CV

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Gahyun Kim

 

Education

  • Current: Yonsei University (Exchange: University of Amsterdam)
  • Major: Information and Interaction Design & Communication

 

Major Courses (taken)

  • Conceptual Drawing
  • Idea Visualisation
  • Communicating with Type
  • Experience Design
  • Application Prototyping
  • Media, Art and Society
  • Interactive Marketing Communication
  • PR Case Study
  • Communication Design Workshop
  • Interaction Design
  • Techno-Art Capstone Project
  • Senior Project (graduate exhibition)
  • Creative Industry Internship
  • etc.

 

Major Courses (taking)

  • Interface Design
  • Visual System
  • UX Research Methods
  • Understanding Advertising
  • Practices in Journalism
  • The Music Industry in The Visual Age

 

Software Tools

  • Adobe Illustrator
  • Adobe Photoshop
  • Keynote

 

Languages

  • Korean
  • English
  • Spanish
  • Japanese

 

Previous Extracurricular/Work Experience

  • Representative at TAD Student Council, Member at UIC Committee
  • International Student Ambassador at University of Amsterdam
  • Reporter at ACCESS Magazine (arts & culture platform)
  • Photographer at Yonsei Theatre (photocall)
  • Intern at UI/UX Startup
  • Intern at MBC Plus Media
  • Intern & Trainee at TBWA KOREA – ATL Planning
  • Storyteller at Airbnb Korea – Live There campaign
  • Superhost at Airbnb – monohome
  • Intern at Hyundai Card – Space, Branding
  • Employee at TBWA KOREA – Digital Planning
    • Clients: YouTube Red, Netflix, Hyundai Card, Kirin Ichiban, Adidas, etc.

 

Personal Interests

  • Photography, Fine Arts
  • Interior Design – home styling
  • Travel, Airbnb

 

Favourite Artists (just to name a few..)

  • David Hockney
  • Edward Hopper
  • Henry Matisse
  • Vincent Van Gogh
  • Rene Magritte

 

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3 Images

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My home, where I invite travellers from all around the globe.

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An elaborately detailed tea room in Osaka from my latest trip to Japan this month. The minimal, modern Japanese details embody the aesthetics and values of Japanese culture that I have been fascinated by.

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My dog Mono, my world per se. I love her more than anything in the world.

Little Things

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Little things about me, my values and thoughts.

 

Growing up, I was everywhere. I was moving to a different city every couple years primarily because my parents wanted me to get used to “different settings”. We even lived in a traditional Hanok for a few years, which was for sure a one of a kind experience. Then at 11, I was partially forced to survive by myself in Auckland, New Zealand, which shaped me into the most independent individual. That independence might have gotten a bit too far when I decided to take a gap year from high school. There was no precedent of such thing and my teachers freaked out including the Ministry of Education. But I had too much to explore outside of school. Not having to worry about the exhausting college admission procedure, I painted, met new people, became friends with the most interesting people ever, and my world grew bigger everyday.

Then the whole concept, ideology of ‘DESIGN’ caught my interest. It looked fun, sounded fancy. I began looking into the most explicit works of design, ones that are labelled as design per se like fashion design, interior design.

Later I decided to pursue Design as my undergraduate major and have been studying Information and Interaction Design along with Communication since then. Design is still fun and fancy, but it’s more of a thought process than a cool visual. It’s about defining problems and deducing insightful solutions out of them. While I am not even close to being confident about my design capabilities as a design student, one thing I can be sure of is that I have indeed embodied the habit of design-based thought process within my life.

I’ve always been interested in, frequently involved in various types of artistic endeavours. As a design student, I’ve been investigating the effects and dynamics of design within and without. The relationship between the mutual influence of human behaviour/psychology and relevant design has been the focal point of my interests. I’ve been learning the more theoretical knowledge of human behaviour or psychological development in relation to the history of philosophy and communication. 

Aside from my academic works, I came to enjoy—generally speaking—the visualising process of my thought trails and segmented emotions. I’m a heavy traveller, and I love photographing every single moment of my journey. The process of taking a picture, editing it to adapt to my interpretation of it, presenting it in certain platforms has become my greatest joy lately. I’m always eager to capture the values and delicate emotions that are constantly expressed and shared among different relations that are often highlighted during travelling. You know, all the littlest things suddenly become special when you’re travelling. I also enjoy engaging myself into writing, painting, or pretty much anything that helps me “express”.

Below are a few of my pictures from my 8-months-long journey in Europe. I lived in Amsterdam and travelled to as many different cities as possible. 

 

My passion for travelling led me to opening up my own home for all the travellers out there.  I collected many hands-on experience to the values of Airbnb while staying in Europe, and wanted to pursue the same values back in my hometown, Seoul. Since June 2016 I’ve invited and hosted more than 2,000 travellers from around the globe, suggesting them my own lifestyle for them to truly appreciate the #LiveThere experience. While it’s had its ups and downs, I’m grateful for all the amazing people and friends I’ve met along the way. I now have friends literally everywhere around the world!

 

Since a couple years ago, I’ve been infatuated with Japanese cities. The level of detail even in the smallest branding experience is what fascinates me the most. I’ve been travelling to Japan as often as possible, and here are some of the most special moments I’ve had in Japan. I love meeting local artisans that truly embody the cultural values of Japanese craftmanship, mesmerised at the extent of authenticity and pride they put into their works. I love encountering and observing the most elaborate details in their design. I love making records of the works, trying to figure out the essences, the insights that go into them that make viewers like myself infatuated.

 

 

Our days are filled with images. We wouldn’t have anything left without images and perceptions. Every moment could exist as an image and the moments form relations with the constant flow of their images. I hope I can create by myself images that may affect others in our society in a positive spectrum. I very much look forward to pursuing my studies in this perspective in a more technical form in this course. 

 

Thank you!

Gahyun.

 

reading critique #4

 

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KenTon O’hara, Touchless interaction with medical images lets surgeons maintain sterility during surgical procedures.

 

Surgical technology require several interface design in its procedures. But as the paper highlights, surgical technology comes with a foremost premise: sterility, which has kept the surgical interface design to its traditional limitations for long.

While improved technical basis such as machine-learning based algorithms and differing touchless alternatives to touch-based input system such as voice recognition software and gesturing, the holistic picture of this technology is much more complicated than sterility and operative procedures.

There was a recurring discourse upon all the readings we went through so far:

How do humans optimize technology and vice versa?

 

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Golsteijn, VoxBox: a Tangible Machine that Gathers Opinions from the Public at Events

What if surveys or so called “satisfaction checks” you’re asked to fill in during social events less intrusive, more relevant and interactive?

Tangibility seems to be the keyword in designing such prototype. The tangible interaction would have to be; intuitive(usable without any instruction or background knowledge/technique), visible(especially of user progress), and encouraging!

While my initial consideration put emphasis on only the tangible, recreative actions that require short and easy motions, using verbal answers(through “gathering answers to open questions by enticing people to speak their answers into a phone”) also worked as an effective tool with the VoxBox data collection.

But could VoxBox’s approach could really be validated even apart from the slightest privacy issue? Does it really “show much promise at getting people from all walks of life to voice their opinions”? I personally think that cognitive perceptions and perspectives of the target users at these events toward the machine(or any questionnaire procedure) would have to been taken accountable in advance.

Reading and Critiques #3

 

reading 1

Munmun De Choudhury, Moon Phrases: A Social Media Faciliated Tool for Emotional Reflection and Wellness

We all know emotional wellness is important. We also know that there needs to be sufficient quality and quantity of outlet for our emotions often related to stress. Most of our generation—the millenials—choose to use Social Media as the ultimate outlet. Easily accessible, great affordability. Social Media has for sure changed the behavioral pattern of the whole generation in both online and offline basis.
In line with this, Moon Phrases aims to serve as a web-based tool for analogical visualizations of emotions and the influence by tracking down the usage of social media.

So how do we consume social media? Can the premise behind using social media—Twitter in this case—for cognitive pattern analysis be validated?
I think this may be easily applicable from a hyper-active social media user’s perspective, given that the user actively and willingly records the daily ups and downs of his/her emotions, events, interests, thought trails, and etc.
There may be countless changes of emotions, language use accumulated over time. Mining this data, identifying the states of each element, category of the data and presenting it on visual cues may result in a “behavioral fingerprint” of the individual.

The visual representation of Moon Phrases follow the analogy of moon phases. By utilizing the official API of Twitter, a user’s posts will be archived and interpreted in the illumination of a moon on a daily basis, the illuminated portion representing the degree of positivity of each day.
Again, this can be validated presumably because of the general usage of social media in that it is done in a daily, natural manner. This in turn may project moods, thoughts and so on based on the user’s “social environments”.
But at the same time, this validates the tool’s limitation in that there are varying types of usage of social media. One could keep it as a detailed and elaborate journal while one might use it as a dashboard of only the “happy” moments of his/her highlighted life.

Overall, as an active user of social media myself, I doubt that my own “social environment” could realistically represent my personal states or cognitive changes. On the other hand, Moon Phrases may hold in itself its own value proposition in that it potentially deals with a new behavioral culture of social media. I believe that the tool could be utilized specifically for that purpose.

How then, could it possibly be more credible, overcome the limitations such as the manipulative traits of social media?

 

 

reading 2

Yohanan and MacLean, The Haptic Creature Project: Social Human-Robot Interaction through Affective Touch

We are familiar with the intensity and influence of affective touch between human interaction. We are also used to the sensical strength of affective touch between human and the commonly domesticated four-legged animals such as my dog sleeping on my lap right now.

And yes, we all agree with the positive power of affective touch, but it is not always accessible, which is where the robotic touch takes part. In line with this, the project from this excerpt aims to “investigate the use of affective touch in the social interaction between human and robot”, from responsive analysis of the display, recognition, influence and the actual boost of the sense of companionship.

Resembling a cat or a dog, the Haptic Creature, the robot, interacts with the user(human) through touch. It can be differentiated from other human interactive robots in that it is socially interactive, interacting through a mutually compatible approach, touch. As mentioned in the excerpt, a ‘touch’ directly contacts the skin, the largest organ in the human body and a major sense organ.

“Affective touch” seems to be of a deeper level of touch in that it induces communication or emotions, which can be realized with less burden and zero spoken words in the commonly observed human-animal bond.

While the modality of touch for affect display and the amorphous shape(zoomorphism) being the major characteristics of the mentioned Haptic Creatures—Huggable, Paro, Aibo and such—the extent of these distinctive elements are also put into consideration in cognitive terms through differing prototypes.

My question is, what could be the elements that could generate a sense of commonly agreeable realistic affection in human-animal robot interaction?

Reading and Critiques #2

 

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Jorda, The Reactable Tangible and Tabletop Music Performance

When asked of the definition of ‘design’, yes the big old cliché question that pops up at the beginning of every design-related class, I figured out that the answer should most likely begin with putting an emphasis in making intangible ideas into tangible visualization.

In line with this, Reactable seems to have started from a design perspective in interpreting music. As pointed out in the excerpt, I think that music has indeed been tangible to an extent, with all sorts of methodological expressions that appeal to the general senses of the audience. And it was the digital tabletop interfaces that made this tangibility a step further, reinforcing music per se with the capability of generating tangible interaction.

While my interpretation of the ‘interaction’ here was naturally limited to the sensible process between these digitally produced music and their audience, the author points out the relation between the instrument and the instrumentalist in the context. Compared to the traditional music production, this trendy, systemically designed interface endows the producer with higher control over the process as a whole, like a control tower, while the system itself “self-autonomously” manages the meticulous details.

Within this context, the interactive relation is active and engaging, the instrument “responses to performer stimuli”, which would in turn give the performer more freedom and versatility —‘shared performance’.

However, these interactive music controllers have their limitations in that they were derived, extended originally from the “traditional instrument paradigm”.

The correlation between the tracking of control objects and projection techniques of the table surface serve as the quintessence of tabletop TUI for the combination allows a direct, intuitive visual feedback, making the interaction stronger and more integrative.

Reactable takes in a similar system, but the effect of the visualization of the ‘pucks’ seems to be more intense, tangible and ‘instant’, simply because all the connections and in-between processes are significantly VISIBLE, adding to the performance value of the music. The modular blocks and the tracking system adhesively work as a logical cue in distinguishing each of their roles and relations. And as mentioned in the excerpt, the ‘pucks’ are adding to its usability and affordance as well, by expanding its potential range of usage to multiple purposes and performance simultaneously with minimal restriction in scalability.

Personally, the fact that a musical flow can be generated at a touch(physical movement) and represented with visible cues was the most fascinating aspect of Reactable. This type of interface would also work in varying platforms. How and where?

 

 

reading 4

Steptoe, ISMAR, Presence and Discernability in Conventional and Non-Photorealistic Immersive Augmented Reality

Discernability: “a user’s ability to correctly distinguish between objects that are real and objects that are virtual.”

Presence: “the perceptual illusion of non-mediation”

“NPR applies transformation filters to modify the appearance of an image.”

AR technology has been a massive influence these days, we have come to the point where we encounter the technology within our daily life from simple kids’ toys to educational gadgets. But yes as the excerpt points out, it remains and limits itself to the potential of that little handheld device.

While the basic objective of the technology would be to seamlessly integrate reality with the virtual world/content, “in such a way that they are visually indistinguishable”, current AR technology/devices that we are used to have been rather obviously ‘distinguishable’.

Why? Mainly because the AR-created imagery, its virtual world, is not realistic enough. Realistic as in; not perfectly aligned with its users—humans—sensory perception and cognitive image. The virtual imagery would have to be both physically and cognitively measured to be inexplicitly immersed with the perspective of reality.

But apparently, this “appearance acquisition approach” is not the most efficient method in aligning all the little augmented details in perfect match with the real objects and their traces—shades, lighting, illumination, etc., which is where “stylized rendering” steps in, distributing the burden to both real and virtual content.

AR-Rift is a step-up from the traditional NPR environment, and this research was also about exploring “discernibility and presence” of varying rendering modes—conventional, stylized, and virtualized—of immersive head-mounted video see-through AR in the perspective of their impact on discernability and presence, for each mode would result in differing results in the level of the two criteria.

In the end, the stylized mode resulted in the most stable discernability out of the three rendering modes, and the level of judgment accuracy of it also suggests that NPR can be “effective in unifying the appearance of an environment in immersive AR”.

As stated, efficiently realistic and low-cost AR tech such as the AR-Rift would soon be commercialized to consumer level access, allowing a much more elaborated level of detail and application of it in our daily life. I hope it can soon be applied to educational purposes!

 

Reading and Critiques #1

 

reading 1

Norman, excerpt from <Affordance, Conventions, and Design>

The fact that there needs to be “just the right” extent, direction of afforadance(s) for a design is an insightful principle. In that it pursues to eliminate any cues or signals that may fit in the boundary of ‘affordance’ but not when they are within the righteous process of utilising the design.

As mentioned in the excerpt, even the most efficient affordances may not be fully utilised if a common ground for required cultural conventions are not settled yet within the community/society the users are based in.

Real and perceived affordances topped with conventions may be the easiest criteria for an approachable design, both logically and culturally intuitive.

While the conventions in the reading are largely limited to computer-related physical actions like clicks, drags, typing, etc., we are rapidly going into the new phase of technical interactions.

Which naturally brought me to the idea of the now commercialised AI devices -Siri, Alexa, Google, Genie, etc. that are just getting recognised of their “daily values”. As a person who lived through the introduction and normalisation of these services, I was learnt of their affordances and conventions mainly through sales promotions and user reviews; observance and comprehension. And once I had physical access to them, through practice.

I think it is yet to be perceived as a ‘natural’ convention, to call out “Genie-ya~” to turn on your tv. We still have TVs that can be turned on only with the physical action of clicking the right buttons, which leaves a user like me dumbfounded at a hotel, unconsciously calling out “Genieya~” to turn a TV that doesn’t have Genie’s magical assistance.

There is still yet to be a clear definition for affordances or conventions, which I believe is what dilutes the boundary between the two concepts. While a crisp scissor-cut distinction may not be possible, we would have to adapt ourselves to the expanding interactive options and their conventions to enable the most efficient set of compatible affordances.

 

 

reading 2

Gaver, excerpt from <Technology Affordances>

Affordances can be perceived in varying perspectives. The process of different perspectives being interpreted into specific perceptions can lead to recognising the relevant affordances, and vice versa. Which implies that the concept of affordances is a mutual relationship, it mainly relies both on the attributes of the object and the user.

This also indicates that the design/service should be mapped out systemically, since the lack of systemic values may lead to the users to rely on cultural constraints rather than actual affordances. As mentioned in the excerpt, the concept of affordances is a mutual relationship, relying both on the attributes of the object and the user.

In line with the first reading, we as both designers and users would have to be adapted to differing relationships of affordances and actions between each medium. ‘Sound’ for one, is a relatively new medium -the “Genie” example mentioned above- to me as a user, and it is a medium in which the interactive process is yet to be distinguished intuitively.

We are not only encountered with visual information such as the pivoting door handle case, different sensical cues collaborate and supplement in forming proper affordances, influencing the user actions.

So the question remains, how should we be adapting to these “newer” interactions?

 

Works

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Previous & latest works

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Experience Contemporary Arts and Culture (2013)

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Communicating with Type_Grid poster design (2014)

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Application Prototyping_UML Kiosk app storyboard (2014)

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iid exhibition poster design (2014)

 

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TBWA KOREA_Juniorboard newsletter (2015)

 

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Monohome_Interior design & styling work (2016-2018)

 

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Kirin Ichiban 오늘을 기린다 Campaign (2017)
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Digital Hyundai Card campaign series (2017-2018)

 

YouTube Red TVC 30″ (2017)

 

My personal favourite: work for Monohome

Every little thing matters in design. For me this experience was the most detailed, delicate and demanding design work that required every inch of my attention with literally everything.

It was my first time to ever design an actual space other than from monitor screens or drawing canvases. It was a great opportunity to apply my design experience, taste and execution skills I have learned so far. It was exhausting for sure, since I was practically  in charge of everything, we didn’t (couldn’t because of budget issues) get any help from professional designers or of any kind, and it took so much longer than expected.

But it was a great experience. Planning how to compose and utilise a space in terms of depth, size, colour and what not, I gained a whole different perspective in design, one that is more user-oriented. I also learned to see the forest and trees at the same time. It has allowed me to redefine the meaning of “home”.

Home styling is still a thing for me, and while my interior design taste changes every half a year, I have recently added a new edition to my portfolio. It’s a different attempt for the cosy yet colourful decorations I have made, a ‘cosy-minimal’ concept apartment that takes the combination of wood, gold and metal(mainly brass) as its key feature.

The apartment is listed on Airbnb like all my other works for monohome, but it also serves as my studio, so feel free to invite yourself for a little cuppa!