Between-Device Visualization

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). Download (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.... 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.