Visualization is always around us and help us to solve various problems.
As different types of devices became affordable to many people,
we face more and more chances to use visualization on diverse device platforms.
In terms of device platforms, our problem-solving experiences are not dicrete but connected.
For example, you might want to prepare a visualization on your laptop and present it on TV.
Or, you might want to manage your home via smartphones while monitoring on TV.
Design Space for the Transition of News Articles with Data Visualization from Large to Small Screen Devices
This research deals with various design patterns for transitioning news articles with data visualization
from large screen devices (e.g. desktops) to small screen devices (e.g. smartphones). For this research,
I collected 104 data visualization articles from NYT and WSJ and analyzed them through content analysis and
open-coding. The paper is currently under submission for a peer-review conference.
Design for Underrepresented Group
In our society, not everyone's voice is articulated. Some people might not have enough chances for
thier own rights. Through the past social works for my community, I strongly sensed the needs of designing things
to support underrepresentedg groups in my society.
AI System for Sexual Crime Victims
It is very difficult for sexual crime victims to be successful at legal process due to the lack of resources.
Thus, a system is needed to support them with a reliable information and outline the process they will undergo.
The problem is that sexual crimes do not belong to a single class, but each type of damage requires different
approach and aftercare. Here does AI play an important role. While in the beginning stage, the research team led by Prof.
Joonhwan Lee (HCI+D Lab.) is cuurrently focusing on design blueprint throught a participatory process with professional
counselors. My role is an organizer of participatory design workshop.
This project is funded by the Korean Police and the Ministry of Science and ICT (PI: Prof. Joonhwan Lee).
Design Guidelines for the In-game Sexual Harassment Prevention System
In online video games, sexual harassment against female gamers seems coomon, and becomes worse with various
factors. This research tried to suggest design guidelines that both prevent and support
female gamers. Published in HCI Korea 2018 (conference EA).
From escape rooms to Sara is Missing... and Searching...,
we experience a new kind of narratives where their places seem identical to their media:
real objects in escape rooms, a smartphone for Sara is Missing..., and
a computer for Searching....
I shed light on this emerging storytelling technique by naming it 'Media-as-Place' storytelling.
This approach will enhance place-based learning of HCI as well as enriching our digital narrtaive techniques.
The implementation of MiRO, a Media-as-Place computer game
This is an initial approach to explicate the idea of Media-as-Place storytelling.
This work-in-progress was presented on DIS 2019 (paper link).
The game is available via here.