Minyoung Yoo

dblp:38/9944 · also MinYoung Yoo · DBLP profile ↗
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12ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0001-9717-9382ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 4 first-author · 11 since 2021
YearPublicationVenuePosition
2026 Becoming Watchful on the Trail and at Home: Understanding Experiential Outcomes of Capra in Long-Term Use
abstract
How might alternative encounters with personal hiking data support practices of noticing nature as well as changes in one's self over time? To investigate this question, we conducted a multi-year first person study with Capra—a system that combines the collection and exploration of hiking experiences in nature with an emphasis on longer-term, occasional yet indefinite use. Over several years, three researchers that represented different hiking frequencies, paces, locations, and life stages concurrently and independently hiked, used, and lived with Capra. Findings revealed unique individual and collective changes in attitude among the team, from an initial interest in intentionally capturing specific natural phenomena towards a shift in attentiveness when re-exploring hikes as well as when hiking outdoors. It is these insights that emerged through our long-term experiences with Capra that we present and reflect on in this paper.
William Odom, Samuel Barnett, Jordan White, Minyoung Yoo, Nico Brand, Henry W. J. Lin
CHI4
2026 Queue Player: On the Anatomy of a Slow Technology for Co-Listening In, Over, and Across Time
abstract
As music streaming libraries continually grow and digitally capture elements of our evolving life histories, finding meaningful ways to revisit, reflect on, and share these collections—both individually and socially—has become increasingly important. This pictorial unpacks the creation of Queue Player, a network of four domestic music players that enable synchronous distributed co-listening across geographical distance and for the long-term exploration of the collective listening histories among four close friends. Adopting a Research through Design (RtD) approach, we examine how Queue Player mobilizes a slow technology lens to support experiences of social presence, interaction, and reflection that unfold over time. We provide a detailed critical-reflective account of key design decisions and frictions that shaped the development of this slow technology research product. In doing so, we contribute insights on designing with tempo as an embodied temporal interaction modality and offer strategies for supporting ongoing engagement with collective digital archives.
Samann Pinder, William Odom, Samuel Barnett, Minyoung Yoo, Ayush Misra, Henry W. J. Lin
TEI4
2025 Queue Player: Investigating Distributed Co-Listening Experiences for Social Connection across Space, Time, and Tempo
abstract
We describe the design and deployment of Queue Player, four networked domestic music players that combine music listening histories of close friends to explore new potentialities for interacting with this shared archive. We deployed the Queue Players with four close friends living in separate homes for six weeks. Our goals are to (i) explore how this system might enable co-listening experiences that foster social presence, interaction, and reflection and (ii) empirically explore conceptual propositions related to slow technology. Findings revealed that, after overcoming initial frictions, Queue Player became integrated in participants’ lives and triggered a range of social interactions and reflections on past life experiences. They also showed that Queue Player provoked questions on the benefits and limits of data capturing one's life history as well as the role and pace of technology in everyday life at home. Findings are interpreted to present opportunities for future HCI research and practice.
Samann Pinder, William Odom, Minyoung Yoo, Ayush Misra, Henry W. J. Lin, Carman Neustaedter, Samuel Barnett
CHI3
2025 Translating HCI Research to Broader Audiences: Motivation, Inspiration, and Critical Factors on Alternative Research Outcomes
abstract
Alternative Research Outcomes (AROs) go beyond traditional academic publications, taking diverse forms such as documentaries, DIY tutorials, or exhibitions. With growing recognition of the need for more inclusive and contextually appropriate research dissemination, AROs are particularly relevant in HCI and design research. Yet, little has been discussed on why it is important to work on AROs. What are key qualities of AROs? How can the HCI community benefit from learning more about creating AROs? By analyzing six case studies, we propose four qualities of AROs and demonstrate how they emerge in the timeline of a research project. We argue AROs can be adapted to diverse audience needs and share research insights that may extend beyond the original research goals. Our work contributes to a deeper understanding of how AROs can support inclusive research dissemination practices, enabling HCI researchers to engage broader audiences and extend the relevance of their work.
Minyoung Yoo, Sophia Ppali, William Odom, Yumeng Zhuang, Kritika Kritika, Wyatt Olson, Catherine Wieczorek, Heidi R. Biggs, Arne Berger, Audrey Desjardins, Ron Wakkary, Kathryn E. Ringland
CHI1
2024 Negotiating Conceptual and Practical Frictions in Making the Capra Short Film: Extending a Research through Design Artifact with Video
abstract
As the practice of hiking becomes captured through personal data, it is timely to consider how technology might support noticing and connecting to nature as well as one's self over time. Capra is a system we designed that brings together the capture, storage, and exploration of personal hiking data with an emphasis on longer-term use. In this pictorial, we unpack our process of making a short film that aims to communicate the workings and experience of Capra to a broader audience. We encountered frictions in mobilizing key theoretical concepts framing Capra as a Research through Design (RtD) artifact in the making of our film. We reflect on tactics for working through such frictions, how they can support future work, and how the filmmaking process can offer a valuable approach for distributing RtD artifacts to broader audiences.
William Odom, Samuel Barnett, Nico Brand, Minyoung Yoo, Henry W. J. Lin, Jordan White
Conference on Designing Interactive Systems4
2024 Capra: Making Use of Multiple Perspectives for Capturing, Noticing and Revisiting Hiking Experiences Over Time
abstract
As the practice of hiking becomes increasingly captured through personal data, it is timely to consider what kinds of alternative data encounters might support forms of noticing and connecting to nature as well as one's self and life history over time. To investigate this emerging design space, we designed Capra — a system that brings together the capture, storage, and exploration of personal hiking data with an emphasis on longer-term, occasional yet indefinite use. Over four years, our team adopted a designer-researcher approach where we progressively designed, built, refined, and tested Capra. This process produced frictions in terms of balancing unobtrusiveness, transforming hiking data into evolving interconnected elements in the archive, and managing the sheer quantity and diversity of information with our goal of supporting open-ended and ongoing engagements. It is these insights that emerged through the practice-based design research approach involved in creating Capra that we reflect on in this paper.
William Odom, Jordan White, Samuel Barnett, Nico Brand, Henry W. J. Lin, Minyoung Yoo, Tal Amram
CHI6
2024 Remembering through Sound: Co-creating Sound-based Mementos together with People with Blindness
abstract
Sound is a preferred and dominant medium that people with blindness use to capture, share and reflect on meaningful moments in their lives. Within the timeframe of 12 months, we worked with seven people with blindness and two of their sighted loved ones to engage in a multi-stage co-creative design process involving multiple steps building toward the final co-design workshop. We report three types of sonic mementos, designed together with the participants, that Encapsulate, Augment and Re-imagine personal audio recordings into more interesting and meaningful sonic memories. Building on these sonic mementos, we critically reflect and describe insights into designing sound that supports personal and social experiences of reminiscence for people with blindness through sound. We propose design opportunities to promote collective remembering between people with blindness and their sighted loved ones and design recommendations for remembering through sound.
Minyoung Yoo, William Odom, Arne Berger, Samuel Barnett, Sadhbh Kenny, Priscilla Lo, Samein Marques Shamsher, Gillian Russell, Lauren Knight
CHI1
2023 Exploring Long-Term Mediated Relations with a Shape-Changing Thing: A Field Study of coMorphing Stool
abstract
This paper presents a long-term field study of the coMorphing stool: a computational thing that can change shape in response to the surrounding light. We deployed 5 coMorphing stools to 5 participants' homes over 9 months. As co-speculators, the participants reflected on their mediated relations with the coMorphing stool. Findings suggest that they perceived the subtle transformations of the coMorphing stool in the early days of the deployment. After becoming familiar with these features, they interpreted their daily entanglements with the coMorphing stool in diverse personalized ways. Over time, the co-speculators accepted the coMorphing stool as part of their homes. These findings contribute new empirical insights to the shape-changing research field in HCI and enrich discussions on higher-level concepts in postphenomenology. Reflecting on these experiences promotes further HCI explorations on computational things.
Ce Zhong, Ron Wakkary, William Odom, Mikael Wiberg, Amy Yo Sue Chen, Doenja Oogjes, Jordan White, Minyoung Yoo
CHI8
2022 Storywork & Reciprocity: On the Design of an Audio Documentary that Extends HCI Research back to Participants
abstract
Participatory design means building reciprocal relationships with research participants and opening up conversations with larger communities. We describe and reflect on our design-led research of creating an hour-long audio documentary. Participants’ desires to better understand the experiences of others within our study is our key motivation. We see the creation of the documentary as an important reciprocal step to invite further participation within a longer-term, multi-year project. Rooted in a decolonial perspective on translating academic knowledge to the general public, our work builds on our own prior fieldwork with 9 people with blindness on their reminiscence experiences. The audio documentary aims to deliver insights from research findings and inquiries, inspired by participants' stories through their voices in the interview recordings. The documentary serves as a gift for participation and a genuine invitation for future research. We conclude with opportunities for future HCI research and practice.
Minyoung Yoo, Lauren Knight, William Odom, Arne Berger
Conference on Designing Interactive Systems1
2022 On the Design of deformTable: Attending to Temporality and Materiality for Supporting Everyday Interactions with a Shape-Changing Artifact
abstract
HCI research on shape change has highlighted the importance of materiality and temporality in design practice. However, little research has addressed the challenges of tailoring these qualities for everyday interactions with a shape-changing artifact. In this paper, we report from a designer-researcher perspective into the crafting of deformTable: a shape-changing form that responds to the weight of objects placed on its surface. We crafted 5 deformTables over 18 months with special attention given to the physical, temporal, and computational aspects. Specifically, we describe how we focused on speed adjustments and response times in the process to frame the temporal expressions of computing; we also discuss how the material and tools helped shape our decisions in the context of the materiality of computing. This study contributes an RtD case of designing a particular shape-changing artifact through the lens of temporality and materiality to support long-term engagements and everyday interactions.
Ce Zhong, Ron Wakkary, William Odom, Amy Yo Sue Chen, Minyoung Yoo, Doenja Oogjes
Conference on Designing Interactive Systems5
2021 Understanding Everyday Experiences of Reminiscence for People with Blindness: Practices, Tensions and Probing New Design Possibilities
abstract
There is growing attention in the HCI community on how technology could be designed to support experiences of reminiscence on past life experiences. Yet, this research has largely overlooked people with blindness. We present a study that aims to understand everyday experiences of reminiscence for people with blindness. We conducted a qualitative study with 9 participants with blindness to understand their personal routines, wishes and desires, and challenges and tensions regarding the experience of reminiscence. Findings are interpreted to discuss new possibilities that offer starting points for future design initiatives and openings for collaboration aimed at creating technology to better support the practices of capturing, sharing, and reflecting on significant memories of the past.
Minyoung Yoo, William Odom, Arne Berger
CHI1
2020 Exploring the Reflective Potentialities of Personal Data with Different Temporal Modalities: A Field Study of Olo Radio
abstract
We describe a long-term field study of Olo Radio, a music player that lets people re-experience digital music they have listened to previously. Olo Radio offers different 'timeframe modes' for organizing one's personal listening history data, and for exploring possible connections among songs and across time. We deployed 5 Olo Radios in 5 households for 8 months to understand participants' experiences over time. Our goals are to: (i) investigate the reflective potentialities of personal data for memory- oriented music listening and (ii) empirically explore conceptual propositions related to slow technology. Findings revealed Olo Radio became highly integrated in participants lives and triggered reflection on past life experiences. They also showed that Olo Radio was perceived to subtly change over time, and open up different ways of experiencing time. Findings are interpreted to present opportunities for future HCI research and practice.
William Odom, Minyoung Yoo, Henry W. J. Lin, Tijs Duel, Tal Amram, Amy Yo Sue Chen
Conference on Designing Interactive Systems2