Kun-Pyo Lee

dblp:63/1540 · DBLP profile ↗
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18ranked-venue papers
1as first author
5since 2021 · last 2026
0000-0001-8873-2983ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 17 · 1 first-author · 5 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2026 AI for Creativity: A GenAI-Based Approach for Early Concept Design and Its Impact on Senior Architects
abstract
Senior architects are pivotal in shaping architectural projects, yet integrating Generative AI (GenAI) into their workflows presents notable challenges. A formative study (N=11) identified key pain points in their early concept design process. To address these, we developed EarlyArchi, a GenAI-driven system supporting automated concept generation and evaluation. In a within-subject study (N=13), participants used EarlyArchi for early-stage design tasks. Results showed enhanced perceived creativity, improved design competency, and more efficient ideation. However, concerns emerged regarding controllability and domain-specific accuracy, highlighting the need for features that preserve professional autonomy and trust. Further analysis revealed three GenAI involvement modes—fully AI-driven, GenAI-led, and human-led—emphasizing the importance of adaptive role allocation in balancing creative exploration with expert leadership. These findings offer insights into supporting senior architects through GenAI while identifying key considerations for designing future human–AI co-creation systems.
Jiajuan Li, Xia Wang 0010, Chengzhong Liu, Yaxin Chen, Le Fang 0003, Ying-Qing Xu, Lie Zhang, Kun-Pyo Lee, Stephen Jia Wang
CHI8
2026 Designing Scaffolding Cards to Facilitate LLM-Based Socratic Instruction: An Exploratory Study of Response Strategies to Support Learning
abstract
The overreliance on large language models (LLMs)-generated answers poses risks to the development of learners’ critical thinking. Socratic instruction, which follows “tutor asks, student answers” approach, could mitigate overreliance by engaging learners with LLM-generated questions rather than passively seeking answers from LLMs. However, learners without effective response strategies often produce superficial answers and therefore undermine Socratic instruction. To bridge the gap, we first conducted a formative study (N=20) to analyze learners’ dialogue logs and interviews, deriving 18 Scaffolding Cards as response strategies to guide learners in framing their answers. A subsequent mixed-methods study (N=34) demonstrated that Scaffolding Cards improved critical thinking, optimized cognitive load allocation, and increased learning satisfaction compared to that without scaffolds. Our work reconfigures scaffolding by incorporating state-aware, agency-preserving, and function-transparent support. We further provide actionable implications for designing responsive and personalized scaffolding to facilitate learner-LLM interaction, introducing innovative perspectives for reclaiming learner agency in LLM-driven education.
Lujin Mao, Linyuan Dong, Wenan Li, Xiangen Hu, Kun-Pyo Lee, Zhibin Zhou 0002
CHI5
2025 AI Doctor for ASD: Physician Perceptions and Adoption Challenges in Autism Clinical Practice
abstract
The rapid increase in the number of individuals with Autism Spectrum Disorder (ASD) has drawn extensive attention from both the general public and researchers. Artificial Intelligence (AI) has been applied in the assessment, early diagnosis, and intervention of ASD to enhance the efficiency of clinicians and reduce tension in medical resources. However, the adoption of AI systems in clinical practice is relatively limited due to the challenge of complexity and diversity of ASD. Thus, involving insights into clinicians' perceptions and barriers toward the role of AI is crucial for enhancing clinicians-AI cooperation for autism. Through conducting the semi-structured interview with 18 physicians across tertiary and secondary hospitals in various regions, this study indicates the positive attitude toward collaborating with AI among physicians. Additionally, some concerns are also reported, such as the complexity of ASD, uncertainty of AI capabilities, and understandability of AI. The findings of this study highlight the significance of human-centered AI in satisfying different stakeholders' needs and discuss the potential implications of AI capabilities for adopting AI in future autism research.
Cong Fang 0003, Le Fang 0003, Meichen Liu, Kun-Pyo Lee, Lie Zhang, Stephen Jia Wang
Proc. ACM Hum. Comput. Interact.7
2024 Emo-MG Framework: LSTM-based Multi-modal Emotion Detection through Electroencephalography Signals and Micro Gestures
abstract
Human-computer interaction has seen growing interest in emotion detection. To gain deeper insights into the physiological indicators of emotions, researchers have delved into utilizing electroencephalography (EEG) and micro-gestures (MGs). This study assesses the efficacy of EEG and MG features in emotion detection by recruiting 15 participants to gather EEG and MG data in response to diverse figure-based emotional stimuli. To incorporate these features, this article introduces Emo-MG, a multimodal interface that integrates EEG and MG features and employs a long short-term memory (LSTM) model to predict emotional states within the valence-arousal-dominance (VAD) space. This study presents an in-depth analysis of feature importance and correlation results based on EEG and MG features for feature selection in emotion detection tasks. Through accuracy and F1-score metrics, Emo-MG achieves outstanding performance in emotion detection by comparing it to baseline and deep learning models, validating the efficacy of integrating EEG and MG features
Le Fang 0003, Sark Pangrui Xing, Zhengtao Ma, Kun-Pyo Lee, Stephen Jia Wang
Int. J. Hum. Comput. Interact.6
2024 Data Transparency Design in Internet of Things: A Systematic Review
abstract
Data transparency plays a critical role in understanding IoT privacy practices and making informed decisions. To gain a comprehensive understanding of transparency in the IoT environment, a systematic literature review of 58 academic articles is conducted to investigate the progress and status of existing data transparency studies from a design perspective. Data transparency was identified as a signifier to bridge the connection between user behavior and privacy risks. The level of transparency achieved was shaped by users’ privacy perceptions, which in turn influenced their privacy behavior. GUI-based transparency design has been widely used in IoT, but it is not sufficient to provide users with accessible, understandable, and unified transparency information. A conceptual transparency design is proposed based on the extracted design opportunities and practices. This paper provides an important resource on transparency issues in the IoT environment, and will benefit the design and computer science communities.
Xiapu Luo, Kun-Pyo Lee, Stephen Jia Wang
Int. J. Hum. Comput. Interact.4
2019 Once a Kind Friend is Now a Thing: Understanding How Conversational Agents at Home are Forgotten
abstract
The number of households using stand-alone conversational agents is rapidly increasing. However, recent research revealed that in some of these households, use of agents decreases over time, and we know little about why. Therefore, we aim to understand how people utilize such devices in their daily lives and to explore the associated obstacles or difficulties. We conducted a long-term (12-week) user study in which we followed eight households, examining their use of Amazon Echo at home. From a series of diaries, surveys, and interviews with eight first-time users, we identified how their experiences changed over time and how conversational agents lose their presence at home. We found that voice interface, physical form, and at-home installation affect users' perceptions and expectations of smart speakers. Based on these findings, we discuss challenges and design opportunities for future at-home conversational agents.
Minji Cho, Sang-Su Lee, Kun-Pyo Lee
Conference on Designing Interactive Systems3
2018 Design Research, for What?: Different Perspectives on Design Research
abstract
The notion of research in the field of design has a relatively short history compared to other well established academic disciplines, and therefore the relationship between design academia and design practice is not very closely intertwined. Particularly this disconnecting phenomenon becomes more serious as the rapid introduction of new technologies such as AI is challenging the validity of the existing body of knowledge, methods, and processes.
Kun-Pyo Lee
Conference on Designing Interactive Systems1
2017 Designing Intelligent Assistant through User Participations
abstract
Today, intelligent assistants, such as Apple's Siri, becoming a part of our everyday life. While there have been many studies focused on technologies, there are no studies dealing with design issues at the initial stage of the design, the stage prior to system implementation. Although the designers had a lot of questions in the design process, such as how the personality of virtual assistant should be, how users could discover the way of interacting, the designers had to rely on imagination. In this paper, we present a user-friendly way of designing intelligent assistant which allow designers and engineers to explore the possible design problems and solutions through user participation, before all the complex systems are ready to run. Through a low-tech approach involving two users, we could understand the behavior of users with intelligent assistants in an easy and fast way.
Sang-Su Lee, Jaemyung Lee 0001, Kun-Pyo Lee
Conference on Designing Interactive Systems3
2016 Timelessness: User Experience of unplanned Smartphone Use
abstract
Everyday smartphone use gives rise to a new kind of user experience that is characterized by unplanned use. Exploring spontaneous uses promises to improve our understanding of both the deeper integration of the smartphone into mundane activities, as well as the smartphone's potential for distraction and interruption. Therefore, we studied the user experience of unplanned smartphone use to unpack its experience qualities. For capturing unplanned use from a first-person perspective, 36 participants each produced two hours of continuous video recordings with wearable cameras. The findings introduced the experience quality of'timelessness,' a feeling that unplanned smartphone use is a series of unrelated moments, lacking a coherent sense of past, present, and future. Unplanned use usually leaves no memory of what it was, presents no attributes of what it is, and projects no endings of what it will be. The study contributes a theoretical framework of unplanned use for experience design.
Yong-Ki Lee, Youn-Kyung Lim, Kun-Pyo Lee
Conference on Designing Interactive Systems3
2013 Towards more natural digital content manipulation via user freehand gestural interaction in a living room
abstract
Advances in dynamic gesture recognition technologies now make it possible to investigate freehand input techniques. This study tried to understand how users manipulate digital content on a distant screen by hand gesture interaction in a living room environment. While there have been many existing studies that investigate freehand input techniques, we developed and applied a novel study methodology based on a combination of both an existing user elicitation study and conventional Wizard-of-Oz study that involved another non-technical user for providing feedback. Through the study, many useful issues and implications for making freehand gesture interaction design more natural in a living room environment were generated which have not been covered in previous works. Furthermore, we could observe how the initial user-defined gestures are changed over time.
Sang-Su Lee, Jeonghun Chae, Hyunjeong Kim, Youn-Kyung Lim, Kun-Pyo Lee
UbiComp5
2012 Interaction-driven design: a new approach for interactive product development
abstract
As a new approach to interactive product development, we found possibilities in interactions themselves as the starting point of a product development, and propose a concept of interaction-driven design. We focused on the movements in interactions, such as users' input behaviors and feedback movements from the system's output. In this paper, design patterns and their characteristics for three different interactive product development approaches, including our newly proposed one, were examined through an ideation workshop: 1) user-driven product development, 2) technology-driven product development, and 3) interaction-driven product development. We were able to see that results for the development of interactive products differed depending on the combining order or the linking patterns of factors such as form, function, and interaction. Interaction-driven product development opens up a wider range of linking possibilities compared to the other two approaches.
Seungwoo Maeng, Youn-Kyung Lim, Kun-Pyo Lee
Conference on Designing Interactive Systems3
2011 Considerations of applying surface-based phone gestures to natural context
abstract
Gesture interaction has enjoyed increasing popularity in human-computer interactions and has applied to different contexts. At the same time, computing has become more mobile and ubiquitous. This study aims to connect the gestures in the 2 contexts by exploring the possibility of applying gestures in mobile context to three-dimensional natural context. To reveal the contextual effects to gesture interactions, the experiment was designed to elicit gestures in the 2 contexts from users. Different analysis methods were applied, foremost of which was the correlation analysis. The results indicate positive correlation exists between phone and free-form gestures, but significantly varies among tasks. The design of gestures can be applied in the different context, after considering the issues of origin, limitation, priority.
Kun-Pyo Lee, Hyeon-Jeong Suk
UbiComp2
2010 Digital user research in Korea: defining quality factors for an internet-based research tool
abstract
Participatory design approaches that built on the active engagement of users originated from the Western World. Consequently, their application to the East Asian context bears problems due to cultural barriers. In this paper we identify limiting problems of generative techniques in Korea by analyzing related theories based on cultural dimensions and conducting a pilot research that comprises a qualitative analysis of four exploratory interviews with Koreans from professional industry. Preliminary insights from the pilot research are that the main limitations to generative techniques in Korea are due to five factors: lack of Expressiveness, feeling of Insecurity, desire for Perfection, fear of Losing Face, and lacking Efficiency of the method. We suggest a new method involving an internet-based tool for applying generative techniques. As work-in-progress, we define crucial Quality Factors for such a tool, as well as point out the direction of our future research that is meant to lead us to its development and its implementation.
Puck Siemerink, Minyou Rek, Annemiek van Boeijen, Yong-Ki Lee, Kun-Pyo Lee
Conference on Designing Interactive Systems5
2010 How users manipulate deformable displays as input devices
abstract
This study is aimed at understanding deformation-based user gestures by observing users interacting with artificial deformable displays with various levels of flexibility. We gained user-defined gestures that would help with the design and implementation of deformation-based interface, without considering current technical limitations. We found that when a display material gave more freedom from deformation, the level of consensus of gestures among the users as well as the intuitiveness and preferences were all enhanced. This study offers implications for deformation-based interaction which will be helpful for both designers and engineers who are trying to set the direction for future interface and technology development.
Sang-Su Lee, Bipil Jin, Eunji Choi, Boa Kim, Daeeop Kim, Kun-Pyo Lee
CHI8
2009 Editorial: Human-centered product design and development
Chun-Hsien Chen, Keiichi Sato, Kun-Pyo Lee
Adv. Eng. Informatics3
2007 Culturally adapted mobile phone interface design: correlation between categorization style and menu structure
abstract
This paper presents the results of experiments conducted to understand the correlation between culturally different cognitive styles and issues of information architecture and flow, specifically in a mobile phone interface. 30 Korean participants and 30 Dutch participants participated in an on-screen prototype test as well as a cognitive style test. Different preferences were found for each cultural group regarding function/theme-related menus. In addition, individual categorization styles were found to be correlated to individual preferences. Overall, the findings indicated that performance and preferences in a certain menu structure are associated with cognitive styles, which may eventually help design culturally adapted interfaces. The correlation between prior experience and preference was not found to be significant in any of the tests.
Ji Hye Kim, Kun-Pyo Lee
Mobile HCI2
2005 Cultural difference and mobile phone interface design: icon recognition according to level of abstraction
abstract
Mobile phone market has widened to a global scale and consequently mobile phones are distributed throughout the world. This tells that the user interface in mobile phones inevitably confronts cultural difference as much as other products and consequently the user interface suited to each cultural trait is required. To clarify the relation between cultural traits and mobile phone interface, UI elements which would be influenced by cultural traits in interaction between user and mobile phone were extracted and hypotheses related to the UI elements were proposed. For a pilot study, 20 subjects (10 subjects each from America and Korea) participated in the icon recognition test. The test parameters were task completion time, recognition rate, preference. The results show that Korean subjects performed significantly better in the set of concrete icons while American counterparts showed quite the opposite tendencies. No significant differences in preference according to icon style were found. The results suggest a possibility of cultural impact on icon recognition according to the level of abstraction.
Ji Hye Kim, Kun-Pyo Lee
Mobile HCI2
2003 Participatory design approach to information architecture design for children
abstract
In this paper, two participatory design toolkits for designing information architecture are introduced. They allow children to participate in the design process as design partners and build information structure that reflects their cognitive process. The toolkits were applied to find usability problems in the directory of Korean Yahooligans (kr.kids.yahoo.com). The result shows that children's information architecture differs from that of adults in depth and width, contents, and relationship between keywords; and that the toolkits can elicit users' needs effectively.
Joon Sang Baek, Kun-Pyo Lee
IDC2