Research Vision
The goal of my research is to build a playful social engagement using an embodied methodology and development of a responsive multisensory environment for the purposes of socializing and recreation. An ResEnv is a space augmented with various media that continuously adjust in response to people's activities, providing a user experience that is both meaningful and refreshing. It supports both spontaneous and planned activites. From the enactive and embodied perspectives, cognition and sense-making involve individuals actively engaging with their social and physical environments, using bodily movement, proximity, eye contact, facial expressions, and gestures to co-create meaning and navigate situations. This perspective highlights the dynamic and reciprocal nature of social interaction, where people continuously adapting and responding to each others' actions and intentions. These theoretical foundations offer valuable insights into how technologically augmented interactions, especially those employing media such as visual, sound, and haptic stimuli, can enhance jointly coordinated attention and intention.
I argue that the utilization of computer-mediated technology should extend beyond virtual reality or laboratory situations to include real-world settings, such as playgrounds, classrooms, and public spaces, and encourage playful but meaningful co-located social interaction. To achieve this, we shift our scientific attention from IoT’s devices to the affordances of everyday objects in social contextual environment and study how people physically and affectively coordinate each other in groups (ensembles). Consequently, the objective of my research is to facilitate a future wherein digital computation is ubiquitously and seamlessly integrated into our daily lives, while still being non-intrusive, contextually aware, and user-friendly.
Research & Creative Interests
Interaction Design
Design for Children’s Social Play
Responsive Environement
Tangible Interaction
Immersive Storytelling, XR /AR
Technology-supported Social Interaction
Mulit-modal Media
Teaching Philosophy
My teaching philosophy is rooted in practice-driven research, where theoretical knowledge is deepened through hands-on experimentation and practical projects. In the interdisciplinary field of Media, Arts, and Science (MAS), constructing interactive systems requires not only the ability to translate theory into practice but also the refinement of theoretical understanding through repeated experimentation. By encouraging students to engage in continuous cycles of experimentation, analysis, and reflection, I aim to create a dynamic learning environment that fosters the development of problem-solving skills and nurtures both creativity and research capabilities.
I am committed to inspiring curiosity-driven, lifelong learning. The best way to motivate students is through self-discovery and the celebration of innovation and curiosity. In my own design practice, curiosity is the driving force behind experiments, discoveries, and novelty. I bring this same energy into the classroom, creating a positive and passionate atmosphere that students carry with them beyond their studies. I empower students to trust that the originality and relevance of their ideas are what drive meaningful impact, regardless of the size of their budget or resources.
Encouraging students to question what exists fosters proactive thinking, discussion, and learning. I challenge my students to maintain a speculative approach to everything they encounter—believing that anything can be questioned, improved, and remade. This speculative mindset opens up new perspectives and sparks debates about alternative possibilities.
In a multidisciplinary classroom, where students come from diverse fields such as design, art, engineering, and cognitive science, collaboration is key. We know more together than any textbook can offer. Students learn to appreciate the value of diverse perspectives as part of their personal and intellectual growth. I design collaborative projects that honor different skill sets, encouraging students to teach and learn from one another.
In an ever-evolving field, it is crucial to continue learning and growing. I use my own design research and art practice to renew and support my teaching. Teaching, for me, is an ongoing process of reformulation and relearning, where both the educator and students evolve together. Through all these approaches, my goal is to create an environment where students feel empowered to explore, collaborate, and push boundaries. I aim to equip them not just with knowledge, but with the curiosity, confidence, and skills to continue learning and innovating throughout their lives.
Overview of teaching experience
Teaching Assistant
To achieve this goal, 1) I discover design methods for augmenting joint (collective | group) human perception as a driving force for meaningful interaction tailored to (culturally, epistemically, neurally) diverse users and their needs. 2) I prototype novel assemblages of hardware, sensor feature analysis and interactive logics in responsive multi-sensory environments.
Programming for Media Arts, Spring term 2024, and Fall term 2023
Intro to Esports Management, Spring term, 2023
ComputaAonal Thinking, Fall and Spring term 2022
Introduction to Design Principles, Fall and Spring term 2022
Media Programming, Fall term 2022
Introduction to Digital Culture, Each Fall term from 2019 to 2023, and each Spring term from 2020 to 2023
Teaching Interest
HCI, Prototyping Design, Computational Design
Low-fidelity to high-fidelity, conceptual design to prototyping, design communication, design thinking, physical computing, digital fabrication (laser cutting, 3d printing), fast prototyping (Sketch, InVision, Principle), coding (C, Python), Adobe Suite (Illustrator, Photoshop, After Effect, Premier)
Experiential media, Sensorium, Responsive Environement
projection, media art, interaction, multimodal experiences, philosophy of perception, embodied experiences, performance art
Interaction Design, UX, Graphic Design
Behavioral theory, typography, color, composition, animation, video, user study, design for screened & non-screen devices, responsive website and mobile applications, generative design, game design
Research-based Design / Arts Practices
Technology ethics, art and technology, media and society, User Study Method, Research Methods