Jaewook Lee 0005

dblp:39/4985-5 · DBLP profile ↗
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16ranked-venue papers
7as first author
16since 2021 · last 2026
0000-0002-1481-9290ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 15 · 7 first-author · 15 since 2021Security and privacy · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2026 ReFinE: Streamlining UI Mockup Iteration with Research Findings
abstract
Although HCI research papers offer valuable design insights, designers often struggle to apply them in design workflows due to difficulties in finding relevant literature, understanding technical jargon, the lack of contextualization, and limited actionability. To address these challenges, we present ReFinE, a Figma plugin that supports real-time design iteration by surfacing contextualized insights from research papers. ReFinE identifies and synthesizes design implications from HCI literature relevant to the mockup’s design context, and tailors this research evidence to a specific design mockup by providing actionable visual guidance on how to update the mockup. To assess the system’s effectiveness, we conducted a technical evaluation and a user study. Results show that ReFinE effectively synthesizes and contextualizes design implications, reducing cognitive load and improving designers’ ability to integrate research evidence into UI mockups. This work contributes to bridging the gap between research and design practice by presenting a tool for embedding scholarly insights into the UI design process.
Bingcan Guo, Jaewook Lee 0005, Lucy Lu Wang, Gary Hsieh
DIS3
2025 ImaginateAR: AI-Assisted In-Situ Authoring in Augmented Reality
abstract
While augmented reality (AR) enables new ways to play, tell stories, and explore ideas rooted in the physical world, authoring personalized AR content remains difficult for non-experts, often requiring professional tools and time. Prior systems have explored AI-driven XR design but typically rely on manually defined VR environments and fixed asset libraries, limiting creative flexibility and real-world relevance. We introduce ImaginateAR, the first mobile tool for AI-assisted AR authoring to combine offline scene understanding, fast 3D asset generation, and LLMs -- enabling users to create outdoor scenes through natural language interaction. For example, saying "a dragon enjoying a campfire" (P7) prompts the system to generate and arrange relevant assets, which can then be refined manually. Our technical evaluation shows that our custom pipelines produce more accurate outdoor scene graphs and generate 3D meshes faster than prior methods. A three-part user study (N=20) revealed preferred roles for AI, how users create in freeform use, and design implications for future AR authoring tools. ImaginateAR takes a step toward empowering anyone to create AR experiences anywhere -- simply by speaking their imagination.
Jaewook Lee 0005, Filippo Aleotti, Diego Mazala, Guillermo Garcia-Hernando, Sara Vicente, Oliver James Johnston, Isabel Kraus-Liang, Jakub Powierza, Jon Froehlich, Gabriel J. Brostow, Jessica Van Brummelen
UIST1
2024 GazePointAR: A Context-Aware Multimodal Voice Assistant for Pronoun Disambiguation in Wearable Augmented Reality
abstract
Voice assistants (VAs) like Siri and Alexa are transforming human-computer interaction; however, they lack awareness of users’ spatiotemporal context, resulting in limited performance and unnatural dialogue. We introduce GazePointAR, a fully-functional context-aware VA for wearable augmented reality that leverages eye gaze, pointing gestures, and conversation history to disambiguate speech queries. With GazePointAR, users can ask “what’s over there?” or “how do I solve this math problem?” simply by looking and/or pointing. We evaluated GazePointAR in a three-part lab study (N=12): (1) comparing GazePointAR to two commercial systems, (2) examining GazePointAR’s pronoun disambiguation across three tasks; (3) and an open-ended phase where participants could suggest and try their own context-sensitive queries. Participants appreciated the naturalness and human-like nature of pronoun-driven queries, although sometimes pronoun use was counter-intuitive. We then iterated on GazePointAR and conducted a first-person diary study examining how GazePointAR performs in-the-wild. We conclude by enumerating limitations and design considerations for future context-aware VAs.
Jaewook Lee 0005, Elizabeth Brown, Liam Chu, Sebastian S. Rodriguez, Jon Froehlich
CHI1
2024 RASSAR: Room Accessibility and Safety Scanning in Augmented Reality
abstract
The safety and accessibility of our homes is critical to quality of life and evolves as we age, become ill, host guests, or experience life events such as having children. Researchers and health professionals have created assessment instruments such as checklists that enable homeowners and trained experts to identify and mitigate safety and access issues. With advances in computer vision, augmented reality (AR), and mobile sensors, new approaches are now possible. We introduce RASSAR, a mobile AR application for semi-automatically identifying, localizing, and visualizing indoor accessibility and safety issues such as an inaccessible table height or unsafe loose rugs using LiDAR and real-time computer vision. We present findings from three studies: a formative study with 18 participants across five stakeholder groups to inform the design of RASSAR, a technical performance evaluation across ten homes demonstrating state-of-the-art performance, and a user study with six stakeholders. We close with a discussion of future AI-based indoor accessibility assessment tools, RASSAR’s extensibility, and key application scenarios.
Xia Su, Han Zhang 0004, Kaiming Cheng, Jaewook Lee 0005, Qiaochu Liu, Wyatt Olson, Jon Froehlich
CHI4
2024 CookAR: Affordance Augmentations in Wearable AR to Support Kitchen Tool Interactions for People with Low Vision
abstract
Cooking is a central activity of daily living, supporting independence as well as mental and physical health. However, prior work has highlighted key barriers for people with low vision (LV) to cook, particularly around safely interacting with tools, such as sharp knives or hot pans. Drawing on recent advancements in computer vision (CV), we present CookAR, a head-mounted AR system with real-time object affordance augmentations to support safe and efficient interactions with kitchen tools. To design and implement CookAR, we collected and annotated the first egocentric dataset of kitchen tool affordances, fine-tuned an affordance segmentation model, and developed an AR system with a stereo camera to generate visual augmentations. To validate CookAR, we conducted a technical evaluation of our fine-tuned model as well as a qualitative lab study with 10 LV participants for suitable augmentation design. Our technical evaluation demonstrates that our model outperforms the baseline on our tool affordance dataset, while our user study indicates a preference for affordance augmentations over the traditional whole object augmentations.
Jaewook Lee 0005, Andrew D. Tjahjadi, Junpu Yu, Minji Park, Jon Froehlich, Yapeng Tian, Yuhang Zhao 0001
UIST1
2024 When the User Is Inside the User Interface: An Empirical Study of UI Security Properties in Augmented Reality
Kaiming Cheng, Arkaprabha Bhattacharya, Michelle Lin, Jaewook Lee 0005, Aroosh Kumar, Jeffery F. Tian, Tadayoshi Kohno, Franziska Roesner
USENIX Security Symposium4
2023 A Demonstration of RASSAR: Room Accessibility and Safety Scanning in Augmented Reality
abstract
In this demo paper, we introduce RASSAR, a mobile AR application for semi-automatically identifying, localizing, and visualizing indoor accessibility and safety issues using LiDAR and real-time computer vision. Our prototype supports four classes of detection problems: inaccessible object dimensions (e.g., table height), inaccessible object positions (e.g., a light switch out of reach), the presence of unsafe items (e.g., scissors), and the lack of proper assistive devices (e.g., grab bars). RASSAR’s design was informed by a formative interview study with 18 participants from five key stakeholder groups, including wheelchair users, blind and low vision participants, families with young children, and caregivers. Our envisioned use cases include vacation rental hosts, new caregivers, or people with disabilities themselves documenting issues in their homes or rental spaces and planning renovations. We present key findings from our formative interviews, the design of RASSAR, and results from an initial performance evaluation.
Xia Su, Kaiming Cheng, Han Zhang 0004, Jaewook Lee 0005, Wyatt Olson, Jon Froehlich
ASSETS4
2023 To Err is AI: Imperfect Interventions and Repair in a Conversational Agent Facilitating Group Chat Discussions
abstract
Conversational agents (CAs) can analyze online conversations using natural language techniques and effectively facilitate group discussions by sending supervisory messages. However, if a CA makes imperfect interventions, users may stop trusting the CA and discontinue using it. In this study, we demonstrate how inaccurate interventions of a CA and a conversational repair strategy can influence user acceptance of the CA, members' participation in the discussion, perceived discussion experience between the members, and group performance. We built a CA that encourages the participation of members with low contributions in an online chat discussion in which a small group (3-6 members) performs a decision-making task. Two types of errors can occur when detecting under-contributing members: 1) false-positive (FP) errors happen when the CA falsely identifies a member as under-contributing and 2) false-negative (FN) errors occur when the CA misses detecting an under-contributing member. We designed a conversational repair strategy that gives users a chance to contest the detection results and the agent sends a correctional message if an error is detected. Through an online study with 175 participants, we found that participants who received FN error messages reported higher acceptance of the CA and better discussion experience, but participated less compared to those who received FP error messages. The conversational repair strategy moderated the effect of errors such as improving the perceived discussion experience of participants who received FP error messages. Based on our findings, we offer design implications for which model should be selected by practitioners between high precision (i.e., fewer FP errors) and high recall (i.e., fewer FN errors) models depending on the desired effects. When frequent FP errors are expected, we suggest using the conversational repair strategy to improve the perceived discussion experience.
Hyo Jin Do, Ha Kyung Kong, Pooja Tetali, Jaewook Lee 0005, Brian P. Bailey
Proc. ACM Hum. Comput. Interact.4
2023 Visualizing Topics and Opinions Helps Students Interpret Large Collections of Peer Feedback for Creative Projects
abstract
We deployed a feedback visualization tool to learn how students used the tool for interpreting feedback from peers and teaching assistants. The tool visualizes the topic and opinion structure in a collection of feedback and provides interaction for reviewing providers’ backgrounds. A total of 18 teams engaged with the tool to interpret feedback for course projects. We surveyed students (N = 69) to learn about their sensemaking goals, use of the tool to accomplish those goals, and perceptions of specific features. We interviewed students (N = 12) and TAs (N = 2) to assess the tool’s impact on students’ review processes and course instruction. Students discovered valuable feedback, assessed project quality, and justified design decisions to teammates by exploring specific icon patterns in the visualization. The interviews revealed that students mimicked strategies implemented in the tool when reviewing new feedback without the tool. Students found the benefits of the visualization outweighed the cost of labeling feedback.
Patrick A. Crain, Jaewook Lee 0005, Yu-Chun (Grace) Yen, Joy Kim, Alyssa Aiello, Brian P. Bailey
ACM Trans. Comput. Hum. Interact.2
2022 ImageExplorer: Multi-Layered Touch Exploration to Encourage Skepticism Towards Imperfect AI-Generated Image Captions
abstract
Blind users rely on alternative text (alt-text) to understand an image; however, alt-text is often missing. AI-generated captions are a more scalable alternative, but they often miss crucial details or are completely incorrect, which users may still falsely trust. In this work, we sought to determine how additional information could help users better judge the correctness of AI-generated captions. We developed ImageExplorer, a touch-based multi-layered image exploration system that allows users to explore the spatial layout and information hierarchies of images, and compared it with popular text-based (Facebook) and touch-based (Seeing AI) image exploration systems in a study with 12 blind participants. We found that exploration was generally successful in encouraging skepticism towards imperfect captions. Moreover, many participants preferred ImageExplorer for its multi-layered and spatial information presentation, and Facebook for its summary and ease of use. Finally, we identify design improvements for effective and explainable image exploration systems for blind users.
Jaewook Lee 0005, Jaylin Herskovitz, Yi-Hao Peng, Anhong Guo
CHI1
2022 RemoteLab: A VR Remote Study Toolkit
abstract
User studies play a critical role in human subject research, including human-computer interaction. Virtual reality (VR) researchers tend to conduct user studies in-person at their laboratory, where participants experiment with novel equipment to complete tasks in a simulated environment, which is often new to many. However, due to social distancing requirements in recent years, VR research has been disrupted by preventing participants from attending in-person laboratory studies. On the other hand, affordable head-mounted displays are becoming common, enabling access to VR experiences and interactions outside traditional research settings. Recent research has shown that unsupervised remote user studies can yield reliable results, however, the setup of experiment software designed for remote studies can be technically complex and convoluted. We present a novel open-source Unity toolkit, RemoteLab, designed to facilitate the preparation of remote experiments by providing a set of tools that synchronize experiment state across multiple computers, record and collect data from various multimedia sources, and replay the accumulated data for analysis. This toolkit facilitates VR researchers to conduct remote experiments when in-person experiments are not feasible or increase the sampling variety of a target population and reach participants that otherwise would not be able to attend in-person.
Jaewook Lee 0005, Raahul Natarrajan, Sebastian S. Rodriguez, Payod Panda, Eyal Ofek
UIST1
2022 How Should the Agent Communicate to the Group? Communication Strategies of a Conversational Agent in Group Chat Discussions
abstract
In online group discussions, balanced participation can improve the quality of discussion, members' satisfaction, and positive group dynamics. One approach to achieve balanced participation is to deploy a conversational agent (CA) that encourages participation of under-contributing members, and it is important to design communication strategies of the CA in a way that is supportive to the group. We implemented five communication strategies that a CA can use during a decision-making task in a small group synchronous chat discussion. The five strategies include messages sent to two types of recipients (@username vs. @everyone) crossed by two separate channels (public vs. private), and a peer-mediated strategy where the CA asks a peer to address the under-contributing member. Through an online study with 42 groups, we measured the balance of participation and perceptions about the CA by analyzing chat logs and survey responses. We found that the CA sending messages specifying an individual through a private channel is the most effective and preferred way to increase participation of under-contributing members. Participants also expressed that the peer-mediated strategy is a less intrusive and less embarrassing way of receiving the CA's messages compared to the conventional approach where the CA directly sends a message to the under-contributing member. Based on our findings, we discuss trade-offs of various communication strategies and explain design considerations for building an effective CA that adapts to different group dynamics and situations.
Hyo Jin Do, Ha Kyung Kong, Jaewook Lee 0005, Brian P. Bailey
Proc. ACM Hum. Comput. Interact.3
2021 Image Explorer: Multi-Layered Touch Exploration to Make Images Accessible
abstract
Blind or visually impaired (BVI) individuals often rely on alternative text (alt-text) in order to understand an image; however, alt-text is often missing or incomplete. Automatically-generated captions are a more scalable alternative, but they are also often missing crucial details, and, sometimes, are completely incorrect, which may still be falsely trusted by BVI users. We hypothesize that additional information could help BVI users better judge the correctness of an auto-generated caption. To achieve this, we present Image Explorer, a touch-based multi-layered image exploration system that enables users to explore the spatial layout and information hierarchies in an image. Image Explorer leverages several off-the-shelf deep learning models to generate segmentation and labeling results for an image, combines and filters the generated information, and presents the resulted information in hierarchical layers. In a pilot study with three BVI users, participants used Image Explorer, Seeing AI, and Facebook to explore images with auto-generated captions of diverging quality, and judge the correctness of the captions. Preliminary results show that participants made more accurate judgements about the correctness of the captions when using Image Explorer, although they were highly confident about their judgement regardless of the tool used. Overall, Image Explorer is a novel touch exploration system that makes images more accessible for BVI users by potentially encouraging skepticism and enabling users to independently validate auto-generated captions.
Jaewook Lee 0005, Yi-Hao Peng, Jaylin Herskovitz, Anhong Guo
ASSETS1
2021 What's This? A Voice and Touch Multimodal Approach for Ambiguity Resolution in Voice Assistants
abstract
Human speech often contains ambiguity stemming from the use of demonstrative pronouns (DPs), such as “this” and “these.” While we can typically decipher which objects of interest DPs are referring to based on context, modern day voice assistants (VAs – such as Google Assistant and Siri) are yet unable to process queries containing such ambiguity. For instance, to humans, a question such as “how much is this?” can be clarified through visual reference (e.g., a buyer gestures to the seller the object they would like to purchase). To bridge this gap between human and machine cognition, we built and examined a touch + voice multimodal VA prototype that enables users to select key spatial information to embed as context and query the VA. The prototype converts results of mobile, real-time object recognition and optical character recognition models into augmented reality buttons that represent features. Users can interact with and modify the selected features through a word grid. We conducted a study to investigate: 1) how touch performs as an additional modality to resolve ambiguity in queries, 2) how users use DPs when interacting with VAs, and 3) how users perceive a VA that can understand DPs. From this procedure we found that as the query becomes more complex, users prefer the multimodal VA over the standard VA without experiencing elevated cognitive load. Additionally, even though it took some time getting used to, many participants eventually became comfortable with using DPs to interact with the multimodal VA and appreciated the improved human-likeness of human-VA conversations.
Jaewook Lee 0005, Sebastian S. Rodriguez, Raahul Natarrajan, Jacqueline Chen, Harsh Deep, Alex Kirlik
ICMI1
2021 Explorations of Designing Spatial Classroom Analytics with Virtual Prototyping
abstract
Despite the potential of spatial displays for supporting teachers’ classroom orchestration through real-time classroom analytics, the process to design these displays is a challenging and under-explored topic in the learning analytics (LA) community. This paper proposes a mid-fidelity Virtual Prototyping method (VPM), which involves simulating a classroom environment and candidate designs in virtual space to address these challenges. VPM allows for rapid prototyping of spatial features, requires no specialized hardware, and enables teams to conduct remote evaluation sessions. We report observations and findings from an initial exploration with five potential users through a design process utilizing VPM to validate designs for an AR-based spatial display in the context of middle-school orchestration tools. We found that designs created using virtual prototyping sufficiently conveyed a sense of three-dimensionality to address subtle design issues like occlusion and depth perception. We discuss the opportunities and limitations of applying virtual prototyping, particularly its potential to allow for more robust co-design with stakeholders earlier in the design process.
JiWoong Jang, Jaewook Lee 0005, Vanessa Echeverría, LuEttaMae Lawrence, Vincent Aleven
LAK2
2021 Challenges and Opportunities for Data-Centric Peer Evaluation Tools for Teamwork
abstract
Peer evaluations are critical for assessing teams, but are susceptible to bias and other factors that undermine their reliability. At the same time, collaborative tools that teams commonly use to perform their work are increasingly capable of logging activity that can signal useful information about individual contributions and teamwork. To investigate current and potential uses for activity traces in peer evaluation tools, we interviewed (N=11) and surveyed (N=242) students and interviewed (N=10) instructors at a single university. We found that nearly all of the students surveyed considered specific contributions to the team outcomes when evaluating their teammates, but also reported relying on memory and subjective experiences to make the assessment. Instructors desired objective sources of data to address challenges with administering and interpreting peer evaluations, and have already begun incorporating activity traces from collaborative tools into their evaluations of teams. However, both students and instructors expressed concern about using activity traces due to the diverse ecosystem of tools and platforms used by teams and the limited view into the context of the contributions. Based on our findings, we contribute recommendations and a speculative design for a data-centric peer evaluation tool.
Wenxuan Wendy Shi, Akshaya Jagannadharao, Jaewook Lee 0005, Brian P. Bailey
Proc. ACM Hum. Comput. Interact.3