Research Experience

  • Development of Servitization on Smart Air Clean System Airbot Airblock using Acoustic Waves and Clean Plasma Technology
    @Korea Air Industry Promotion Association
    Advisor: Prof. Younah Kang / Oct. 2022 - Present
    • Deployed server connection to send signals of different scenarios
    • Conducted usability testing session with VR device

  • Robogram @Incheon Start-up Park
    Advisor: Prof. Younah Kang, Prof. Keeheon Lee / June 2022 - Nov. 2022
    •Conducted heuristic evaluation and usability testings of Robogram’s website featuring programming with Roblox to improve user experience
    • Consulted on the game design tutorial and marketing strategy

  • AppMedia @Incheon Start-up Park
    Advisor: Prof. Younah Kang, Prof. Keeheon Lee / June 2021 - Nov. 2022
    • Conducted heuristic evaluation and usability testings of AppMedia’s Learning Korean in Japanese App Book to improve user experience with the product
    • Consulted on the curriculum and content composition

  • CSENL Inc. @Incheon Start-up Park
    Advisor: Prof. Younah Kang / June 2021 - Nov. 2021
    • Conducted desk research and analyzed user needs on CSENL’s air purifier mask through dairy studies
    • Consulted on the website design and product design

  • Design for Experience Lab @Yonsei University
    Advisor: Prof. Younah Kang / Mar. 2021 - Present
    • Conducted research on user experience in terms of Human-Computer Interaction collaborating with various master’s degree students.

  • Computational Science and Engineering Lab @Yonsei University
    Advisor: Prof. Eunjung Lee / July 2020 - Aug. 2020
    • Studied machine learning models using Python and Matlab as a summer research intern

Publications

Some of the research that hasn't been officially published yet can be found on Project Tab.

Daeun Hwang, Younah Kang. (2022).
How Does Constructive Feedback in an Educational Game Sound to Children?
(In press) International Journal of Child-Computer Interaction

picture of interactive media artwork

Educational games are effective tools for children, as they naturally increase their motivation and engagement. While previous studies have revealed the varying influences of different types of feedback in education, there has been a lack of attention to the design of constructive feedback in educational games.

This study involves a 2 (peer and adult voice) x 3 (verification, encouragement, and elaboration type) factorial design to observe how different voices and types of feedback affect children’s performance, retention, inquisitiveness, impressions, and emotional reactions while playing a math game designed for preschoolers called MathSoup.


Read Paper →

Daeun Hwang, Sangeun Oh, Soojin Jun. (2022).
Does Interactive Media Art Engage an Audience More Than Non-Interactive One Does?
(In press) KSDS 2022 Conference Proceeding. Korea Society of Design Science

picture of interactive media artwork

With the emergence of computational technology, interactive media art installation enabled a unique experience of engaging the audience to be part of the artwork. This research aims to verify how media art itself affects the audience's locus of control and whether possessing interactivity can make a significant difference.

This study involves experimental pre-test and post-test with questionnaires to measure change of locus of control, which will be analyzed through paired t-test and independent t-test. Post-test questionnaire also measured emotional engagement through an exploratory approach. Overall, this study verifies the impact of media art on participant engagement and implies what types of emotions would interactivity provoke, which ultimately expands the potential of interactive media art.


See Presentation File →

Daeun Hwang, Minzy choi, Hyerim Jung, Yun Jung Baek, Hyo Bin Lee, Youbeen Lee, Jaeyun Ho, Joohyun Lee, Soojin Jun. (2022).
Meari: Interactive Smart Screen Designed to Tailor Personal Hiking Routes.
(In press) KSDS 2022 Conference Proceeding. Korea Society of Design Science.

picture of meari

While the popularity of hiking is increasing, fast-changing hiking trends and hikers’ needs are not being reflected actively. In order to discover young hikers’ behavioral patterns and their needs, we conducted several user researches. We conducted several in-depth interviews, performed affinity mapping, led a participatory design workshop, and finally derived a design solution based on the insights we gathered. We have discovered that users sought specific and personalized information.

The solution designed through these user researches is Meari, an interactive smart screen that allows users to either receive hiking trail suggestions or customize their own hiking trail based on their preferences. Through usability testing, we have confirmed potential to improve hiking experience by effectively aiding hikers by providing the most befitting trail for their preference. This would also prevent possible injuries for hiking a course with a difficulty beyond users’ capacity.


See Presentation File →


Daeun Hwang, Yoon Joo Chung, YeaJin Mary Yoo, Soojin Jun, Todd Holoubek. (2020).
Sbin: Smart, Interactive and IoT-Based Rotating Garbage Classifying Bin.
KSDS 2020 Conference Proceeding, 172-173. Korea Society of Design Science

picture of sbin

According to a research conducted by Do-It Survey, 64% of Korean people have trouble classifying garbage correctly . Even though people try to learn the recycling rules, the variety of regulations on garbage classification creates vagueness and complexity.

To address this problem, this paper presents a smart, interactive, and IoT-based trash bin named ‘Sbin’. Sbin is designed and built to help users sort out and recycle trash properly with ease and convenience. When the user indicates what the trash is, Sbin will respond with the type of trash and rotate itself to present the accurate section for the user to deposit.

Furthermore, Sbin is connected to the central IoT hub where the user’s waste disposal pattern is recorded, making the data available for future predictive analysis. Ultimately, the user learns how to recycle trash, including the hybrid types composed of different materials, as well as monitor waste and consumption patterns.


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If you want to hear about my on-going research or papers under review, please contact me!