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
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Lim, Youn-kyung
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.699-703
© Copyright 2016 ACM
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
© Copyright 2016 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 Springer International Publishing Switzerland
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2015 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
Posters
NIME 2014: New Interfaces for Musical Expression
2014-06-30
p.67
© Copyright 2014 Authors
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 Springer International Publishing
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2014 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2013 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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
© Copyright 2012 ACM
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.