Research Project

PhD disseration paper

Design Roadmapping: Integrating Design Research Into Strategic Planning For New Product Development Final_PhD Dissertation_EuiyoungKim_081216_compressed

 

[Previous and Current Work]

Integrating Design, Technology, and Product Roadmaps: Application to High-Tech Consumer Products

This project integrates product, technology, and design roadmaps to set a firm’s long-term new product development strategy. We describe the design roadmaps using a canvas that visualizes a set of design elements over a time frame. I have been the lead graduate researcher on this project for several years during my Ph.D. program. My ongoing research in this new field primarily aims to identify how the future design paradigm should evolve as the market moves faster and users’ needs become more unpredictable. Results to date have shown the potential of this framework in design-driven innovation. This model has already been tested and adopted by several firms in U.S. and is well received by the worldwide design community.

The Internet of Things (IoT): Advanced UX Development Based on Innovative Technology

This project is identifying barriers and opportunities and developing user experience (UX) concepts for flexible/stretchable wearable technologies in an Internet of Things (IoT) context. Our human-centered design research methods include qualitative and quantitative user research, empathy mapping of user needs, frameworks for latent needs identification, and related market analyses. We develop personas and compelling use scenarios associated with our preliminary prototypes. As experts in human-centric research methods, we expect this research will result in deep understanding of the human experience throughout the entire user journey map—going beyond what is possible with existing user-centered design methods. This project is sponsored by the Open Innovation Center at Samsung Research America in California.

Next Digital: Human-centric User Research to Identify Disruptive Opportunities in Convergent Paper and Digital Use

This project applied qualitative human-centered design to tangible-digital transitions. Specifically, it investigated why users choose paper vs. digital media. While digital devices have their own unique features that differentiate them from other tangible media for reading, writing, and sketching, a majority of people still prefer traditional paper due to their better user experience in terms of tangible interaction, emotional attachment, nostalgia, etc. We created and explored a whole package of design research deliverables such as user categories, personas, user journey maps, and most-promising new product concepts; the project culminated in recommendations to our industry sponsor, Creativity Lab of Samsung Electronics. A paper from this research won the Best Paper Award (top 10%) at ICED 2013 (International Conference on Engineering Design).

Medical Exoskeleton Robot Design Research Project

Collaborating with colleagues in human-centered design and design-driven innovation, I worked with Prof. H. Kazerooni and Dr. Y.J. Jeong at the Berkeley Robotics and Human Engineering Laboratory to find new opportunity spaces for exoskeleton devices. This qualitative design research assessed design opportunity spaces, needs, and the usability of medical exoskeleton robots. The project resulted in two papers presented at international conferences: Needs and Usability Assessment of a New User Interface for Lower Extremity Medical Exoskeleton Robots, and Identifying Design Opportunity Spaces in New User Interfaces for Exoskeleton Mobility Devices.

[Other projects]

Interactive Kaleidoscope: Paint with the patterns captured from an interactive kaleidoscope (INFO 262, Tangible User Interface Final Project, May 2013)

Euiyoung Kim, Eunkwang Joo and Lisa Wang @ UC Berkeley)

Interactive Kaleidoscope is a motion based wall painting system providing users with the unique experience of painting with the spontaneous patterns and reflected images of a kaleidoscope. We aim to inspire people to discover new aspects of daily objects by allowing users to look through the kaleidoscope at any objects or people in their environment and draw with the unique patterns reflected. People can intuitively learn to make a pattern on a wall by capturing the pattern seen through the kaleidoscope at any given time and holding it up to a wall to expel the image onto the wall. Since the device creates a multitude of patterns every time it is used, each user will have a distinctive experience. From our demonstration at our final project exhibition, we observed that people enjoyed playing with our system and saw its potential for educational purposes and as a product concept.

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Intuitive Plug & Play circuit board platform for inexperienced engineering students in introductory electronics classes (Poster Session, 13th Annual GSE Research Day, UC Berkeley, 2013) 

Euiyoung Kim and Tae Hoon Kim, Mechanical Engineering, Electrical Engineering and Computer Science

There are many college students who struggle in building circuits in their first circuit class or students without electrical engineering background. Our motivation for this research is making a new platform of simple circuit elements, so students with no background knowledge can learn/build circuits easily. We hope that this new platform will have positive educational effect for these inexperienced students. Moreover, there are also current trends such as Fablab, Techshop and Maker faire which encourage student’s interest in science and engineering. We think this project shares similar vision with those movements and provide better learning experience for them.

http://www.berkeleyside.com/BerkeleysideCalendar/events/index.php?com=detail&eID=9623

Open Startups (2012 – Current)

PeerPoints (2010-2011)

PeerPoints is a loyalty program to enable repeated engagement between local businesses and customers, especially groups(peers)

East Asia Collaborative Design Project; A digital device for adult “Goody” (2004 – 2005)

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