Bogoan Kim

dblp:222/4738 · DBLP profile ↗
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12ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0002-9083-1128ORCID · verified

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

Human-computer interaction and ubiquitous computing · 10 · 3 first-author · 10 since 2021Computer networks · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2026 When Special Education Meets LLMs: Investigating the use of LLM-based Conversational AI by Special Education Teachers for Autism in China
abstract
In China, special education teachers (SETs) for autistic children continuously coordinate complex demands, from intervention planning to behavior interpretation and parent communication. While SETs bear heavy responsibility for these decisions, they often lack the professional feedback loops needed to validate their judgments. Recently, Large Language Model (LLM)–based conversational AI (CAI) has emerged as tools that provide on-demand conversational scaffolding to support teachers’ educational practices. This study examines SETs’ opportunities and challenges in using CAI through a two-week diary study and follow-up interviews with 12 SETs. We found that SETs used CAI as scaffolding tools for interpreting children’s autistic traits, preparing parent communication, and seeking emotional support. Their strategies shifted from task-specific queries to open-ended, experience-driven dialogues that supported reflective sensemaking. However, the need for contextualized guidance often clashed with privacy concerns, making SETs hesitant to share the specific child data required for advice. We conclude with design implications for supporting reflective, responsive, and adaptive trust calibration in the use of CAI.
Jiazhou Wu, Dasom Choi, Bogoan Kim, Hwajung Hong
DIS3
2026 LAPS: Automating Hypothesis-Driven Statistical Analysis of Public Survey Using Large Language Models
abstract
Public surveys are indispensable resources for understanding social dynamics, yet their analysis often imposes a high cognitive load due to structural complexity. In this paper, we present LAPS, a Large Language Model (LLM)-assisted automated framework that supports end-to-end, hypothesis-driven statistical analysis of survey data. LAPS consists of four modules (i.e., Operationalization, Planning, Execution, and Reporting) with human-in-the-loop mechanisms to balance automation with user agency. To evaluate the applicability of LAPS, we conducted a within-subjects user study with 12 social science researchers across three analytical environments: traditional statistical tools, a general-purpose LLM, and LAPS. Our findings demonstrate that LAPS ensures researcher agency and analytical stability, reduces the cognitive burden in the analysis workflow, and produces trustworthy, coherent outputs. Based on these findings, we reflect on how LAPS improves researchers’ workflows and discuss design implications for scalable and trustworthy human-AI collaboration in survey-based research.
Dayoung Jeong, Beejin Son, Hansung Kim 0003, Bogoan Kim, Kyungsik Han
CHI5
2026 QuerySwitch: Supporting the Design Process by Balancing Vagueness through Large Language Models
abstract
Designers often regard vagueness as an essential aspect of creative work, as it fosters diverse interpretations and helps prevent fixation. Although large language models (LLMs) are increasingly viewed as a promising creative partner, designers struggle to productively incorporate vagueness into AI-supported workflows. To address this challenge, we present QuerySwitch, an interactive prototype that enables fashion designers to manage vagueness by flexibly switching between two distinct query-output modes. Findings from a user study show that QuerySwitch helps fashion designers balance vagueness, enhances the usability of LLMs in design tasks, and promotes creative exploration. This work contributes to HCI by (1) foregrounding a critical construct in human–AI collaboration, (2) demonstrating how interaction mechanisms can scaffold designer agency in LLMs use, and (3) articulating design principles—structuring exploration and preserving key query formulations—that extend to creativity-driven domains.
Myungjin Kim, Bogoan Kim, Kyungsik Han
CHI2
2026 "I Choose to Live, for Life Itself": Understanding Agency of Home-Based Care Patients Through Information Practices and Relational Dynamics in Care Networks
abstract
Home-based care (HBC) delivers medical and care services in patients’ living environments, offering unique opportunities for patient-centered care. However, patient agency is often inadequately represented in shared HBC planning processes. Through 23 multi-stakeholder interviews with HBC patients, healthcare professionals, and care workers, alongside 60 hours of ethnographic observations, we examined how patient agency manifests in HBC and why this representation gap occurs. Our findings reveal that patient agency is not a static individual attribute but a relational capacity shaped through maintaining everyday continuity, mutual recognition from care providers, and engagement with material home environments. Furthermore, we identified that structured documentation systems filter out contextual knowledge, informal communication channels fragment patient voices, and doctor-centered hierarchies position patients as passive recipients. Drawing on these insights, we propose design considerations to bridge this representation gap and to integrate patient agency into shared HBC plans.
Sung-In Kim, Joonyoung Park, Bogoan Kim, Hwajung Hong
CHI3
2026 Understanding Human-Multi-Agent Team Formation for Creative Work
abstract
Team-based collaboration is a cornerstone of modern creative work. Recent advances in generative AI open possibilities for humans to collaborate with multiple AI agents in distinct roles to address complex creative workflows. Yet, how to form Human-Multi-Agent Teams (HMATs) is underexplored, especially given that inter-agent interactions increase complexity and the risk of unexpected behaviors. In this exploratory study, we aim to understand how to form HMATs for creative work using CrafTeam, a technology probe that allows users to form and collaborate with their teams. We conducted a study with 12 design practitioners, in which participants iterated through a three-step cycle: forming HMATs, ideating with their teams, and reflecting on their teams' ideation. Our findings reveal that while participants initially attempted autonomous team operations, they ultimately adopted team formations in which they directly orchestrated agents. We discuss design considerations for HMAT formation that humans can effectively orchestrate multiple agents.
Hyunseung Lim, Dasom Choi, Sooyohn Nam, Bogoan Kim, Hwajung Hong
CHI4
2025 "I Don't Know Why I Should Use This App": Holistic Analysis on User Engagement Challenges in Mobile Mental Health
Seungwan Jin, Bogoan Kim, Kyungsik Han
CHI2
2024 Narrating Routines through Game Dynamics: Impact of a Gamified Routine Management App for Autistic Individuals
abstract
Maintaining a daily routine has profound implications for physical, emotional, and social well-being. Autistic individuals may experience various challenges in establishing and maintaining a healthy daily routine due to their tendency to be inactive in daily life combined with their characteristics and preferences. Previous studies employing mobile technology to support autistic individuals have primarily focused on self-help functions, with limited exploration into the detailed needs of these individuals to develop and maintain personalized routines. In this study, we conducted a nine-week field study with 18 autistic individuals using RoutineAid, a gamified app designed to support key routines of autistic individuals (i.e., physical activity, diet, mindfulness, and sleep). Our analysis incorporated five measures of self-evaluation on daily life, app usage logs, Fitbit physical activity data, and interviews. Our findings demonstrate the effectiveness of RoutineAid and highlight its two primary affordances for autistic individuals: (1) promoting self-efficacy and embedding health behavior and (2) refining daily routines for healthier outcomes. We discuss salient design insights for developing daily routine management systems for autistic individuals.
Bogoan Kim, Dayoung Jeong, Hwajung Hong, Kyungsik Han
CHI1
2023 RoutineAid: Externalizing Key Design Elements to Support Daily Routines of Individuals with Autism
abstract
Implementing structure into our daily lives is critical for maintaining health, productivity, and social and emotional well-being. New norms for routine management have emerged during the current pandemic, and in particular, individuals with autism find it difficult to adapt to those norms. While much research has focused on the use of computer technology to support individuals with autism, little is known about ways of helping them establish and maintain “self-directed” routine structures. In this paper, we identify design requirements for an app that support four key routine components (i.e., physical activity, diet, mindfulness, and sleep) through a formative study and develop RoutineAid, a gamified smartphone app that reflects the design requirements. The results of a two-month field study on design feasibility highlight two affordances of RoutineAid—the establishment of daily routines by facilitating micro-planning and the maintenance of daily routines through celebratory interactions. We discuss salient design considerations for the future development of daily routine management tools for individuals with autism.
Bogoan Kim, Sung-In Kim, Hee Jeong Yoo, Hwajung Hong, Kyungsik Han
CHI1
2023 V-DAT (Virtual Reality Data Analysis Tool): Supporting Self-Awareness for Autistic People from Multimodal VR Sensor Data
abstract
Virtual reality (VR) has become a valuable tool for social and educational purposes for autistic people, as it provides flexible environmental support to create a variety of experiences. A growing body of recent research has examined the behaviors of autistic people using sensor-based data to better understand autistic people and investigate the effectiveness of VR. Comprehensive analysis of the various signals that can be easily collected in the VR environment can promote understanding of autistic people. While this quantitative evidence has the potential to help both autistic people and others (e.g., autism experts) to understand behaviors of autistic people, existing studies have focused on single signal analysis and have not determined the acceptability of signal analysis results from the autistic person’s point of view. To facilitate the use of multiple sensor signals in VR for autistic people and experts, we introduce V-DAT (Virtual Reality Data Analysis Tool), designed to support a VR sensor data handling pipeline. V-DAT takes into account four sensor modalities—head position and rotation, eye movement, audio, and physiological signals—that are actively used in current VR research for autistic people. We explain the characteristics and processing methods of the data for each modality as well as the analysis with comprehensive visualizations of V-DAT. We also conduct a case study to investigate the feasibility of V-DAT as a way of broadening understanding of autistic people from the perspectives of both autistic people and autism experts. Finally, we discuss issues with the process of V-DAT development and complementary measures for the applicability and scalability of a sensor data management system for autistic people.
Bogoan Kim, Dayoung Jeong, Jennifer G. Kim, Hwajung Hong, Kyungsik Han
UIST1
2022 VISTA: User-centered VR Training System for Effectively Deriving Characteristics of People with Autism Spectrum Disorder
abstract
Pervasive symptoms of people with autism spectrum disorder (ASD), such as a lack of social and communication skills, are major challenges to be embraced in the workplace. Although much research has proposed VR training programs, their effectiveness is somewhat unclear, since they provide limited, one-sided interactions through fixed scenarios or do not sufficiently reflect the characteristics of people with ASD (e.g., preference for predictable interfaces, sensory issues). In this paper, we present VISTA, a VR-based interactive social skill training system for people with ASD. We ran a user study with 10 people with ASD and 10 neurotypical people to evaluate user experience in VR training and to examine the characteristics of people with ASD based on their physical responses generated by sensor data. The results showed that ASD participants were highly engaged with VISTA and improved self-efficacy after experiencing VISTA. The two groups showed significant differences in sensor signals as the task complexity increased, which demonstrates the importance of considering task complexity in eliciting the characteristics of people with ASD in VR training. Our findings not only extend findings (e.g., low ROI ratio, EDA increase) in previous studies but also provide new insights (e.g., high utterance rate, large variation of pupil diameter), broadening our quantitative understanding of people with ASD.
Bogoan Kim, Dayoung Jeong, Mingon Jeong, Taehyung Noh, Sung-In Kim, Taewan Kim 0004, So-youn Jang, Hee Jeong Yoo, Jennifer G. Kim, Hwajung Hong, Kyungsik Han
VRST1
2021 ChamberBreaker: Mitigating the Echo Chamber Effect and Supporting Information Hygiene through a Gamified Inoculation System
abstract
Because of the increasingly negative impacts of the echo chamber effect, such as the dissemination of fake news and political polarization occurring in social networking services (SNSs), considerable efforts are being made to mitigate this effect. Prior HCI studies have presented the development of user interfaces to display information that reflects various standpoints, with the aim of nudging people to consume information in a more objective fashion. However, these efforts still lack the ability to highlight the characteristics, generation processes, and negative effects of echo chambers, so they may not be effective in helping people become sufficiently aware of the echo chamber effect and those who are already in an echo chamber. In this paper, we present ChamberBreaker (CB), which has been designed to help increase a player's awareness of and preemptively respond to an echo chamber effect based on psychological concepts: inoculation, heuristics for judging, and gamification. Through a user study with 882 participants (control group: 446, experimental group: 436), we demonstrated the feasibility of our game-based methodology to support the awareness of the echo chamber effect and the importance of maintaining diverse perspectives when consuming information. Our findings highlight the externalization of psychological standpoints in mitigating an echo chamber effect and suggest design implications for system development---the consideration of demographics, playing time, and the connection to fake news recognition---for digital literacy education. You can play CB at http://tiny.cc/chamberbreaker (The game only works with Chrome.)
Youngseung Jeon, Bogoan Kim, Aiping Xiong, Dongwon Lee 0001, Kyungsik Han
Proc. ACM Hum. Comput. Interact.2
2019 Bringing Context into Emoji Recommendations
abstract
We present Reeboc that combines machine learning and k-means clustering to analyze the conversation of a chat, extract different emotions or topics of the conversation, and recommend emojis that represent various contexts to the user. Instead of simply analyzing a single input sentence, we consider recent sentences exchanged in a conversation. we performed a user study with 17 participants in 8 groups in a realistic mobile chat environment. Participants spent the least amount of time in identifying and selecting the emojis of their choice with Reeboc (38% faster than without emoji recommendation).
Joon-Gyum Kim, Taesik Gong, Evey Huang, Juho Kim 0001, Sung-Ju Lee 0001, Bogoan Kim, Jaeyeon Park 0001, Woojeong Kim, Kyungsik Han, JeongGil Ko
MobiSys6