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.
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.
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 that match the interests and previous professional experiences of elderly users to encourage their social participation. The service provides real-time information on volunteer centers and activities to improve life satisfaction, quality of life, and social participation.
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 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).
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.
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
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