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.

Design Patterns and Trade-offs in Responsive Visualization

Increased amount of access to visualization on mobile devices demand visualizatio authors to creat a visualization that appear across devices, which is referred to as responsive visualization. However, practitioners have limited guidelines or toolings for responsive visualization relative to the degree of its necessity. A first step to sophisticated tool designs for responsive visualization 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, our recent work contributes task-oriented insight preservation measures in terms of identification, comparison, and trend insights.

Publication

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.
Supplementary 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.
Supplementary 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 Assault Survivors

Sexual assualt survivors often find it diffcult to access support resources, including medical, therpeutic, and legal services, due to the lack of proper information. Those resources are often persnalized based on various characteristics of survivors and their cases. Thus, a widely accessible system is key to assist them with a reliable information and envision what they could achieve. To understand the survivors and derive design guidelines for related information services, our team attempts to understand the problem through participatory approach, brainstorming with various stakeholders, co-designing with experts, and interviewing with survivors. I organized the co-design workshops, planned the interviews, and developed prototypes. This research is led by Prof. Joonhwan Lee (HCI+D Lab.) and funded by the Korean Police and the Ministry of Science and ICT.

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.