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Gyuri Sim (심규리)

Hi👋🏻, I am an HCI researcher and UX designer, specializing in research-driven interaction design that integrates emerging technologies into meaningful human experiences.

I graduated from the School of Design Convergence at Hongik University, one of the top design schools in South Korea.

My work focuses on integrating design and technology through human-centered research that bridges human physical and cognitive characteristics with tangible and digital interface modalities, with the vision of creating responsible and impactful solutions for a better world.

You can also find me on LinkedIn, 
and contact me via gyurisim.hci@gmail.com
Here is my CV:  cv gyurisim.pdf




Featured Works



    XR Safety App - ‘COLO’

    XR Safety Service App for construction workers' safety

    • TIME LINE: Mar – Dec 2022
    • TEAM: UX Designer 1 & Brand Designer1 & Developer 2
    • MY ROLE: UX Research 80% / UX System Design 80% / Develop 40% / Branding 30%
    • TOOLS: Figma / Unity / Illustrator After Effects

    OVERVIEW
    This project aimed to improve emergency response systems for construction workers using the HoloLens 2's eye-tracking feature. A UX/UI system was developed in Unity, enabling workers with limited mobility to send intuitive SOS signals. User testing and evaluation ensured the interface was tailored to workers’ XR literacy levels. The project was showcased at an HCI conference, published in international proceedings, and received positive feedback for its practical potential at a graduation exhibition.

    #Extended Reality #XR #System Design































    CO-AI Workplace SaaS - Sophie.aiData privacy & Critical Thinking collaborate with an AI agent

    • TIME LINE: Mar – Aug 2025
    • TEAM: Solo Project
    • MY ROLE: UX Research, Design 100%
    • TOOLS: Illustrator / Figma 

    OVERVIEW
    As AI rapidly becomes an integral part of both our daily lives and workplaces, it is transforming the way we work, make decisions, and create. While AI can bring many positive effects, there is growing concern about data security, the weakening of human decision-making skills, and the potential impairment of cognitive abilities due to overdependence on AI. Co-AI Workplace SaaS is a context-aware, AI-integrated enterprise platform that prioritizes data security, transparency, and cognitively supportive user interactions.

    #AI-interaction

    #Enterprise SaaS Service Platform





    AI Chatbot - ‘AUBONG’

    Volunteer Helper AI Chatbot for Elderly People

    • TIME LINE: Mar – Jun 2020
    • TEAM: Solo Project
    • MY ROLE: UX Research 100% / VUX/UI Design 100% /Service Design 100%
    • TOOLS: Illustrator / Figma

    OVERVIEW
    This project addresses social issues faced by the elderly, such as excessive leisure time, psychological decline, loss of roles, and the breakdown of intergenerational communication, which negatively affect their satisfaction with life and self-esteem. The solution, 'AuBong', is a virtual AI chatbot that recommends volunteer opportunities tailored to the interests and previous professional experiences of elderly users, encouraging their social participation. The service provides real-time information on volunteer centers and activities to improve life satisfaction, quality of life, and social involvement.

    #VUX/UI #Human-AI Interaction(HAI) #Social Impact





      Smart Trash Can IoT

      Waste Management CBR System
for Smart City Park

      • TIME LINE: 
               1) Designing Smart Trashcan: Sep-Dec 2019  
               2) Building CBR System:  Jan-Mar 2024
      • TEAM: Solo Project
      • MY ROLE : Research 100% / Product Design 100% / Service Design 100% / CBR 100%
      • TOOLS: Python / Rhino / Keyshot / Illustrator

      OVERVIEW
      For a sustainable city, the future of municipal waste disposal in smart cities must have a cleaner and more efficient infrastructure than ever before. What would a trash can look like in a smart city where IoTs are hidden and networking with each other? I have planned and designed a smart garbage IOT that solves urban garbage in an efficient and eco-friendly way.

      #Case-based Reasoning system #Human-IOT-Interaction






        Haptic Navigation - ‘On Road’

        Haptic Navigating Service &
        New Form-factor for micro-mobility users

        • TIME LINE: Sep-Dec 2020
        • TEAM: Solo Project
        • MY ROLE: UX Design 100% / Product Design 100%
        • TOOLS: Rhino / Keyshot / Figma

        OVERVIEW
        As micro-mobility has become more popular, we've all stopped our scooters/bikes to check directions on our phones from time to time while riding. Even with smartphones attached to mobility, the behavior of looking at the screen while driving can be dangerous. The On-Road Haptic Navigating Formfactor project proposes to design an intuitive interface by minimizing the visual component and leveraging tactile information (haptics).

        #Haptic UX #Physical UX/UI #New Form-factor # Interface Design






          EV Charging Station’s UX Guideline

          Proposal for EV Charger Installation (corp. Humaxmobility)  

          • TIME LINE: Apr 2023
          • TEAM: Custome Experience Research Team(3 person) - as leader
          • MY ROLE : CX Research 80% , Making Guidline 100%, 3D Guidline 100%
          • TOOLS: MS PPTX, MS EXCEL, Rhino, Keyshot

          OVERVIEW
          As the lead CX researcher for a mobility company's Data Hub team, we identified accessibility issues in EV charger designs and installations. I led the development of EV charging installation guidelines, collaborating with team members to refine the proposal. I presented the final guidelines to the CEO and department heads, offering meaningful research insights.

          #Human Factor #Space UX #Data-Driven #EV Installation






            ‘Ping-Pong!’ - A Synesthetic Inspiration Tool 

            A Tactile-to-Auditory Experience App for Creative Ideation

            • TIME LINE: Mar – July 2019
            • TEAM: 2 Designers
            • MY ROLE: Experiment 100%, Interaction Design 70%, Sound Visualization 30%
            • TOOLS: Adobe XD, Illustrator, After Effects

            OVERVIEW
            People rely heavily on vision, and our creative imagination is largely shaped by visual perception, as the brain predominantly processes visual information. However, this dependence on sight constrains creative thinking and limits our capacity to engage other senses as sources of inspiration. To address this, we developed Ping-Pong: A Synesthesia (Tactile-to-Auditory) Inspiration Tool, which enables people to record and share everyday tactile experiences as sounds, then interpret and narrate them through imagination. By inferring the context of each sound and constructing narrative storylines, users can uncover hidden creative ideas and strengthen their imaginative thinking through auditory association.

            #Multi-Sensory Experience 
            #Creative Thinking Skills
            #Tactile-to-Audtory








              ‘Autbon’ - Corn Farming Package 

              Sustainable Corn Farming Package for Small Farms

              • TIME LINE: Sep-Dec 2020
              • TEAM: 2 Designer
              • MY ROLE: UX Research 50% | Package Design 50%
              • TOOLS: Adobe Illustrator | Dimension | Photoshop

              OVERVIEW
              The problem of world hunger has increased significantly due to climate change and food distribution epidemics. In particular, the Congo region is suffering from the most serious famine problem in the world. The Congo region has abundant resources and 70% of the population engages in agriculture, but the resource utilization rate is only 5%. To this end, we propose an agricultural inspiration package for small-scale family farmers living in the Congo region of Africa through a corn crop farming kit with a relatively high yield.

              #UX Research #Sustainable Design #Experience Design





              Research Publications



              Conference



              2023
              A Framework for Emergency Rescue Request on Construction Site in XR
              Lee, K., Sim, G., Nam, H., Ahn, S., Park, J., Park, JI. (2023). A Framework for Emergency Rescue Request on Construction Site in XR. In: Rauterberg, M. (eds) Culture and Computing. HCII 2023. Lecture Notes in Computer Science, vol 14035. Springer, Cham.
              [PDF] [URL] [Research Summary]

              XR Emergency Service System for Construction Builders
              Sim, G., Han, A., & Ahn, S., “XR Emergency Service System for Construction Builders,” Human-Computer Interaction Society of Korea Conference Proceedings 2023, pp.804-805. Feb. 2023. [PDF]  [URL] [Research Summary]  



              2022

              User Test of XR Service Apps for Construction Builders
              Han, A., Sim, G., & Ahn, S., “User Test of XR Service Apps for Construction Builders,” ICCC International Conference on Convergence of Content Proceedings 2022, pp.87-88. Dec. 2022. 
              [PDF] [URL]



              2019
              Base of Sound Sensibility Design Service Tool
              Sim, G., Lee, M., & Ahn, S., “Base of Sound Sensibility Design Service Tool,” KSDS International Conference Proceedings 2019, pp.298-99. Nov. 2019.
               [PDF]  [URL]
               





















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