Joonhwan Kim's research while affiliated with Samsung and other places

Publications (9)

Article
Full-text available
While society changes its focus from "well-fare" to "well-being," design becomes increasingly interested in the question whether it can design for happiness. In the present paper, we outline Experience Design, an approach which places pleasurable and meaningful moments at the center of all design efforts. We discuss reasons for focusing on experien...
Conference Paper
Full-text available
A huge shift in design in the industry has widened the design scope from pursuing usability and visual attraction to covering user’s comprehensive experience. One of the most important aspects of the user experience design is providing positive and enjoyable experience to the users. While both tangible and intangible approaches are important, only...
Conference Paper
The ongoing conflict designers face between the Universal User Interface, focusing on general predispositions, and the Customized User Interface, adjusted to individualistic characteristics, is more prevalent than ever. One reason for this enduring conflict is that mobile devices require that user interfaces (UI) be optimized for each individual us...
Conference Paper
Research trends in user interface design and human-computer interaction have been shifting toward the consideration of use context. The reflection of differences in users’ cultural diversity is an important topic in the consumer electronics design process, particularly for widely internationally sold products. In the present study, the authors comp...
Conference Paper
In a small hand-held device, a common method of interaction design is expressed by metaphors. Additionally, the labeling can help to understand the meaning of metaphors. Two elements are important to express information and functions appropriately within the physically limited range of the device. For global products, the metaphors should be recogn...
Conference Paper
A study with the purpose of providing user experience that is consistent with various devices was conducted at a global electronics company that manufactures a variety of digital electronic products. Products selected as study subjects were handheld devices that can receive DMB (Digital Media Broadcasting), play multimedia files, and create files s...
Conference Paper
Designing a user experience is a multi-disciplinary field. While different points of view and diverse approaches are recommended due to the variety of its nature, understanding a user is important in ensuring quality outcomes in all approaches. In this paper, we describe practical user research approaches that we applied in our user experience desi...
Article
This paper presents the validation of pre-customized UI design in a personalization approach for digital television. Two user studies are conducted using different age groups. It is found that users do not want to be segmented into specific age groups. However, the user's task performance using the features of digital television varies depending on...

Citations

... Here, in simple terms, we refer to "well-being" and "happiness" as the states of "the experience of pleasure and a sense that one's life is good, meaningful, and worthwhile" based on the definitions of Lyubomirsky (2008) and Dolan (2014). In human-technology interactions, wellbeing can be facilitated by technologies that enable us to arrange our daily activities to be meaningful and enjoyable (Hassenzahl et al., 2013). The resultant design challenge is, therefore, to create opportunities for people to have pleasurable as well as meaningful experiences supported by technology (Stevens et al., 2019). ...
... In academia, it is commonly agreed that the general objective of UX is to provide positive experiences instead of just avoiding bad ones by improving usability when interacting with a product (Roto et al., 2009;Saucken et al., 2013). Kim et al. (2011) therefore elaborate on fulfilling psychological needs to create a positive UX. The user's internal state, the system's functional, aesthetic, and symbolic attributes, and the environment and context of use influence the perceived UX (Hassenzahl & Tractinsky, 2006;Saucken et al., 2013a). ...
... For the web, specific interpretations of existing (generic and technology-agnostic) guidelines exist, and can be used as a (limited) reference so far. A particular important point here will be the focus on older adults [1,4]. Sustainable Accessibility: We should be able to provide ways to estimate the return on investment for accessibil-ity practices. ...
... (2) user's objectives; and (3) usability testing [19]. The results of the research were almost similar and also implemented usability testing. ...
... L'épanouissement de ces trois besoins serait, à des degrés différents, essentiel à l'épanouissement et au bien-être d'un individu. D'autres chercheurs vont plus loin et en dénombre jusqu'à dix, dont sept sont adaptés aux IHM ( Sheldon et al. 2001), et d'autres encore se sont attachés à définir le lien entre les différents besoins psychologiques et l'expérience utilisateur ( Hassenzahl et al., 2010 ;Kim et al., 2011), ainsi l'épanouissement de ces besoins (be-goals) serait essentiel afin de procurer à l'utilisateur une expérience positive vis à vis d'un système. Les UX ​ cards de Lallemand (2015) sont des cartes représentant sept besoins psychologiques fondamentaux​ ​ (adaptés​ ​ de​ ​ Sheldon​ ​ et​ ​ al.,​ ​ 2001),​ ​ mêlant​ ​ ainsi​ ​ l'expérience​ ​ utilisateur​ ​ et​ ​ la​ ​ psychologie : • Le relationnel et l'appartenance​ ​ : l'utilisateur se sent connecté à d'autres utilisateurs, il peut exprimer​ ​ ce​ ​ qu'il​ ​ ressent,​ ​ et​ ​ collaborer. ...
... Back in 2000, D. Passig et al. [58] found that there is a significant difference in the level of satisfaction between boys and girls depending on the UI's design. Later on, B. Park et al. [56] suggested that customized UIs should include gender among other factors such as culture. In recent times, F. Batarseh et al. [4] highlighted that UI's colors could be customized based on gender. ...