Publication statistics

Pub. period:2004-2011
Pub. count:16
Number of co-authors:26


Number of publications with 3 favourite co-authors:

Jinyung Park:
Young-Woo Park:
Ji-Dong Yim:



Productive colleagues

Tek-Jin Nam's 3 most productive colleagues in number of publications:

Woohun Lee:20
Ji-Dong Yim:14
Hyunjung Kim:7

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Tek-Jin Nam


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Current place of employment:

Associate Professor in the department of Industrial Design, KAIST, Korea. He leads C-Design and Interaction Design Research (CIDR) group at KAIST.


Publications by Tek-Jin Nam (bibliography)

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Lee, Moon-Hwan, Nam, Tek-Jin and Suk, Hyeon-Jeong (2011): Effect of levels of automation on emotional experience in intelligent products. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2083-2088.

Many scientists and engineers have researched how to apply automation technology to intelligent products. Emotional experiences in products have been considered as important factors for users' satisfaction as well. With users' emotions in mind, it is necessary to consider whether automated products indeed provide humans with emotionally satisfying experiences. In this paper, we investigated how different levels of automations affect users' experiences from an emotional point of view. Through experiments, effects of cognitive automation and motor automation were explored. The paper concludes with recommendations for applying automation technologies to intelligent products.

© All rights reserved Lee et al. and/or their publisher

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Park, Young-Woo, Hwang, Sungjae and Nam, Tek-Jin (2011): Poke: emotional touch delivery through an inflatable surface over interpersonal mobile communications. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 61-62.

In this paper we present Poke -- a soft and human-like remote touch technique through an inflatable surface. We aimed to design it for delivering more emotional and pleasant touches over interpersonal mobile communications. Poke enables to touch human's skin with an inflatable surface according to the other user's finger pressures and hand gestures during a phone call. It delivers different kinds of pokes and other affective touches with its inflating patterns (strengths and repetitions) and vibrations from the top of the inflatable surface. The paper also suggests affective touches such as weak/hard poke, poke and then shake, poke back and pat which can be exchanged during typical phone calls.

© All rights reserved Park et al. and/or ACM Press

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Park, Young-Woo, Lim, Chang-Young and Nam, Tek-Jin (2010): CheekTouch: an affective interaction technique while speaking on the mobile phone. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3241-3246.

We present a new affective interaction technique, called CheekTouch, by combining tactile feedback, delivered through the cheek, and multi-finger input, while speaking on the mobile phone. We designed a prototype by using a multi-touch mobile device and a 4x3 vibrotactile display device. We identified six affective touch behaviors (pinching, stroking, patting, slapping, kissing and tickling) that can be exchanged through one another's cheeks while speaking on the phone. We mapped the affective touch behaviors on tactile feedback expressions of the vibrotactile display. Results of a preliminary user study suggest that our technique is positively evaluated by the participants and applicable to intimate and emotional communication.

© All rights reserved Park et al. and/or their publisher

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Hong, Yoonjung and Nam, Tek-Jin (2010): A method to get rich feedbacks from users in an interview for design concept decision. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 3907-3912.

Although participatory design methods such as co-creation and cultural probes are used in many forms of design practice, user involvement in the design concept decision phase is more difficult and rather rare. The aim of this research is to investigate a method that helps designers get rich feedbacks from users to help in making decisions on design concept directions. We present a method, called 'Fuzzy&Clear', which uses a level of clarity and concreteness when the concept directions are shown to users in group interviews or workshops. We also report on a design project case study to show how the method can be used and how the method impacts user feedback on a design project case study. The results show that the method helped develop diverse viewpoints and make a positive impact on getting more valuable user feedback. With this approach, designers and users can maintain a complementary cooperation as co-creators.

© All rights reserved Hong and Nam and/or their publisher

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Hong, Yoonjung, Jo, Jaesung, Kim, Yoonhee and Nam, Tek-Jin (2010): 'STEPS': walking on the music, moving with light breathing. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4799-4804.

Recently calm technology has been widely applied. Many cases help to enhance social intimacy among close people. Particularly, the area of family members has opportunities to support feeling of connectedness. We aim to investigate of implication through case study of calm technology to support social interaction. We suggested a mutual communication system; Steps, it supports emotional communion in short time separation. It consists of an attachable device for parents and shoes for children. It helps remote and non-verbal communication in a shopping context. We achieved to solve the worry of safety and fear, curiosity issues by sharing their steps. It is also sublimated from daily activities to pleasurable interaction. It suggested a possibility to extend the application of calm technology.

© All rights reserved Hong et al. and/or their publisher

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Kim, Chang Won and Nam, Tek-Jin (2009): Talkative cushion: a phatic audio device to support family communication. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2631-2634.

The 'Talkative Cushion' is a novel audio recorder which transforms recorded voices into humorous and ludicrous sounds. It is proposed as a phatic device for homes. It is designed to make people playful and funny when communicating in homes because a delightful situation makes people active to talk. In this paper, we describe why and how a cushion is selected as our target object and how the concept of phatic technologies applied to the cushion.

© All rights reserved Kim and Nam and/or ACM Press

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Kim, Ju-Whan, Kim, Yun-Kyung and Nam, Tek-Jin (2009): The ténéré: design for supporting energy conservation behaviors. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2643-2646.

We present the Tnr, electric power extension cords, designed to support people's energy conservation behaviors. The focus of design solutions was to provide appropriate energy awareness information in meaningful and emotional ways while products are being used. A narrative of tree was used to indicate energy use. The Tree of Tenere was the most isolated tree in the world. The tree is dead now and replace by a tree-like sculpture. It symbolizes the environmental consequences of human activity. When users overuse electricity, the graphics of the tree is transformed to the sculpture. This interactive graphics on the product encourages sustainable behaviors. Users are expected to be impressed and change their energy behaviors. Also we verified narrative-embedding approach is considerable method for industrial design field.

© All rights reserved Kim et al. and/or ACM Press

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Kim, Seoktae, Kim, Hyunjung, Lee, Boram, Nam, Tek-Jin and Lee, Woohun (2008): Inflatable mouse: volume-adjustable mouse with air-pressure-sensitive input and haptic feedback. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 211-214.

Inflatable Mouse is a volume-adjustable user interface. It can be inflated up to the volume of a familiar mouse, but be deflated and stored flat in a PC card slot of a laptop computer when not in use. Inflatable Mouse functions just like a typical mouse; moreover, it provides new interaction techniques by sensing the air pressure in the balloon of the mouse. It also addresses some issues associated with pressure-sensing interactions such as the lack of bi-directional input and the lack of effective feedback. Moreover, it can be used as both a control tool and a display tool. In this paper, the design of an Inflatable Mouse prototype is described and potential application scenarios such as zooming in/out and fast scrolling using pressure control are explained. We also discuss the potential use of Inflatable Mouse as an emotional communication tool.

© All rights reserved Kim et al. and/or ACM Press

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Park, Sunyoung, Nam, Tek-Jin and Lim, Yuree Stacy (2008): Creating social value of interactive media installation: case study of designing "wish spark". In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2835-2840.

We present a public interactive media installation, "Wish Spark" that evokes people's participation, sharing and giving. Different from art-based interactive media installation, Wish Spark has a practical feature; an aid for making donation a pleasurable, meaningful, and interactive activity. Our main concept is to make a system that appeals donation behavior as an act of fun not as a buggy activity, and finally lead people to make freewill contribution for society. This paper presents design process on how to make synergic effect of charitable giving as well as makes people have fun together. The act of throwing coin into the fountain was found to be a powerful and traditional way of making donation, thus it was used as a main metaphor for our solution. When people throw coins with their wish into Wish Spark, light and sound expressions occur to create a pleasurable user experience. The corrected coins are represented as people's wishes. Wish Spark is suggested to install in the landing gate of the airport because people can easily have a chance to give donation with small effort. In this project, we suggest a possibility to extend the social value of media installation by introducing interaction design process between human and public environment.

© All rights reserved Park et al. and/or ACM Press

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Park, Jin-Yung and Nam, Tek-Jin (2008): Dynamic design elements for the peripheral interaction of ambient media. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3717-3722.

Ambient media utilize peripheral awareness in interaction with people, which can be described as peripheral interaction. It represents information through dynamic changes of light, sound, form, or color in a physical space. In this study we present dynamic design elements and methods to apply them for peripheral interaction of ambient media in a physical space. We report on characteristics of dynamic design elements for peripheral interaction by reviewing literatures in psychology or related to ambient media. Based on the characteristics, we describe our design and prototype system of new ambient media, Cyber Pung-Kyung, focusing on how to apply dynamic design elements for peripheral interaction.

© All rights reserved Park and Nam and/or ACM Press

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Lee, Jong-Hoon, Park, Jin-Yung and Nam, Tek-Jin (2007): Emotional Interaction Through Physical Movement. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part III 2007. pp. 401-410.

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Park, Kyung S., Cho, Il Haeng, Hong, Gi Beom, Nam, Tek-Jin, Park, Jin-Yung, Cho, Seong Ik and Joo, In-Hak (2007): Disposition of Information Entities and Adequate Level of Information Presentation in an In-Car Augmented Reality Navigation System. In: Smith, Michael J. and Salvendy, Gavriel (eds.) Symposium on Human Interface 2007 - Part II July 22-27, 2007, Beijing, China. pp. 1098-1108.

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Nam, Tek-Jin (2007): Collaborative Design Prototyping Tool for Hardware Software Integrated Information Appliances. In: Shumaker, Randall (ed.) ICVR 2007 - Virtual Reality - Second International Conference - Part 1 July 22-27, 2007, Beijing, China. pp. 504-513.

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Yim, Ji-Dong, Park, Jinyung and Nam, Tek-Jin (2007): A Simple Video Tracking Tool for Interactive Product Designers and Artists Using Flash. In International Journal on Interactive Design and Manufacturing, 1 (1) pp. 51-53.

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Nam, Tek-Jin (2005): Sketch-based rapid prototyping platform for hardware-software integrated interactive products. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1689-1692.

This paper presents a platform in which interaction designers can effectively and rapidly develop tangible interactive prototypes by sketching. The study aims to build a platform that plays the role of sketching in the hardware-software integrated interactive product design process. The platform consists of three components: a sketch based interactive concept exploration software application called STCtools, a set of physical user interface(PUI) widgets with a key converter and a video projection based Augmented Reality desk (ARdesk). For prototyping, a designer creates hardware and software sketches with pen based computers using STCtools. Sketches of hardware and software are drawn in a client device and composed in an electronic whiteboard, which is the server device. PUI widgets can be physically attached on a foam mockup or on a screen of the client device. The hardware-software integrated simulations are conducted on ARdesk. The sketch simulation is captured and projected onto a paper marker created with invisible infra-red ink.

© All rights reserved Nam and/or ACM Press

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Yim, Ji-Dong and Nam, Tek-Jin (2004): Developing Tangible Interaction and Augmented Reality in Director. In: CHI 04 Extended Abstracts on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 1541-1541.

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