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Jieun Lee 0007

dblp:64/4869-7 · DBLP profile ↗
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2ranked-venue papers
0as first author
2since 2021 · last 2026
0009-0004-3121-4623ORCID · verified

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

Human-computer interaction and ubiquitous computing · 2 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Immersive interaction · 60% User interface design and tools · 32% Learning and educational technologies · 8%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
User interface design and tools › authoring tools
3d design tools
1.012026
VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality · CHI 2026
Immersive interaction
virtual reality
1.012026
VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality · CHI 2026

Methods — techniques the papers use, named apart from their topics

questionnaire · 1.0longitudinal study · 1.0diary study · 1.0
YearPublicationVenuePosition
2026 VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality
abstract
Virtual reality (VR) head-mounted displays allow designers to work in embodied ways within virtual environments. Yet despite growing industry interest, little is known about how VR supports or constrains 3D design workflows, leaving questions about its practical value. We explored the experiences and workflows of using head-mounted displays for 3D design through a 12-week study with 55 senior design students. Participants completed questionnaires, produced design projects, and kept journals, which we analyzed. Our results show that VR is viewed as a powerful design tool, where embodiment and spatial interaction underscore design as an immersive experience in its own right. VR excels in freehand design and sketching, but struggles with precision and complexity. However, VR can flexibly fit into broader workflows, where designers move fluently between VR and non-VR tools and activities. We present considerations for integrating VR into design processes, particularly how VR integrates with traditional 3D design tools and activities like sketching.
Ville Mäkelä, Daniel Harley, Jieun Lee 0007, Cayley MacArthur
CHI3
2025 Integrating Virtual Reality Head-Mounted Displays into Higher Education Classrooms on a Large Scale
Ville Mäkelä, Cayley MacArthur, Jieun Lee 0007, Daniel Harley
CHI3