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List of publications is also
available. | |||
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Design research for... |
...Educational Technologies ...Media Collections ...Computer-Mediated Communication ...Art, Performance, and Other |
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| Educational Technologies |
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Mischief (MightyMice, Mouse on
Each
Desk) (ACM CHI, 2006-2008) | ||
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PathFound.com (Stanford University, 2008-2009) | ||
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Comicboarding (ACM CHI, Spring 2007) | ||
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Games addressing 'Mute English' (HCI International, Spring 2007) | ||
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Redesigning the
Graphing Calculator (CMU Capstone, 2004)
Working in a team of 5, we went through the entire user-centered design process to redesign Texas Instrument's line of graphing calculators. Details | ||
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Review
Sheets for eTextbooks (ACM CHI, Spring 2002)
Integrating 'Review Sheet' functionality into used by electronic textbooks. Details | ||
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Teaching
HCI to High School Students (CMU, Summer 2003) Teaching CS via HCI at CMU's summer program top minority high school students. Details | ||
| Media Collections |
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Picpax (Picpax LLC, 2007-2009) A novel service that offers hand-editing of media collections. You'll be hooked after one try. | ||
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Mobile Media Conversations (MSR Asia, 2005) Affordances to use the 'quoting' metaphor to enable
contextualized mobile
media conversations. | ||
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Internet Video Perusal (MSR Asia, 2005 - 2006) Interaction design for passive persual of Internet video on a TV interface. | ||
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Informedia Client Design and Evaluation (ACM IR, Etc., 2002 - 2004) Multimedia information retrieval and visualization techniques. | ||
| Computer-Mediated Communication |
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Peripheral IM Device (ACM CHI, Spring 2007) | ||
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"Apeer",
Social Communication Tool (ACM CHI, Spring 2004) | ||
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"Sensay",
the Context-Aware Mobile Phone (IEEE ISWC, Spring 2003) We designed and built a working prototype of a contextually-aware mobile phone. Details | ||
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RSS
Aggregators (MSR Technical Report, Spring 2007)
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Supporting
Rich Emotional Communication (CMU, December 2003) BodyNote is a haptic device aimed to supporting casual emotional communication between partners seperated over distances during a typical workday. Details | ||
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Videomail for Migrant Workers (ACM DUX, Fall 2005) | ||
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Enabling
Smart Mobs (CMU, Spring 2003) A presentation I gave concerning the proflieration of "Smart Mobs". · What are Smart Mobs? (WMV, 7.5min, 8mb) · Social Implications of Mobile Communications (WMV, 20min, 12mb) & PPT deck. · dWave: Enabling Smartmobs (WMV, 23min, 10mb) Featured on SmartMobs.com. | ||
| Art, Performance, and Other |
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Improvisational Acting
(Beijing, 2006-2007) | ||
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Direct Pointer
(CHI, 2006) | ||
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Botanical
Timekeeping Device (CMU, Fall 2003) A set of three devices our team created to solve the problem of remembering to water houseplants. Details (Flash presentation & movie) |
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HCI
Institute T-Shirt Design Contest Winner (CMU, August 2002) My group won the CMU's HCI Institute's annual T-shirt design contest. |
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CHI
Interactionary Design Contest Winner (ACM CHI, Spring 2002)
My group's team won the annual CHI Interactionary Design Contest in front of a live audience of HCI academics and professionals. | ||
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Crazy
Game of Poker (Filmmaker's, Summer 2003) A music video using irony to subvert MTV-influenced pop culture. Crazy Game of Poker (WMV, 8mb, 5min) DISCLAIMER: All events are theatrical reenactments. All characters are actors and all places and timelines are the script of a fictional event. | ||
| A
Spiritual Journey (CMU, Spring 2003) A CMU University Lecture Series presentation I gave about my backpacking trip across 13 countries during 1999-2000. A Spiritual Journey (PPT + WMA, 60min, 18mb). Unzip the two files into a folder and open the presentation. Press F5 and the show will start (along with the sound) and transition automatically from one slide to the next. There is no video, it's a slideshow + sound. | |||
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IBU:
Telepresence Art (CMU, Fall 2002) An art project that allows users to experience remote locations through an actor. IBU: We Hardly Knew You (WMV, 7.5min, 8 mb) IBU (read "I Be You") is an immersive experience where the user steps into a booth and essentially experiences the world from the point of view of another person; i.e. the user steps into the head of the actor. This is accomplished using real-time audio, video, and biometric data in a 2-way communication between the actor and the user. |
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Photography (Earth,
1999-2007) Not yet available | ||