Number of co-authors:36
Number of publications with 3 favourite co-authors:Sona S. Kwak:Myung-suk Kim:Wonjun Lee:
Youn-kyung Lim's 3 most productive colleagues in number of publications:Yvonne Rogers:99Eli Blevis:36Paul Marshall:28
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Youn-kyung Lim is Associate Professor at the Department of Industrial Design at KAIST, South Korea. She is currently in CMU HCII in US as a visiting scholar for her sabbatical year. Her research interests include experience-centered design, creativity and design, prototyping in design, interaction design theory, design informatics, and CSCW.
Publications by Youn-kyung Lim (bibliography)
Kim, Da-jung and Lim, Youn-kyung (2012): iSpace: interactivity expression for self-expression in an online communication environment. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 210-219. http://dx.doi.org/10.1145/2317956.2317989
In this paper, we suggest interactivity, which defines dynamic and invisible characteristics of an interactive system, as a medium for self-expression in an online communication environment. Since existing means of self-expression are visual- or text-oriented, they cover only a part of one's real self. Interactivity, however, is invisible, but still evokes emotional experiences depending on its value. Therefore, we expected that one's interactivity expression customization would also represent the different dimensions of one's characteristics. This study aims to explore the possibility of interactivity expressions as a new way of self-expression in an online communication environment. By conducting a user study with a social website prototype, namely, iSpace, in which each user's personal site can be distinguished by their different interactivity expressions, this study provides understandings of rationales and patterns of interactivity expressions, and design implications which we expect to inspire designers to consider them strategically in their design practices.
© All rights reserved Kim and Lim and/or ACM Press
Maeng, Seungwoo, Lim, Youn-kyung and Lee, KunPyo (2012): Interaction-driven design: a new approach for interactive product development. In: Proceedings of DIS12 Designing Interactive Systems 2012. pp. 448-457. http://dx.doi.org/10.1145/2317956.2318022
As a new approach to interactive product development, we found possibilities in interactions themselves as the starting point of a product development, and propose a concept of interaction-driven design. We focused on the movements in interactions, such as users' input behaviors and feedback movements from the system's output. In this paper, design patterns and their characteristics for three different interactive product development approaches, including our newly proposed one, were examined through an ideation workshop: 1) user-driven product development, 2) technology-driven product development, and 3) interaction-driven product development. We were able to see that results for the development of interactive products differed depending on the combining order or the linking patterns of factors such as form, function, and interaction. Interaction-driven product development opens up a wider range of linking possibilities compared to the other two approaches.
© All rights reserved Maeng et al. and/or ACM Press
Kim, Da-jung and Lim, Youn-kyung (2011): Handscope: enabling blind people to experience statistical graphics on websites through haptics. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2039-2042. http://dx.doi.org/10.1145/1978942.1979237
Statistical graphics on the web such as a tag cloud visually represent statistical data which are generated by website users. While sighted people can scan the latest information through the dynamic changes of statistical graphics, blind people, who cannot perceive them, lose opportunities to keep up to date in this quickly-changing society. In order to enable blind people to experience socially-generated statistical graphics, we propose a new assistive device, namely, Handscope, which translates statistical graphics on websites into simple height changes of its haptic pole. We conducted a two-phase user study with blind people in order to test its usability and explore its effects on the quality of blind users' web experiences. The results show the meaningful contribution of Handscope in extending the area of blind people's web experiences.
© All rights reserved Kim and Lim and/or their publisher
Woo, Jong-bum, Kim, Da-jung, Kim, Suin, Jo, Jaesung and Lim, Youn-kyung (2011): Interactivity sketcher: crafting and experiencing interactivity qualities. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1429-1434. http://dx.doi.org/10.1145/1979742.1979786
In this paper, we introduce the Interactivity Sketcher, which is an interactivity designing tool that can visualize and experience invisible interactivity in a tangible way by controlling Interactivity Attributes(IAs). The Interactivity Sketcher is composed of the IA application, input devices, output devices, and IA controllers. The Interactivity Sketcher can help to explore various qualities of interactivity by visualizing and manipulating the relationship between an input and an output through the IA controllers and the IA application. We expect that this tool will enable interaction designers to visualize their own thoughts of interactivity qualities so that they will be able to create their design as if they had 'sketched' it.
© All rights reserved Woo et al. and/or their publisher
Kim, Da-jung, Lim, Youn-kyung and Suk, Hyeon-Jeong (2011): My own-style interaction: exploring individuals' preferences to interactivity. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1861-1866. http://dx.doi.org/10.1145/1979742.1979897
There have been studies about users' preferences on different physical styles of interactive products, but the exploration of interactivity preferences and the value of customizing its expressions have not been emphasized much yet. In this paper, we conducted a three-phase user study in order to investigate individual preferences to different qualities of interactivity and its relationship with individual differences. The results showed that people have diverse preferences for several attributes of interactivity, similar to the case for appearances of products, and there are close relationships between individual differences such as human personality traits. Based on these results, we discussed their implications for designing attractive interaction.
© All rights reserved Kim et al. and/or their publisher
Lee, Sang-Su, Lim, Youn-kyung and Lee, Kun-Pyo (2011): A long-term study of user experience towards interaction designs that support behavior change. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 2065-2070. http://dx.doi.org/10.1145/1979742.1979909
Many researches on interaction design that supports users' behavior change in everyday life are studied recently especially in the domain of pervasive technology. However, not much attention has been paid to long-term effects on users in such cases. This paper presents our initial work of a long-term (8 month) study of users' self-report of experiences with an ambient dashboard feedback system in an automobile called Eco-driving system. It was notable that user satisfaction changed positively following active self-efforts made by users to understand the system after the negative shift due to initial disappointment. This work will be a first step to build a framework of how users accept systems designed to persuade them to change behavior over time.
© All rights reserved Lee et al. and/or their publisher
Lee, Wonjun and Lim, Youn-kyung (2010): Thermo-message: exploring the potential of heat as a modality of peripheral expression. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4231-4236. http://doi.acm.org/10.1145/1753846.1754131
Peripheral expressions using various modalities are considered as possible alternative ways of delivering information in our communication. In this research, we aimed to explore how the thermal expression can be used in the interpersonal communication. Based on the result of the focus group interview, we developed a pair of devices with which the users can exchange a "thermal message" each other. Experience prototyping was conducted with the devices in the real daily life context of the users. We identified the charateristics of thermal expression, and confirmed the potential of the thermal expression in interpersonal communication.
© All rights reserved Lee and Lim and/or their publisher
Lee, Heewon, Lee, Woohun and Lim, Youn-kyung (2010): The effect of eco-driving system towards sustainable driving behavior. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 4255-4260. http://doi.acm.org/10.1145/1753846.1754135
In this paper, we explore the use of an Eco-Driving System to see how the system promotes greener driving behavior. We conducted both an online survey (N=60) and a user test (N=14) to study the Eco-Driving System. Based on participant responses, we found that the current Eco-Driving System shows minor benefits in gas mileage due to different driving behaviors and also increased task loads for our participants. Therefore, we suggest a new research direction for the Eco-Driving System for further study.
© All rights reserved Lee et al. and/or their publisher
Lim, Youn-kyung, Lee, Sang-Su and Lee, Kwang-young (2009): Interactivity attributes: a new way of thinking and describing interactivity. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 105-108. http://doi.acm.org/10.1145/1518701.1518719
We propose a new perspective, seeing interactivity that is the immaterial part of an interactive artifact as something concretely describable and perceivable as we do with physical materials. In order to examine the validity of this proposal, we extracted a set of interactivity attributes to be used as a design language for thinking and describing interactivity in a new way, and conducted an online survey with 14 Flash prototypes representing pairs of values of 7 interactivity attributes we extracted. The result showed that all the interactivity attributes were significant, and participants experienced distinctive and meaningful emotional effects for different interactivity attributes.
© All rights reserved Lim et al. and/or ACM Press
Woo, Jong-bum and Lim, Youn-kyung (2009): Contact-and-connect: designing new pairing interface for short distance wireless devices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3655-3660. http://doi.acm.org/10.1145/1520340.1520550
To solve the problem of the current pairing method of wireless devices with button interface, this paper suggests a new way of pairing wireless devices in short distance with which it requires physically contacting them together, which we call Contact-and-Connect Interface. Through prototyping, we examined the usability of this new interface, and as a result, we realized that all of the participants recognized the pairing easily due to the following three factors: contact action, LED visualization of connection, and instant feedback of what is happening. We also figured out which external forms have better affordance for the contact action, and the ones having no sharp edges with a perfect fit worked best.
© All rights reserved Woo and Lim and/or ACM Press
Seong, JinHa, Lee, Woohun and Lim, Youn-kyung (2009): Why we cannot work without paper even in a computerized work environment. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4105-4110. http://doi.acm.org/10.1145/1520340.1520625
As work environment becomes more computerized, it has been long expected that the computer will substitute for paper. However, in fact, this expectation has strayed. Paper is still around in the work environment; moreover, computers and papers are used in conjunction with each other. In this study, we suggest the term "human-computer-paper interaction" considering these phenomena. Using contextual inquiry and lab-based user study, we explored the switchover in human-computer-paper interaction and determined what incites this interaction. Through this study, we attempted to provide considerable insights into the HCI design area.
© All rights reserved Seong et al. and/or ACM Press
Kim, Ryoung, Kwak, Sona S., Lim, Youn-kyung and Kim, Myung-suk (2009): Focus group interview for designing a growing robot. In: Proceedings of the 4th ACM/IEEE International Conference on Human Robot Interaction 2009. pp. 305-306. http://doi.acm.org/10.1145/1514095.1514188
This study describes preliminary research for designing a growing robot. To explore the interaction between a human and an object that changes physically through its growth, focus group interviews were conducted with participants who kept pets, plants, and a plant-like product. An appropriate target model for designing a growing robot, the value of raising living things, and the features of interaction that induce affinity were examined.
© All rights reserved Kim et al. and/or ACM Press
Rogers, Yvonne, Lim, Youn-kyung, Hazlewood, William R. and Marshall, Paul (2009): Equal Opportunities: Do Shareable Interfaces Promote More Group Participation Than Single User Displays?. In Human-Computer Interaction, 24 (1) pp. 79-116. http://www.informaworld.com/10.1080/07370020902739379
Computers designed for single use are often appropriated suboptimally when used by small colocated groups working together. Our research investigates whether shareable interfaces -- that are designed for more than one user to interact with-can facilitate more equitable participation in colocated group settings compared with single user displays. We present a conceptual framework that characterizes Shared Information Spaces (SISs) in terms of how they constrain and invite participation using different entry points. An experiment was conducted that compared three different SISs: a physical-digital set-up (least constrained), a multitouch tabletop (medium), and a laptop display (most constrained). Statistical analyses showed there to be little difference in participation levels between the three conditions other than a predictable lack of equity of control over the interface in the laptop condition. However, detailed qualitative analyses revealed more equitable participation took place in the physical-digital condition in terms of verbal utterances over time. Those who spoke the least contributed most to the physical design task. The findings are discussed in relation to the conceptual framework and, more generally, in terms of how to select, design, and combine different display technologies to support collaborative activities.
© All rights reserved Rogers et al. and/or Taylor and Francis
Hazlewood, William R., Connelly, Kay, Makice, Kevin and Lim, Youn-kyung (2008): Exploring evaluation methods for ambient information systems. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2973-2978. http://doi.acm.org/10.1145/1358628.1358793
In this paper, we begin by laying out our motivation for exploring methods of evaluating Ambient Information Systems, with a strong push toward in-situ studies. Next, we describe a simple study which was conducted to give us further insight into this research domain. We conclude by discussing the insights gained from our study, and possible ways to improve our evaluation results in future iterations.
© All rights reserved Hazlewood et al. and/or ACM Press
Bhandari, Shruti and Lim, Youn-kyung (2008): Exploring gestural mode of interaction with mobile phones. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2979-2984. http://doi.acm.org/10.1145/1358628.1358794
The study explores the users' perceptions to a novel interaction method with mobile phones. We study responses and reactions of participants towards gestures as a mode of input with the help of a low fidelity prototype of a camera mobile phone. The study uses an approach inspired by participatory design to gauge the acceptance of gestures as an interaction mode.
© All rights reserved Bhandari and Lim and/or ACM Press
Rahn, Rahn C., Lim, Youn-kyung and Groth, Dennis P. (2008): Redesigning video analysis: an interactive ink annotation tool. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3339-3344. http://doi.acm.org/10.1145/1358628.1358854
Video recording and analysis is an important tool for user experience researchers. This project aimed to learn more about how an interactive video annotation method might affect video analysis. Ink annotations on video were used as the annotation method, and an early prototype was demonstrated to professional user experience researchers. Feedback on the interactive video analysis method was positive. A new tool was designed and is being implemented that emphasized the insights gained from analysis of the initial research, including: collaborative timeline visualization, refined interaction with ink annotation tools, a refined general annotation toolset, and a toolset for reporting findings. Further lessons from implementation are noted, including: video manipulation, space limitations for tool navigation, and reporting tool development.
© All rights reserved Rahn et al. and/or ACM Press
Lim, Youn-kyung, Stolterman, Erik A. and Tenenberg, Josh (2008): The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. In ACM Transactions on Computer-Human Interaction, 15 (2) p. 7. http://doi.acm.org/10.1145/1375761.1375762
The role of prototypes is well established in the field of HCI and Design. A lack of knowledge, however, about the fundamental nature of prototypes still exists. Researchers have attempted to identify different types of prototypes, such as low- vs. high-fidelity prototypes, but these attempts have centered on evaluation rather than support of design exploration. There have also been efforts to provide new ways of thinking about the activity of using prototypes, such as experience prototyping and paper prototyping, but these efforts do not provide a discourse for understanding fundamental characteristics of prototypes. In this article, we propose an anatomy of prototypes as a framework for prototype conceptualization. We view prototypes not only in their role in evaluation but also in their generative role in enabling designers to reflect on their design activities in exploring a design space. We base this framework on the findings of two case studies that reveal two key dimensions: prototypes as filters and prototypes as manifestations. We explain why these two dimensions are important and how this conceptual framework can benefit our field by establishing more solid and systematic knowledge about prototypes and prototyping.
© All rights reserved Lim et al. and/or ACM Press
Chang, Yen-ning, Lim, Youn-kyung and Stolterman, Erik A. (2008): Personas: from theory to practices. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 439-442. http://doi.acm.org/10.1145/1463160.1463214
Persona is a technique being used by practicing designers in interaction design. Existing research presents the ways personas should/could be used, or report new efforts of making good use of the persona concept. Comparing to the primary idea of persona, this paper explores some manners with which practitioners actually utilize persona in their work, which has not been emphasized in-depth in current literatures. Our findings provide an initial step showing how practitioners in a creative way develop various usages of personas in practice. We believe this research not only expands the understanding of personas in design, but also gives insights about how practicing designers adapt and make design "tools" their own.
© All rights reserved Chang et al. and/or their publisher
Lim, Youn-kyung and Rogers, Yvonne (2008): A Framework and an Environment for Collaborative Analysis of User Experience. In International Journal of Human-Computer Interaction, 24 (6) pp. 529-555. http://www.informaworld.com/10.1080/10447310801971204
Pervasive technologies, such as shared interactive surfaces and mobile devices, are beginning to be used to support a diversity of collaborative user experiences. Compared with fixed PC applications, however, they are more difficult to evaluate. Of importance, it requires understanding the context of use through capturing and analyzing different types of data (e.g., conversations, gestures, movements) and re-representing them at different levels of abstraction. This can make the analysis complex and unwieldy, requiring teams of analysts to manage it. A new approach to managing the complexity of collaborative analysis is presented, where an integrated physical and conceptual space have been co-designed to allow design teams to readily share and transfer their interpretations of data through preserving the contextual information. A case study is described showing how a collaborative analysis approach enabled small groups of designers to work together to interpret and further analyze a variety of data.
© All rights reserved Lim and Rogers and/or Lawrence Erlbaum Associates
Lim, Youn-kyung, Stolterman, Erik A., Jung, Heekyoung and Donaldson, Justin (2007): Interaction gestalt and the design of aesthetic interactions. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 239-254. http://doi.acm.org/10.1145/1314161.1314183
Blevis, Eli, Lim, Youn-kyung, Roedl, David and Stolterman, Erik A. (2007): Using Design Critique as Research to Link Sustainability and Interactive Technologies. In: Schuler, Douglas (ed.) OCSC 2007 - Online Communities and Social Computing - Second International Conference July 22-27, 2007, Beijing, China. pp. 22-31. http://dx.doi.org/10.1007/978-3-540-73257-0_3
Lim, Youn-kyung, Blevis, Eli and Stolterman, Erik A. (2007): Grand Challenges in Design Research for Human-Centered Design Informatics. In: Schuler, Douglas (ed.) OCSC 2007 - Online Communities and Social Computing - Second International Conference July 22-27, 2007, Beijing, China. pp. 106-115. http://dx.doi.org/10.1007/978-3-540-73257-0_12
Lim, Youn-kyung, Pangam, Apurva, Periyasami, Subashini and Aneja, Shweta (2006): Comparative analysis of high- and low-fidelity prototypes for more valid usability evaluations of mobile devices. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 291-300. http://doi.acm.org/10.1145/1182475.1182506
Validation of low-fidelity prototyping test results is difficult because we cannot claim whether the results are the effect of the prototype itself or the essence of the design concept we try to evaluate. However, it will cost too much if we implement a fully functional prototype for more valid evaluation. In this research, we provide a qualitative and reflective analysis of usability evaluations of a text messaging functionality of a mobile phone by comparing three types of prototyping techniques -- paper-based and computer-based and fully functional prototype. This analysis led us to realize how significantly the unique characteristics of each different prototype affect the usability evaluation in different ways. We identify what characteristics of each prototype causes the differences in finding usability problems, and then suggest key considerations for designing more valid low-fidelity prototypes based on this analysis.
© All rights reserved Lim et al. and/or ACM Press
Rogers, Yvonne, Lim, Youn-kyung and Hazlewood, William R. (2006): Extending Tabletops to Support Flexible Collaborative Interactions. In: First IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2006 5-7 January, 2006, Adelaide, Australia. pp. 71-78. http://doi.ieeecomputersociety.org/10.1109/TABLETOP.2006.13
Blevis, Eli, Lim, Youn-kyung, Ozakca, Muzaffer and Aneja, Shweta (2005): Designing interactivity for the specific context of designerly collaborations. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1216-1219. http://doi.acm.org/10.1145/1056808.1056880
We report on one of several exploratory, formulative studies that we conducted to help inform the thoughtful use of mixed physical and digital interactivity in a wiki-based system targeted at design collaborations. This study had two parts, both involving bar-coded cards, a bar-code scanner, and a projector. One part emphasized a creative, synthesis-oriented design activity. The other part emphasized a decision-making design activity. We learned that our method of designing the physical cards and the variance in the types of information we included on the cards significantly affected the collaborative behaviors. We also learned that the extension of interactivity from the digital to the physical world and back again successfully scaffolded both creative and decision-making activities in our context, although with some very notable differences in interactive behaviors between the specific activities. This latter point notwithstanding, we learned that allowing high-resolution, small size physical cards to be arrayed and manipulated on a shared surface matters much more for the purposes of scaffolding the collaborative activities than the ability to scan and project large-size, low-resolution facsimiles of the same information, in specific contexts of collaborative story-creation and decision making.
© All rights reserved Blevis et al. and/or ACM Press
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