David Chuan-En Lin

dblp:293/9726 · also Chuan-En Lin · DBLP profile ↗
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13ranked-venue papers
8as first author
10since 2021 · last 2026
0000-0003-0116-0463ORCID · verified

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

Human-computer interaction and ubiquitous computing · 11 · 8 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1
YearPublicationVenuePosition
2026 Tracing Creativity: A Design Space For Creative Activity Traces in HCI
abstract
Creativity tools are a cornerstone of HCI, with systems for video, music, writing, and design deeply embedded in modern creative practice. Yet one key element of these systems remains undertheorized: the role of activity traces. Activity traces are the records of creator data, including artifact iterations, annotations, or reference materials, produced over the course of a creative process. To examine how activity traces are leveraged, we reviewed 133 creativity systems from major HCI venues. We structure our findings through a Living Framework for Trace Awareness, which captures both the characteristics of trace data and how systems engage with their temporal features. This framework offers the first systematic account of activity trace usage in creativity tools. We highlight overlooked assumptions about creator data in feature design and position activity traces as a core design material for shaping the next generation of creativity support systems.
Noor Hammad, David Chuan-En Lin, Amy Smith, Max Kreminski, Erik Harpstead, Jessica Hammer
CHI2
2026 Visual Lyrics: Generating Animated Text for Music Lyric Videos with an Augmented Text Editor
abstract
Animated lyric videos transform song lyrics into dynamic visual experiences, offering a powerful medium for artistic expression and audience engagement. However, creating these videos is challenging, requiring expertise in audio, typography, graphic design, and animation, making it inaccessible to novices. To address this challenge, we introduce Visual Lyrics, a proof-of-concept system for generating animated lyric videos controlled with an augmented text editor interface. We examined existing lyric videos to distill a taxonomy and design guidelines, informing the design of Visual Lyrics. Our key insight is a multimodal music analysis pipeline based on the taxonomy and leveraging LLM’s strong natural language understanding and code generation capabilities to synthesize creative and semantically meaningful animations. We collected a dataset of over 300 code-driven creative text animations to serve as inspiration for our LLM-driven pipeline, which we open source. In a user study, Visual Lyrics enabled novices to easily create high-quality animated lyric videos with high ratings of enjoyment, inspiration, and exploration.
David Chuan-En Lin, Cuong Nguyen 0003, Hijung Shin, Nikolas Martelaro
IUI1
2025 BioSpark: Beyond Analogical Inspiration to LLM-augmented Transfer
abstract
We present BioSpark, a system for analogical innovation designed to act as a creativity partner in reducing the cognitive effort in finding, mapping, and creatively adapting diverse inspirations. While prior approaches have focused on initial stages of finding inspirations, BioSpark uses LLMs embedded in a familiar, visual, Pinterest-like interface to go beyond inspiration to supporting users in identifying the key solution mechanisms, transferring them to the problem domain, considering tradeoffs, and elaborating on details and characteristics. To accomplish this BioSpark introduces several novel contributions, including a tree-of-life enabled approach for generating relevant and diverse inspirations, as well as AI-powered cards including 'Sparks' for analogical transfer; 'Trade-offs' for considering pros and cons; and 'Q&A' for deeper elaboration. We evaluated BioSpark through workshops with professional designers and a controlled user study, finding that using BioSpark led to a greater number of generated ideas; those ideas being rated higher in creative quality; and more diversity in terms of biological inspirations used than a control condition. Our results suggest new avenues for creativity support tools embedding AI in familiar interaction paradigms for designer workflows.
Hyeonsu B. Kang, David Chuan-En Lin, Yan-Ying Chen, Matthew K. Hong, Nikolas Martelaro, Aniket Kittur
CHI2
2025 Inkspire: Supporting Design Exploration with Generative AI through Analogical Sketching
abstract
With recent advancements in the capabilities of Text-to-Image (T2I) AI models, product designers have begun experimenting with them in their work. However, T2I models struggle to interpret abstract language and the current user experience of T2I tools can induce design fixation rather than a more iterative, exploratory process. To address these challenges, we developed Inkspire, a sketch-driven tool that supports designers in prototyping product design concepts with analogical inspirations and a complete sketch-to-design-to-sketch feedback loop. To inform the design of Inkspire, we conducted an exchange session with designers and distilled design goals for improving T2I interactions. In a within-subjects study comparing Inkspire to ControlNet, we found that Inkspire supported designers with more inspiration and exploration of design ideas, and improved aspects of the co-creative process by allowing designers to effectively grasp the current state of the AI to guide it towards novel design intentions.
David Chuan-En Lin, Hyeonsu B. Kang, Nikolas Martelaro, Aniket Kittur, Yan-Ying Chen, Matthew K. Hong
CHI1
2025 NoTeeline: Supporting Real-Time, Personalized Notetaking with LLM-Enhanced Micronotes
abstract
Taking notes quickly while effectively capturing key information can be challenging, especially when watching videos that present simultaneous visual and auditory streams. Manually taken notes often miss crucial details due to the fast-paced nature of the content, while automatically generated notes fail to incorporate user preferences and discourage active engagement with the content. To address this, we propose an interactive system, NoTeeline, for supporting real-time, personalized notetaking. Given micronotes, NoTeeline automatically expands them into full-fledged notes using a Large Language Model (LLM). The generated notes build on the content of micronotes by adding relevant details while maintaining consistency with the user's writing style. In a within-subjects study (n=12), we found that NoTeeline creates high-quality notes that capture the essence of participant micronotes with 93.2% factual correctness and accurately align with participant writing style (8.33% improvement). Using NoTeeline, participants could capture their desired notes with significantly reduced mental effort, writing 47.0% less text and completing their notes in 43.9% less time compared to a manual notetaking baseline. Our results suggest that NoTeeline enables users to integrate LLM assistance in a familiar notetaking workflow while ensuring consistency with their preferences - providing an example of how to address broader challenges in designing AI-assisted tools to augment human capabilities without compromising user autonomy and personalization.
Faria Huq, Abdus Samee, David Chuan-En Lin, Alice Xiaodi Tang, Jeffrey P. Bigham
IUI3
2024 VideoMap: Supporting Video Exploration, Brainstorming, and Prototyping in the Latent Space
abstract
Video editing is a creative and complex endeavor and we believe that there is potential for reimagining a new video editing interface to better support the creative and exploratory nature of video editing. We take inspiration from latent space exploration tools that help users find patterns and connections within complex datasets. We present VideoMap, a proof-of-concept video editing interface that operates on video frames projected onto a latent space. We support intuitive navigation through map-inspired navigational elements and facilitate transitioning between different latent spaces through swappable lenses. We built three VideoMap components to support editors in three common video tasks. In a user study with both professionals and non-professionals, editors found that VideoMap helps reduce grunt work, offers a user-friendly experience, provides an inspirational way of editing, and effectively supports the exploratory nature of video editing. We further demonstrate the versatility of VideoMap by implementing three extended applications. For interactive examples, we invite you to visit our project page: https://chuanenlin.com/videomap.
David Chuan-En Lin, Fabian Caba Heilbron, Joon-Young Lee, Oliver Wang, Nikolas Martelaro
Creativity & Cognition1
2024 Videogenic: Identifying Highlight Moments in Videos with Professional Photographs as a Prior
abstract
This paper investigates the challenge of extracting highlight moments from videos. To perform this task, we need to understand what constitutes a highlight for arbitrary video domains while at the same time being able to scale across different domains. Our key insight is that photographs taken by photographers tend to capture the most remarkable or photogenic moments of an activity. Drawing on this insight, we present Videogenic, a technique capable of creating domain-specific highlight videos for a diverse range of domains. In a human evaluation study (N=50), we show that a high-quality photograph collection combined with CLIP-based retrieval (which uses a neural network with semantic knowledge of images) can serve as an excellent prior for finding video highlights. In a within-subjects expert study (N=12), we demonstrate the usefulness of Videogenic in helping video editors create highlight videos with lighter workload, shorter task completion time, and better usability.
David Chuan-En Lin, Fabian Caba Heilbron, Joon-Young Lee, Oliver Wang, Nikolas Martelaro
Creativity & Cognition1
2024 Jigsaw: Supporting Designers to Prototype Multimodal Applications by Chaining AI Foundation Models
abstract
Recent advancements in AI foundation models have made it possible for them to be utilized off-the-shelf for creative tasks, including ideating design concepts or generating visual prototypes. However, integrating these models into the creative process can be challenging as they often exist as standalone applications tailored to specific tasks. To address this challenge, we introduce Jigsaw, a prototype system that employs puzzle pieces as metaphors to represent foundation models. Jigsaw allows designers to combine different foundation model capabilities across various modalities by assembling compatible puzzle pieces. To inform the design of Jigsaw, we interviewed ten designers and distilled design goals. In a user study, we showed that Jigsaw enhanced designers’ understanding of available foundation model capabilities, provided guidance on combining capabilities across different modalities and tasks, and served as a canvas to support design exploration, prototyping, and documentation.
David Chuan-En Lin, Nikolas Martelaro
CHI1
2023 Soundify: Matching Sound Effects to Video
abstract
In the art of video editing, sound helps add character to an object and immerse the viewer within a space. Through formative interviews with professional editors (N=10), we found that the task of adding sounds to video can be challenging. This paper presents Soundify, a system that assists editors in matching sounds to video. Given a video, Soundify identifies matching sounds, synchronizes the sounds to the video, and dynamically adjusts panning and volume to create spatial audio. In a human evaluation study (N=889), we show that Soundify is capable of matching sounds to video out-of-the-box for a diverse range of audio categories. In a within-subjects expert study (N=12), we demonstrate the usefulness of Soundify in helping video editors match sounds to video with lighter workload, reduced task completion time, and improved usability.
David Chuan-En Lin, Anastasis Germanidis, Cristobal Valenzuela, Nikolas Martelaro
UIST1
2021 Learning Personal Style from Few Examples
abstract
A key task in design work is grasping the client’s implicit tastes. Designers often do this based on a set of examples from the client. However, recognizing a common pattern among many intertwining variables such as color, texture, and layout and synthesizing them into a composite preference can be challenging. In this paper, we leverage the pattern recognition capability of computational models to aid in this task. We offer a set of principles for computationally learning personal style. The principles are manifested in PseudoClient, a deep learning framework that learns a computational model for personal graphic design style from only a handful of examples. In several experiments, we found that PseudoClient achieves a 79.40% accuracy with only five positive and negative examples, outperforming several alternative methods. Finally, we discuss how PseudoClient can be utilized as a building block to support the development of future design applications.
David Chuan-En Lin, Nikolas Martelaro
Conference on Designing Interactive Systems1
2020 ARchitect: Building Interactive Virtual Experiences from Physical Affordances by Bringing Human-in-the-Loop
abstract
Automatic generation of Virtual Reality (VR) worlds which adapt to physical environments have been proposed to enable safe walking in VR. However, such techniques mainly focus on the avoidance of physical objects as obstacles and overlook their interaction affordances as passive haptics. Current VR experiences involving interaction with physical objects in surroundings still require verbal instruction from an assisting partner. We present ARchitect, a proof-of-concept prototype that allows flexible customization of a VR experience with human-in-the-loop. ARchitect brings in an assistant to map physical objects to virtual proxies of matching affordances using Augmented Reality (AR). In a within-subjects study (9 user pairs) comparing ARchitect to a baseline condition, assistants and players experienced decreased workload and players showed increased VR presence and trust in the assistant. Finally, we defined design guidelines of ARchitect for future designers and implemented three demonstrative experiences.
David Chuan-En Lin, Ta Ying Cheng, Xiaojuan Ma
CHI1
2020 SeqDynamics: Visual Analytics for Evaluating Online Problem-solving Dynamics
abstract
Abstract Problem‐solving dynamics refers to the process of solving a series of problems over time, from which a student's cognitive skills and non‐cognitive traits and behaviors can be inferred. For example, we can derive a student's learning curve (an indicator of cognitive skill) from the changes in the difficulty level of problems solved, or derive a student's self‐regulation patterns (an example of non‐cognitive traits and behaviors) based on the problem‐solving frequency over time. Few studies provide an integrated overview of both aspects by unfolding the problem‐solving process. In this paper, we present a visual analytics system named SeqDynamics that evaluates students ‘problem‐solving dynamics from both cognitive and non‐cognitive perspectives. The system visualizes the chronological sequence of learners’ problem‐solving behavior through a set of novel visual designs and coordinated contextual views, enabling users to compare and evaluate problem‐solving dynamics on multiple scales. We present three scenarios to demonstrate the usefulness of SeqDynamics on a real‐world dataset which consists of thousands of problem‐solving traces. We also conduct five expert interviews to show that SeqDynamics enhances domain experts’ understanding of learning behavior sequences and assists them in completing evaluation tasks efficiently.
Meng Xia 0002, David Chuan-En Lin, Ta Ying Cheng, Huamin Qu, Xiaojuan Ma
Comput. Graph. Forum3
2019 Learning to Film From Professional Human Motion Videos
abstract
We investigate the problem of 6 degrees of freedom (DOF) camera planning for filming professional human motion videos using a camera drone. Existing methods either plan motions for only a pan-tilt-zoom (PTZ) camera, or adopt ad-hoc solutions without carefully considering the impact of video contents and previous camera motions on the future camera motions. As a result, they can hardly achieve satisfactory results in our drone cinematography task. In this study, we propose a learning-based framework which incorporates the video contents and previous camera motions to predict the future camera motions that enable the capture of professional videos. Specifically, the inputs of our framework are video contents which are represented using subject-related feature based on 2D skeleton and scene-related features extracted from background RGB images, and camera motions which are represented using optical flows. The correlation between the inputs and output future camera motions are learned via a sequence-to-sequence convolutional long short-term memory (Seq2Seq ConvLSTM) network from a large set of video clips. We deploy our approach to a real drone cinematography system by first predicting the future camera motions, and then converting them to the drone's control commands via an odometer. Our experimental results on extensive datasets and showcases exhibit significant improvements in our approach over conventional baselines and our approach can successfully mimic the footage of a professional cameraman.
Chong Huang 0005, David Chuan-En Lin, Yan Kong, Peng Chen 0008, Xin Yang 0008, Kwang-Ting Cheng
CVPR2