Daniel Saakes

dblp:10/6797 · also Daniel Pieter Saakes · DBLP profile ↗
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21ranked-venue papers
5as first author
3since 2021 · last 2026
0000-0002-6834-872XORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 20 · 5 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author
YearPublicationVenuePosition
2026 Exploring Bodily Phenomena through Code: A Research Through Design Inquiry of Sketching with LLMs
abstract
How can large language models (LLMs) support critical design explorations for describing, articulating, and responding to bodily phenomena? This study investigates the integration of code-generating LLMs across design explorations in four different self-tracked or bio-sensed domains: learning, chronic illness, posture control, and knee injury. We synthesise our collaborative research through design inquiries into three themes: 1) forced articulation of fuzzy phenomena, 2) difficulty of escaping local optima, and 3) unexpected fragility of generated sketches. These themes, though potentially applicable in other domain contexts, are grounded in our challenges with code-generating LLMs on embodied and embodiment subjects, with a particular focus on working with technology and data relevant to embodied experiences. We propose two implications for design of LLM-based sketching tools anchored on our design inquiry journeys.
Irene Kaklopoulou, Kit Kuksenok, Daniel Saakes, Pedro Sanches 0001
DIS3
2025 Interoceptive Objects: opportunistic harnessing of internal signals for state self-monitoring
Pui Chung Wong, Daniel Saakes, Álvaro Cassinelli
IUI2
2021 "Footsie": Exploring Physical Human-Machine-Interaction through Flirtatious Furniture
abstract
“Footsie” is an interactive kinetic art installation. It inspires to connect people through the counter-intuitive physical interaction that is mediated by flirtatious machines. It consists of a table and four robotic chairs; the chair legs carry the motion of “footsie” and arms caress the back of the participant. While it tackles the controversial culture and social norms on touching others body or being touched, an experimental bodily experience explores new aesthetic interaction between lonely human and a mischievous digital entity. The interaction is provocative in a slightly uncomfortable way, and the paradoxical feelings and stimulating sensations open simultaneous interpretations on the meaning of Human-Machine-Interaction. Through nature inspired design like human spine, flexible muscle of mollusca and a caterpillar’s undulating wave motion, these pliable structures were fabricated with 3D printed meta-materials to create the sensual gestures.
Daniel Saakes
TEI2
2020 Body Follows Eye: Unobtrusive Posture Manipulation Through a Dynamic Content Position in Virtual Reality
abstract
While virtual objects are likely to be a part of future interfaces, we lack knowledge of how the dynamic position of virtual objects influences users' posture. In this study, we investigated users' posture change following the unobtrusive and swift motions of a content window in virtual reality (VR). In two perception studies, we estimated the perception threshold on undetectable slow motions and displacement during an eye blink. In a formative study, we compared users' performance, posture change as well as subjective responses on unobtrusive, swift, and no motions. Based on the result, we designed concept applications and explored potential design space of moving virtual content for unobtrusive posture change. With our study, we discuss the interfaces that control users and the initial design guidelines of unobtrusive posture manipulation.
Joon Gi Shin, Doheon Kim, Chaehan So, Daniel Saakes
CHI4
2020 Socio-Spatial Comfort: Using Vision-based Analysis to Inform User-Centred Human-Building Interactions
abstract
A well-designed workplace has a direct and significant impact on our work experiences and productivity. In this paper, we investigate how office interior layouts influence the way we socially experience office buildings. We extend the previous work that examined static social formations of office workers by looking at their dynamic movements during informal desk visiting interactions. With a month of video data collected in the office, we implemented a vision-based analysis system that enables us to examine how people occupy space in social contexts in relation to desk configurations. The results showed that both social territoriality and approach path highlight social comfort in human-building interactions, which are different from efficiency or path optimization. From these findings, we propose the concepts of socio-spatial comfort: social buffers, privacy buffers, and varying proxemics to inform a user-centered way of designing human building interactions and architecture.
Bokyung Lee, Michael Lee 0005, Alex Tessier, Daniel Saakes, Azam Khan
Proc. ACM Hum. Comput. Interact.5
2019 SmartManikin: Virtual Humans with Agency for Design Tools
abstract
When designing comfort and usability in products, designers need to evaluate aspects ranging from anthropometrics to use scenarios. Therefore, virtual and poseable mannequins are employed as a reference in early-stage tools and for evaluation in the later stages. However, tools to intuitively interact with virtual humans are lacking. In this paper, we introduceSmartManikin, a mannequin with agency that responds to high-level commands and to real-time design changes. We first captured human poses with respect to desk configurations, identified key features of the pose and trained regression functions to estimate the optimal features at a given desk setup. The SmartManikin's pose is generated by the predicted features as well as by using forward and inverse kinematics. We present our design, implementation, and an evaluation with expert designers. The results revealed that SmartManikin enhances the design experience by providing feedback concerning comfort and health in real time.
Bokyung Lee, Taeil Jin, Sung-Hee Lee, Daniel Saakes
CHI4
2019 The Effects of Interruption Timings on Autonomous Height-Adjustable Desks that Respond to Task Changes
abstract
Actuated furniture, such as electric adjustable sit-stand desks, helps users vary their posture and contributes to comfort and health. However, studies found that users rarely initiate height changes. Therefore, in this paper, we look into furniture that adjusts itself to the user's needs. A situated interview study indicated task-changing as an opportune moment for automatic height adjustment. We then performed a Wizard of Oz study to find the best timing for changing desk height to minimize interruption and discomfort. The results are in line with prior work on task interruption in graphical user interfaces and show that the table should change height during a task change. However, results also indicate that until users build trust in the system, they prefer actuation after a task change to experience the impact of the adjustment. Based on the results, we discuss design guidelines for interactive desks with agency.
Bokyung Lee, Sindy Wu, Maria Jose Reyes, Daniel Saakes
CHI4
2019 Slow Robots for Unobtrusive Posture Correction
abstract
Prolonged static and unbalanced sitting postures during computer usage contribute to musculoskeletal discomfort. In this paper, we investigated the use of a very slow moving monitor for unobtrusive posture correction. In a first study, we identified display velocities below the perception threshold and observed how users (without being aware) responded by gradually following the monitor's motion. From the result, we designed a robotic monitor that moves imperceptible to counterbalance unbalanced sitting postures and induces posture correction. In an evaluation study (n=12), we had participants work for four hours without and with our prototype (8 in total). Results showed that actuation increased the frequency of non-disruptive swift posture corrections and significantly reduced the duration of unbalanced sitting. Most users appreciated the monitor correcting their posture and reported less physical fatigue. With slow robots, we make the first step toward using actuated objects for unobtrusive behavioral changes.
Joon Gi Shin, Eiji Onchi, Maria Jose Reyes, JunBong Song, Uichin Lee, Seung-Hee Lee, Daniel Saakes
CHI7
2019 Towards large scale high fidelity collaborative augmented reality
Damien Constantine Rompapas, Christian Sandor, Alexander Plopski, Daniel Saakes, Joon Gi Shin, Takafumi Taketomi, Hirokazu Kato 0001
Comput. Graph.4
2018 Interactive and Situated Guidelines to Help Users Design a Personal Desk that Fits Their Bodies
abstract
In this paper, we explored the application of human factor guidelines in personal fabrication. This is useful for several Do-It-Yourself (DIY) scenarios, including users adjusting workstation configurations or designing a desk to fit a single person. We identified a dependency map between the user's anthropometrics, ergonomic pose recommendations, and design dimensions. Based on this, we developed situated and interactive guidelines to assist users in design applications. We applied these guidelines in a Virtual Reality (VR) system that lets users customize their desk and provides real-time feedback and feedforward on pose and design. We evaluated the system with six participants, had each one design a personal desk, fabricated their desks, and let them work on their desks for four hours. The design and evaluation contribute to fabrication tools as it helped users be aware of their pose and ergonomic knowledge, and design for their bodies and needs.
Bokyung Lee, Joon Gi Shin, Hyoshin Bae, Daniel Saakes
Conference on Designing Interactive Systems4
2018 Situated Game Level Editing in Augmented Reality
abstract
Level editors let end-users create custom levels and content within a given video game. In this paper, we explore the concept and design of Augmented reality game level editors. These new types of editors are not only spatial and embodied, but also situated, as they enable users to tailor games to the unique characteristics and emotional value of their own space.
Gary Ng, Joon Gi Shin, Alexander Plopski, Christian Sandor, Daniel Saakes
TEI5
2017 Ori-mandu: Korean Dumpling into Whatever Shape You Want
abstract
Food 3D printing is getting the spotlight by offering the opportunity to customize food appearances, textures, and flavors that are troublesome to make by hand. In additive manufacturing, machines extrude ingredients into a certain shape, however, they cannot be applied to all types of food, such as mandu (Korean dumpling). In this pictorial, we extend the research on digital gastronomy by using digital fabrication to create custom tools that assist the process of cooking. We present the iterative process of designing the "Ori-mandu" system, and how Ori-mandu enables users to fabricate dumplings in whatever shape they want.
Bokyung Lee, Jiwoo Hong, Jaeheung Surh, Daniel Saakes
Conference on Designing Interactive Systems4
2017 Consumer to Creator: How Households Buy Furniture to Inform Design and Fabrication Interfaces
abstract
Emerging technologies for digital design and fabrication let people participate in the making of objects that were previously dominated by professional designers. A growing body of work in HCI provides understanding in the activities of designing and making by novices and in maker communities. However, we know little about how casual users might employ these technologies with the goal of having an object in their home that satisfies a need. We present a long-term qualitative study in which we followed 16 households during a purchasing process of furniture items for their homes. We looked into how families discover what they need, find solutions, realize a solution in their house and put it to use. The results provide insights into their design activities and workflow and we identify two distinct stages: understanding needs and prototyping a solution. Based on the findings, we discuss the social practice of acquiring and appropriating furniture in the home and within families, and identify design opportunities for digital design and fabrication to support people as they create the objects they need, want and desire.
Bokyung Lee, Gyeol Han, Jundong Park, Daniel Saakes
CHI4
2017 Data Flow, Spatial Physical Computing
abstract
Latest hardware improvements on transceivers supporting Low Power Wide Area Networks (LPWAN) make it feasible to connect small battery powered devices hundred of meters or even km away. In this paper, we propose a physical computing paradigm fully exploiting this novel technology. Spatial physical computing (SPC) leverages not only natural manipulation typically used on TUI and construction kits but also integrates the necessary deambulation (around a building or a city) in the process of creating, testing and tuning a distributed smart sensor/actuator network. The overall system is a compound of (an unlimited) set of independent data-processing nodes supporting an event-driven data-flow programming scheme. We demonstrate in a few examples how such networks can be deployed Spatially programmed - through intuitive physical actions, and discuss the unique qualities and challenges of Spatial Physical Computing.
Álvaro Cassinelli, Daniel Saakes
TEI2
2016 Mirror Mirror: An On-Body T-shirt Design System
abstract
Virtual fitting rooms equipped with magic mirrors let people evaluate fashion items without actually putting them on. The mirrors superimpose virtual clothes on the user's reflection. We contribute the Mirror Mirror system, which not only supports mixing and matching of existing fashion items, but also lets users design new items in front of the mirror and export designs to fabric printers. While much of the related work deals with interactive cloth simulation on live user data, we focus on collaborative design activities and explore various ways of designing on the body with a mirror.
Daniel Saakes, Hui-Shyong Yeo, Seungtak Noh, Gyeol Han, Woontack Woo
CHI1
2014 Interactive training chopsticks to improve fine motor skills
abstract
Handling chopsticks requires fine motor skills that are challenging to master. We present interactive training chopsticks that help children develop the skills of eating with chopsticks. We discuss the design and implementation of two games that use the chopsticks as a controller for an augmented mirror application.
Foong-Yi Chia, Daniel Saakes
Advances in Computer Entertainment2
2013 Photochromic Carpet: Playful Floor Canvas with Color-Changing Footprints
Daniel Saakes, Takahiro Tsujii, Kohei Nishimura, Tomoko Hashida, Takeshi Naemura
Advances in Computer Entertainment1
2013 PacCAM: material capture and interactive 2D packing for efficient material usage on CNC cutting machines
abstract
The availability of low-cost digital fabrication devices enables new groups of users to participate in the design and fabrication of things. However, software to assist in the transition from design to actual fabrication is currently overlooked. In this paper, we introduce PacCAM, a system for packing 2D parts within a given source material for fabrication using 2D cutting machines. Our solution combines computer vision to capture the source material shape with a user interface that incorporates 2D rigid body simulation and snapping. A user study demonstrated that participants could make layouts faster with our system compared with using traditional drafting tools. PacCAM caters to a variety of 2D fabrication applications and can contribute to the reduction of material waste.
Daniel Saakes, Thomas Cambazard, Jun Mitani, Takeo Igarashi
UIST1
2009 Big lampan lamps: designing for DIY
abstract
I present a design of repurposed IKEA lamp that was shared on a website and became popular. Based on the considerations that went into the design and the online discussion on the community website, I discuss requirements for designing for DIY as a new design approach to serve the tip of the long tail of design.
Daniel Saakes
Creativity & Cognition1
2007 When is role playing really experiential?: case studies
abstract
This paper presents and evaluates examples from our work with role playing exercises in design, both in design education and in our own design work. Rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and empathy of designers, and the tangibility of interaction, and attentiveness to social change. They led us in developing role playing techniques for design ideation. Here, we reflect on the practical problems of integrating role playing exercises in design teaching and in a design process, and evaluate what hinders or aids the ability to engage with interaction experientially and empathically. Careful consideration of the actor-audience relationship, the setting, sufficient preparation for acting, and props emerge as important elements.
Stella Boess, Daniel Saakes, Caroline Hummels
TEI2
2006 Material light: exploring expressive materials
Daniel Saakes
Pers. Ubiquitous Comput.1