smart home usage cycle and design implications for improving the user experience of DIY smart home products.

Fashion Projection Mapping Using Basic Modeling Form Product Design / Lee, EunJu / Lim, Yang Kyu / Jung, Hyun Chun / Park, Jin Wan HCI International 2015: 17th International Conference on HCI: Posters' Extended Abstracts, Part I 2015-08-02 v.4 p.421-426
Keywords: Kandinsky; Digital fashion; Projection mapping; Basic design
Link to Digital Content at Springer
Summary: This study produced motion graphics as an application of basic modeling form design in fashion design and creates a media art work via projection mapping of the motion graphics to a torso thereby aiming at learning a sense of basic modeling form and producing a media art in fusion of fashion and media. Kandinsky (1979), in his book 'Point and Line to Plane', suggested that a variety of changes in the most basic formation of modeling can be made by changes in formation, changes in orientation and direction, structural finesse, utilization of space, inter-connected relationships in processing of corner vertices, changes and colors due to repetition, and basic modeling form theory through contrast sense of materials. This basic modeling form theory is studied to develop comprehensive thinking skills into fashion design sense by learning overall unity and harmony and the principle of Gestalt (closure, proximity, similarity) as students perform tasks that present various modeling form conditions step by step using abstract points and lines in fashion design in a process of concept, development, and fashion design application. In this study, motion graphics images are created using plane designs in basic modeling form thereby adding interactive elements to basic modeling form so that two-dimensional (2D) images are re-structured into three-dimensional (3D) works by utilizing projection mapping. A torso, which is a human model used in clothing and textiles, is set as a target of projection mapping to experience processes of conception, development, and application in basic fashion design. This study is a step prior to application of interaction technology, and software called Adobe After Effects was used to display images in the torso. This study is focused on understanding on basic modeling form, development of design sense, and stereoscopic design rather than skills required for works. Through interaction functions via upgrades, this study will be utilized in media work, show-windows in dress shops or fashion shows in future.

Pause Moment Experience in SNS Communication Critical Design / Bae, Jae-eul / Lim, Youn-kyung / Bang, Jin-bae / Kim, Myung-suk Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.2113-2116
ACM Digital Library Link
Summary: The evolution of SNS applications has focused on the increasing pace of communication. Accordingly, adopting pause moment design for the SNS domain becomes significant, considering its worth for mental well-being and diversity of experience. Nonetheless, the vision is currently controversial, as it is lacking in attempts to examine the worth of pause moment design for SNS communication. Therefore, we discussed the benefits of pause moment design as an SNS application, based on the case of Ripening Room. From observation, we have identified three benefits of pause moment design; preserving room for solitude, expanding time experience, and providing additional indirect cues for communication. Nevertheless, the benefits also imply limitations of the current design, thus require following attempts to adopt a pause moment design for the SNS domain.

Transdisciplinary Interaction Design in Design Education Panels / Blevis, Eli / Koskinen, Ilpo K. / Lee, Kun-Pyo / Bødker, Susanne / Chen, Lin-Lin / Lim, Youn-kyung / Wei, Huaxin / Wakkary, Ron Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.833-838
ACM Digital Library Link
Summary: Transdisciplinary design which is the idea of design that transcends disciplinary boundaries has been proposed as a fourth design paradigm of interaction design education, scholarship, and practice alongside the technical, cognitive, and ethnographic paradigms. As an educational concern in particular, its aim is to teach students how to bring a values orientation to interaction design. Its focuses are design frameworks, values and ethics, design for important themes such as sustainability, equity, adaptation, justice, and social responsibility. This panel maps the state of the art in transdisciplinary interaction design education, considering also design scholarship and practice in relation to design education. The panel collects together a group of educators from chosen to provide a global perspective, with panelists from Canada, Denmark, Hong Kong, Korea, and Taiwan.

Dwelling Places in KakaoTalk: Understanding the Roles and Meanings of Chatrooms in Mobile Instant Messengers My Mobile, My Friends / Kim, Da-jung / Lim, Youn-kyung Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.775-784
ACM Digital Library Link
Summary: Recently, a great amount of conversation is taking place through mobile instant messaging (MIM) applications. The emergence of mobile messengers has enabled people to spend significant time in MIM, dwelling with close people. To investigate how this persistent use of MIM shaped the roles and meanings of MIM chatrooms, we conducted semi-structured interviews with ten users of KakaoTalk, one of the most popular MIM applications in South Korea. By understanding how participants determine the notion of centrality in MIM, we discovered three functional regions, namely, primary, secondary, and tertiary regions, which respectively support different functions not only in communication, but also in social interaction with various types of relationships: performing everyday life, connecting to the maintained social capital, and connecting to the expired relationship. Based on the valued meanings and user behaviors in those regions, we highlight two approaches that would trigger a new perspective in the design of messaging applications.

Understanding the Roles and Influences of Mediators from Multiple Social Channels for Health Behavior Change Communities for Individual Behavior Change / Lee, Yeoreum / Lim, Youn-kyung Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.1070-1079
ACM Digital Library Link
Summary: People become increasingly influenced by others in changing and maintaining health behaviors. Along with the advancement of persuasive technology and social networking technologies, the place where social interaction occurs has expanded. As a result, mediators who influence an individual's behavior change can come from diverse social channels. However, little work exists on what roles the mediators have and how differently the mediators motivate and affect the maintenance of health behavior changes of users through various social channels. To investigate this, we conducted interviews with 13 participants who use a running exercise application for maintaining their health behavior changes. This study reveals the roles of mediators from three different social channels, which are the social feature in the application, general social media, and the agent feature in the application. Mediators from the application could influence participants' health behavior change either positively or negatively according to the level of intimacy and the similarity of the physical condition. Social media mediators influence participants' social face and support their health behavior changes by keeping participants in countenance. Lastly, the agent mediator of the application provides continuous reinforcement to participants for maintaining their health behavior changes.

Fast, Accurate, and Space-efficient Tracking of Time-weighted Frequent Items from Data Streams KM Session 13: Mining Data Streams / Lim, Yongsub / Choi, Jihoon / Kang, U. Proceedings of the 2014 ACM Conference on Information and Knowledge Management 2014-11-03 p.1109-1118
ACM Digital Library Link
Summary: How can we discover interesting patterns from time-evolving high speed data streams? How to analyze the data streams quickly and accurately, with little space overhead? High speed data stream has been receiving increasing attentions due to its wide applications such as sensors, network traffic, social networks, etc. One of the most fundamental tasks in the data stream is to find frequent items; especially, finding recently frequent items has become important in real world applications.
    In this paper, we propose TwMinSwap, a fast, accurate, and space-efficient method for tracking recent frequent items. TwMinSwap is a deterministic version of our motivating algorithm TwSample which is a sampling based randomized algorithm with nice theoretical guarantees. TwMinSwap improves TwSample in terms of speed, accuracy, and memory usage. Both require only O(k) memory spaces, and do not require any prior knowledge on the stream such as its length and the number of distinct items in the stream. Through extensive experiments, we demonstrate that TwMinSwap outperforms all competitors in terms of accuracy and memory usage, with fast running time. Thanks to TwMinSwap, we report interesting discoveries in real world data streams, including the difference of trends between the winner and the loser of U.S. presidential candidates, and doubly-active patterns of movies.

HCI Korea and the SIGCHI Korea chapter Forums / Kujala, Tuomo / Lee, Geehyuk / Lee, Hwanyong / Lim, Youn-kyung interactions 2014-11 v.21 n.6 p.84
ACM Digital Library Link

Posters NIME 2014: New Interfaces for Musical Expression 2014-06-30 p.67
sched.co/1sEbd4Q
CHIMAERA -- the poly-magneto-phonic theremin -- an expressive touch-less hall-effect sensor array
	+ Portner, Hanspeter
Collaborative Live-Coding with an Immersive Instrument
	+ Wakefield, Graham
	+ Roberts, Charlie
	+ Wright, Matthew
	+ Wood, Timothy
	+ Yerkes, Karl
Composing for DMIs -- Entoa, a dedicate piece for Intonaspacio
	+ Mamedes, Clayton
	+ Rodrigues, Mailis
	+ Wanderley, Marcelo M.
	+ Manzolli, Jônatas
	+ Garcia, Denise H. L.
	+ Ferreira-Lopes, Paulo
Conducting collective instruments: A case study
	+ Comajuncosas, Josep
	+ Guaus, Enric
Conductive Music: Teaching Innovative Interface Design and Composition Techniques with Open-Source Hardware
	+ Bertelli, Enrico
	+ Robertson, Emily
Controlling Physically Based Virtual Musical Instruments Using The Gloves
	+ Serafin, Stefania
	+ Stereo, Stefano
	+ Mitchell, Tom
	+ Grani, Francesco
	+ Madgwick, Seb
	+ Perner-Wilson, Hannah
Designing Mappings for the Sponge: Towards Spongistic Music
	+ Marier, Martin
Designing Sound for Recreation and Well-Being
	+ Andersson, Anders-Petter
	+ Cappelen, Birgitta
	+ Olofsson, Fredrik
Distributing Mobile Music Applications for Audience Participation Using Mobile Ad-hoc Network (MANET)
	+ Lee, Sang Won
	+ Essl, Georg
	+ Mao, Z. Morley
El-Lamellophone -- A Low-cost, DIY, Open Framework for Acoustic Lemellophone Based Hyperinstruments
	+ Trail, Shawn
Gesture and Embodied Metaphor in Spatial Music Performance Systems Design.
	+ Graham, Ricky
	+ Bridges, Brian
Improvasher: a real-time mashup system for live musical input
	+ Davies, Matthew
	+ Stark, Adam
	+ Goto, Masataka
	+ Gouyon, Fabien
In A State: Live Emotion Detection and Visualisation for Music Performance
	+ Klooster, Adinda van 't
	+ Collins, Nick
Musical composition by regressional mapping of physiological responses to acoustic features
	+ Wikström, Valtteri
Notation, mapping and composition for the Karlax
	+ Mays, Tom
	+ Faber, Francis
Polus: The Design and Development of a New, Mechanically Bowed String Instrument Ensemble
	+ Johnston, Blake
	+ Thrush, Henry Dengate
	+ Moleta, Tane
	+ Murphy, Jim
	+ Kapur, Ajay
Reunion2012: A novel interface for sound producing actions through the game of chess
	+ Bugge, Magnus
	+ Wilmers, Hans
	+ Tveit, Anders
	+ Thelle, Notto
	+ Johansen, Thom
	+ Sæther, Eskil Muan
Robot: Tune Yourself! Automatic Tuning for Musical Robotics
	+ Murphy, Jim
	+ Mathews, Paul
	+ Carnegie, Dale
	+ Kapur, Ajay
Sketch-Based Musical Composition and Performance
	+ Diao, Haojing
	+ Zhou, Yanchao
	+ Harte, Christopher Andrew
	+ Bryan-Kinns, Nick
Smartphone-based Music conducting
	+ Lim, Yang Kyu
	+ Yeo, Woon Seung
SOUND TOSSING Audio Devices in the Context of Street Art
	+ Gupfinger, Reinhard
	+ Kaltenbrunner, Martin
The Birl: An Electronic Wind Instrument Based on an Artificial Neural Network Parameter Mapping Structure
	+ Snyder, Jeff
	+ Ryan, Danny
The Manipuller II: Strings within a Force Sensing Ring
	+ Barenca, Adrian
	+ Corak, Milos
The Space Between Us. A live performance with musical score generated via emotional levels measured in EEG of one performer and an audience member
	+ Eaton, Joel
	+ Jin, Weiwei
	+ Miranda, Eduardo
Unsounding Objects: Audio Feature for Control of Sound Synthesis in a Digital Percussion Instrument
	+ Hattwick, Ian
	+ Beebe, Preston
	+ Hale, Zachary
	+ Wanderley, Marcelo
	+ Leroux, Philippe
	+ Marandola, Fabrice
Use of Body Motion to Enhance Traditional Musical Instruments
	+ Visi, Federico
	+ Schramm, Rodrigo
	+ Miranda, Eduardo
Visualizing Gestures in the Control of a Digital Musical Instrument
	+ Perrotin, Olivier
	+ d'Alessandro, Christophe

Revolutionizing Mobile Healthcare Monitoring Technology: Analysis of Features through Task Model Online Communities and Engagement / Ahangama, Supunmali / Lim, Yong Sheng / Koh, Shun Yuan / Poo, Danny Chiang Choon SCSM 2014: 6th International Conference on Social Computing and Social Media 2014-06-22 p.298-305
Keywords: Friends and family groups; healthcare communities; task model
Link to Digital Content at Springer
Summary: Proliferation of health information and patient communication had allowed patients to have deeper understanding of their ailments leading to positive effects on personal health management (PHM). There are many PHM systems developed in the form of web and mobile applications to cultivate personal responsibility for one's own health. Thus, this paper aims to explore the alternatives and avenues available in the form of mobile PHM applications utilized by patients, caregivers and medical professionals that can provide value-adding initiatives to improve the process of personal medical care. A Task model for the development of a mobile PHM will be discussed based on six factors, namely (1) subject; (2) objective; (3) control; (4) tool; (5) context; and (6) communication.

Shake It Up: Exercise Intensity Recognizing System Games and Exergames / Lim, Yang Kyu / Shim, Bo Kwang HCI International 2014: 16th International Conference on HCI: Posters' Extended Abstracts, Part II 2014-06-22 v.5 p.355-360
Keywords: smartphone; exercise; motion; music; BPM
Link to Digital Content at Springer
Summary: When we are doing exercise, we often listen to the music. We wanted to make a music player-based exercise intensive recognizing system. In this study, we focused on the motional aspect of hand and arm. The main concept is speed changing music player. A pedometer is the most common detecting tool for the exercise activities. Detecting swing of the body with smartphone -- like a pedometer -- to set as a downbeat for synchronizing music. We used smartphone gyroscope sensor to detect the downbeat gesture. Motion sensing with gyroscope is a common way in these days. We set the rotation rate of the pitch-axis at 2rad/s for filtering the unstable sensing of the gyroscope. After filtering, holding smartphone and staring movement can calculate the speed of the movement. Existing similar studies are using MIDI and PC to control tempo easily and do something more. In this study, we use only MP3 files, extract from CD. We make single application -- Shake It Up -- without any computer connection. We used time stretch to control the speed of MP3 files. After the application is ready, we had a user test to experience Shake It Up. Without a guide, all users were easily controlled BPM of the music. Some of them use this application as a music player on jogging with arm band. They said, they can hear the intensity of exercise with the speed of the music. We have to pay attention to the possibility of the future. After the test, we found a sequence of operation was very similar to orchestral conducting. It can be used to music practice tool for conductors. However, still Shake It Up cannot sync music file with the hand gesture speed point by point. We are finding out making extra tag files to synchronize and control each detailed point of music.

Ripening room: designing social media for self-reflection in self-expression Reflection / Bae, Jae-eul / Lim, Youn-kyung / Bang, Jin-bae / Kim, Myung-suk Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.103-112
ACM Digital Library Link
Summary: This study proposed some considerations for designing social media to encourage self-reflection of users, referring to rationales of exemplary case, -- Ripening Room?. Ripening Room provides ripening time, a delay period between the time of writing and sharing posts, and a ripening score to evaluate users' self-reflection. To give insights for the design a preliminary exploration was conducted on university students about their perceptions and experience of self-reflection in social media. To evaluate the effect of Ripening Room's design, an empirical study on Ripening Room was conducted. Participants mentioned that the features of Ripening Room inspired them to self-reflect upon their thoughts, emotions, and behaviors. From the findings of the empirical study, further implications were suggested.

Practicing somaesthetics: exploring its impact on interactive product design ideation Performing interactions / Lee, Wonjun / Lim, Youn-kyung / Shusterman, Richard Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.1055-1064
ACM Digital Library Link
Summary: Somaesthetics has been adapted as a theoretical foundation for explaining the aesthetic experience of interaction. However, the practice of somaesthetics remains relatively unexplored in HCI, and it has potential to improve the ideation process of interactive product design by improving designers and developers' sensibility of haptic, dynamic, and invisible qualities of movements. We introduce somaesthetic reflection, a somatic introspection method in pragmatic somaesthetics, and explore its impact on the ideation through a practical workshop. This study revealed that somaesthetic reflection helps the participants experience and recognize unconscious movements and coordination of movements, which further contributes to discovery of design issues in the ideation, and more effective experience prototyping of interaction with moving products. The characteristics of the design approaches found in this study are discussed.

LUME -- Building Identity, Displaying Content, and Engaging Users Through Network of Interactive Display Demos & Posters / Casalegno, Federico / Lim, Yihyun / Winfield, Catherine / Silvester, Karina / Lowe, Marcus / Kim, Stella / Zaman, Cagri Hakan Proceedings of the 2014 ACM International Symposium on Pervasive Displays 2014-06-03 p.192-193
ACM Digital Library Link
Summary: Interactive LUME Display project explores tangible interactions with digital content through spatially embedded computation in public space at multiple scales from low to high resolution of interactivity. Composed of four interactive touch points, from a mobile app to a large display installation, LUME aims to build the identity for the department of Comparative Media Studies/Writing at Massachusetts Institute of Technology, by increasing awareness and visibility of the different research labs within the department, displaying variety of content, acting as a place finder, and engaging all potential users.

Non-finito products: a new design space of user creativity for personal user experience Research through design / Seok, Jin-min / Woo, Jong-bum / Lim, Youn-kyung Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.693-702
ACM Digital Library Link
Summary: Conventional wisdom says that to be successful, an idea must be concrete, complete, and certain. However, what if unfinished ideas work? This CHI paper proposes a new design space we call non-finito products for the HCI community. This new design space is about intentionally unfinished products and how they foster new creations by end-users as they are actually used to help people solve their own problems. The central idea comes from the background of the growing complexity associated with IT advancement and from the new way of dealing with it, with the assistance of user creativity in the actual use of the products. This paper begins with the exploration of non-finito products as a new design space for the end-user's creativity in the personal user experience. We then defined and proposed non-finito products. We discussed three case studies that will help to understand the design space of non-finito products, and we framed the new design space by revealing the beneficial contexts and values. Finally, we suggested the implications of designing non-finito products. We believe that non-finito products will open a new design space in HCI, prompt a new means of replacing value-destroying complexity with value-creating version, and help to make a product better fit to user experience.

Classifying latent infection states in complex networks Simplifying complex networks for practitioners 2014 workshop / Lim, Yeon-sup / Ribeiro, Bruno / Towsley, Don Companion Proceedings of the 2014 International Conference on the World Wide Web 2014-04-07 v.2 p.719-722
ACM Digital Library Link
Summary: In this work, we develop techniques to identify the latent infected nodes in the presence of missing infection time-and-state data. Based on the likely epidemic paths predicted by the simple susceptible-infected epidemic model, we propose a measure (Infection Betweenness Centrality) for uncovering unknown infection states. Our experimental results using machine learning algorithms show that Infection Betweenness Centrality is the most effective feature for identifying latent infected nodes.

Towards more natural digital content manipulation via user freehand gestural interaction in a living room Computing in the home / Lee, Sang-Su / Chae, Jeonghun / Kim, Hyunjeong / Lim, Youn-kyung / Lee, Kun-pyo Proceedings of the 2013 International Joint Conference on Pervasive and Ubiquitous Computing 2013-09-08 v.1 p.617-626
ACM Digital Library Link
Summary: Advances in dynamic gesture recognition technologies now make it possible to investigate freehand input techniques. This study tried to understand how users manipulate digital content on a distant screen by hand gesture interaction in a living room environment. While there have been many existing studies that investigate freehand input techniques, we developed and applied a novel study methodology based on a combination of both an existing user elicitation study and conventional Wizard-of-Oz study that involved another non-technical user for providing feedback. Through the study, many useful issues and implications for making freehand gesture interaction design more natural in a living room environment were generated which have not been covered in previous works. Furthermore, we could observe how the initial user-defined gestures are changed over time.

Touch or remote: comparing touch-and remote-type interfaces for short distance wireless device connection Inputs / Woo, Jong-bum / Suk, Hyeon-jeong / Lee, Hyun jhin / Lim, Youn-kyung Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1221-1226
ACM Digital Library Link
Summary: In this paper, we compare two different gestures for short distance wireless connection interfaces: Touch and Remote. These two types are compared for usability, emotional quality, and overall preference. We conducted an experiment with 30 participants and the results showed a significant difference in usability and emotional quality between these two types. However, there was no significant difference in preference. With the results, we analyzed the characteristics of each gesture type and present important issues in short distance wireless connection interface design.

Fragmentation and transition: understanding perceptions of virtual possessions among young adults in Spain, South Korea and the United States Papers: studying digital artifacts / Odom, William / Zimmerman, John / Forlizzi, Jodi / Higuera, Ana López / Marchitto, Mauro / Cañas, José / Lim, Youn-kyung / Nam, Tek-Jin / Lee, Moon-Hwan / Lee, Yeoreum / Kim, Da-jung / Row, Yea-kyung / Seok, Jinmin / Sohn, Bokyung / Moore, Heather Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1833-1842
ACM Digital Library Link
Summary: People worldwide are increasingly acquiring collections of virtual possessions. While virtual possessions have become ubiquitous, little work exists on how people value and form attachments to these things. To investigate, we conducted a study with 48 young adults from South Korea, Spain and the United States. The study probed on participants' perceived value of their virtual possessions as compared to their material things, and the comparative similarities and differences across cultures. Findings show that young adults live in unfinished spaces and that they often experience a sense of fragmentation when trying to integrate their virtual possessions into their lives. These findings point to several design opportunities, such as tools for life story-oriented archiving, and insights on better forms of Cloud storage.

Disappearing interfaces Features / Lim, Youn-kyung interactions 2012-09-01 v.19 n.5 p.36-39
ACM Digital Library Link

iSpace: interactivity expression for self-expression in an online communication environment Curating me, curating you / Kim, Da-jung / Lim, Youn-kyung Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.210-219
ACM Digital Library Link
Summary: In this paper, we suggest interactivity, which defines dynamic and invisible characteristics of an interactive system, as a medium for self-expression in an online communication environment. Since existing means of self-expression are visual- or text-oriented, they cover only a part of one's real self. Interactivity, however, is invisible, but still evokes emotional experiences depending on its value. Therefore, we expected that one's interactivity expression customization would also represent the different dimensions of one's characteristics. This study aims to explore the possibility of interactivity expressions as a new way of self-expression in an online communication environment. By conducting a user study with a social website prototype, namely, iSpace, in which each user's personal site can be distinguished by their different interactivity expressions, this study provides understandings of rationales and patterns of interactivity expressions, and design implications which we expect to inspire designers to consider them strategically in their design practices.

Interaction-driven design: a new approach for interactive product development Design practices and processes / Maeng, Seungwoo / Lim, Youn-kyung / Lee, KunPyo Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.448-457
ACM Digital Library Link
Summary: As a new approach to interactive product development, we found possibilities in interactions themselves as the starting point of a product development, and propose a concept of interaction-driven design. We focused on the movements in interactions, such as users' input behaviors and feedback movements from the system's output. In this paper, design patterns and their characteristics for three different interactive product development approaches, including our newly proposed one, were examined through an ideation workshop: 1) user-driven product development, 2) technology-driven product development, and 3) interaction-driven product development. We were able to see that results for the development of interactive products differed depending on the combining order or the linking patterns of factors such as form, function, and interaction. Interaction-driven product development opens up a wider range of linking possibilities compared to the other two approaches.

Clipoid: an augmentable short-distance wireless toolkit for 'accidentally smart home' environments Sensing + sensible interaction / Woo, Jong-bum / Lim, Youn-kyung Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1751-1754
ACM Digital Library Link
Summary: Unlike lab environments, the existing environment is not built for smart applications, but rather should be "upgraded" to support new technologies. The result of this process is called the "accidentally smart home". We developed Clipoid, an augmentable wireless technology toolkit for supporting the development of an "accidentally smart home" environment. We observed the real user context (static, moving) with Clipoid. We present a guideline for developing an augmentation toolkit, and identify human needs of close proximity physical interaction and multiple users-public platforms.
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