Across-Device Visualization

Data visualization help us reason about various problems from daily decisions to professional judgment. As different types of devices became affordable to many people, we face more and more chances to use visualization on diverse device types. Our experience of reasoning with visualization is often connecnted across devices. For example, you might want to create visualizations for readers with different devices (responsive visualization), to edit a visualization on your laptop and present it on a TV-sized screens, or to manage your home via smartphones while monitoring on TV.

Toward Responsive Visualization Authoring System

Mobile access to data visualization is increasing everyday, demanding authors to create visualizations for multiple screen types, which is referred to as responsive visualization. However, responsive visualization is not easy because of the lack of guidance in addition to challenges in managing multiple versions of charts. A first step to intelligent responsive visualization authoring systems is to undertstand a snapshot of current practices and trade-offs occuring around those practices. Analyzing 378 pairs of desktop and mobile versions of communicative visualizations, our work identifies a set of 76 design patterns and characterize designing responsive visualization as density-message trade-off between adjusting graphical density and maintaining visualization insights. To facilitate reasoning about insight preservation in an automated way, we contribute task-oriented insight preservation measures in terms of identification, comparison, and trend insights. More recently, we introduce, Cicero, a declarative grammar for responsive visualization to better support related authoring systems.


Hyeok Kim, Dominik Moritz, & Jessica Hullman. 2021. Design patterns and trade-offs in responsive visualization for communication. Computer Graphics Forum (EUROVIS 2021). Preprint. Online gallery for responsive visualization. Supplemental material.

Hyeok Kim, Ryan Rossi, Abhraneel Sarma, Dominik Moritz, & Jessica Hullman. 2021. An Automated Approach to Reasoning About Task-Oriented Insights in Responsive Visualization. IEEE TVCG (VIS 2021). Preprint. Supplemental material.

Hyeok Kim, Ryan Rossi, Fan Du, Eunyee Koh, Shunan Guo, Jessica Hullman, & Jane Hoffswell. 2022. Cicero: A Declarative Grammar for Responsive Visualization. ACM CHI 2022. Preprint. Online gallery for Cicero grammar. Supplemental material.

Design for Societal Problems

While it might not be necessary to say what we need to design for societal problem, one perspective that I hold is design for problems around ourselvs, our community, and our society allows us for a chance to improve communication channels for those who have been devoiced. Not every computing device or system is useful for the underrepresetned, and careful design of computing system through understanding people is warrented for usefulness.

Information System for Sexual Violence Survivors

Sexual violence survivors often have hard time finding suitable support services for them due to various societal and personal reasons. While personalization is key to navigate a vast search space of support-seeking, how to personalize (i.e., how to ask for personalization and how to provide personalized information) has been less asked given its importance. To understand personalization in a conversational interaction setting, we performed a co-design workshop with experts, implemented a high-fidelity prototype system, and did a user study with self-identified sexual violence survivors.


Hyeok Kim, Youjin Hwang, Jieun Lee, Youngjin Kwon, Yujin Park, & Joonhwan Lee. 2022. Personalization Trade-offs in Designing a Dialogue-based Information System for Support-Seeking of Sexual Violence Survivors. ACM CHI 2022. Preprint.
Supplemental material.

Design Guidelines for the In-game Sexual Harassment Prevention System

In online video games, sexual harassment against female gamers frequently occurs, and becomes worse with various factors. This research projects attempted to suggest design guidelines that both prevent harrassment. A shor paper for this project was published in HCI Korea 2018 Conference (extended abstract). Download Preprint (Korean)

Media-as-Place Storytelling

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.... We shed light on this emerging storytelling technique by identifying it as '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 at 2019 (extended abstract link, Download Preprint). The game is available via here.