julee0917@gmail.com @UXStudioCo


launch site »

Shine is an industry leading, women's lifestyle community site. As an Interaction Design Lead before and since the launch, I played an integral parts in the development of critical features and tools including the Profile Pages, Blogging Tools, Gallery and Food Redesign.

Shine Contextual Profile

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I initiated social media strategy before the Shine launch. In an early design concept phase, I developed three ideas about the contextual profile, which are My Feed, My Stuff, and My Blog. Later I refined the concept and designed as My Stuff Page. I finalized the design after a Focus Group and Participatory Design Study. My Stuff page is received a design patent (ID08-4469) for the innovative information layout.

I also led the Shine Contextual Profile 2.0 effort as a part of Food Redesign. The profile redesign is focused on enhancing the communication tools among active Shine community users including updates, daily boards, and fans features. I also design a new feature, such as recipe bos and popularity dashboard.

Shine Blogging Tools

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I designed all the major blogging tools in Shine. This includes Blog Post Upload Page, Manage My Blog, and Gallery Upload tool. Users,editors and advertisers use the same tool to author blogs. This design increased user engagement and allowed us to bring more user generated content into the site which spurred advertisers' interest. Since our launch, there has been a 95% increase on unique visitors (12.5MM) and 34% increase on page views (117MM).

The media tools (i.e. adding a photo/video, gallery upload) are integrated with Rich Text Editor (RTE) field. While adapting the RTE from Yahoo! User Interface Library, I also conducted Heuristic Evaluation to increase the usability. The PDF is a Gallery Upload Tool UI specifications.

Food On Shine

launch site »

When Yahoo! Food is going away in near future, the major Food database will migrate into Shine. So this project is called as "Food On Shine." The success measurement is by how to increase user engagement as well as to keep advertisers' interest and satisfaction with continuing partnership with Food on Shine.

The design goals are: 1. Create a new page layout that nicely fitting into Shine look and feel. The layout is flexible to display misture of content for browsing recipes, photos, videos, stories and galleries. 2. Provide a rich recipe browse experience. 3. Automated modular approach for content. 4. Increase user engagement by UGC recipe upload tool and redesigning Shine Profile pages (currently My Stuff Page). This Food redesign is expected to be launched on July 2009.

Hellmann's "In Search Of Real Food" in Y!Food

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I executed both Interaction Design and Visual Design for a sponsorship event, Hellmann's "In Search Of Real Food." I designed a flexbile, modular approach page layout that accommodates dynamic changes based on a weekly theme. I intetrated content from various Yahoo! platforms. One of the design challenges was to create a video submission path for not only for a user, but also production and engineering. The success of the design led to a year long promotion (extended the original contract of 14 weeks).

Pillsbury The Bake-Off in Y!Food

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Yahoo! Food launched bakeoff.yahoo.com on January 2007. This is a 2-year event partnering with Pillsbury Bake-Off team. The first year is designed to drive awareness of Bake-Off Contest to public and promote the online recipe submission for the contest. Our partner was pleased with the collaborative creative design and the result of 12 % increase of entries.

Food 2.0

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ComScore Media Metrix ranks Yahoo! Food as one of the top 10 U.S. Food Sites. I led the Interaction Design for Food 2.0 effort. Before design execution, I participated the User Research including Contextual Inquiry on recipe usage. With the findings and affinity diagram, I designed the recipe upload tool and initiated Food Profile. I conducted RITE Study on Recipe/Photo Upload Tools in collaboration with User Research. This brought a great usability on these tools.

Centurion Card Benefit eGuide

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Centurion Card is popularly known as Black Card, a charge card issued by American Express. The card provides access to a range of exclusive benefits including personal shopping concierge. Centurion eGuide is an electronic version of the Centurion Benefit Guide. The goal is to develop a unite and elegant concept that drives awareness of benefits and provides an innovative way of communicating to Centurion members in a way that creates an engaging experience.

It is a standalone Flash based application. A USB Flash drive along with other elements in the Centurion Benefits Portfolio, which will house this eGuide and can be accessed on their computer or laptop anytime. On the eGuide, users can view all the Centurion Benefits at a glance, learn more bout Centurion partners and services in each pages, print and access world clocks of the five seleced cities.

Design challenges are to create a navigation system that are flexible and expansive to include level 4. Also, while great usabiity is a must, the application would also be an innovative and pleasurable interactive experience. Utilizing flash based application, we designed the preloader each time when a user opens the application. The animation indicates different level of information system in a delightful way. The application also provides useful widgets such as world clock, flight tracker and benefit notes.

Open Savings

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To support the launch of OPEN Savings new Advertising Campaign, the team wanted to create a landing page to drive interested prospects and Card Members to learn more about the program. The design challenge is to showcase a number of open savings partners and programs in one page layout. The display of information also have a clear structure for different categories and offerings.

Food 2.0

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Butterfly is a Gold Card companion product, consisting of a flexible card which folds neartly into a sleek metal case and conveniently attaches to a keychain. The goal of the site is to showcase the new product's design and functionality.

One Card, Summary of Account

American Express wants to add One Card Savings Account Benefit section in the Summary of Account Page. This benefit offers the card members to open a savings account with 35 dollars intially deposited by AMEX. Each time the card membesr spend dollars on their card, the certain percentage of money will go into the savings account. The section shows how much they saved (or can save) and plan their savings by increasing their spendings with One Card. It is also a doorway to enter the online banking for the savings account.

TV UI: iScreen

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Product Overview
iScreen provides its customers with home environment through a mix of content and applications designed to be viewed and used in the living room environment intended for use by the entire family. Entertainment + Edutainment + Infotainment: iScreen is geared toward home entertainment and seeks to deliver rich content and services via IP through a set top box, using high definition digital TV as the delivery vehicle. It sits between the TV and other devices connected to the TV, such as a cable box, VCR, game systems, stereo, etc.

Project Overview
• To develop an user interaction model for new digital TV portal.
• To build an interface for a DTV where the product offering is delivery of content and services.
-Create an interface to fit with TV watching behavior
-Organize and group offerings in an understandable way
• To make an interaction and a visual design guidelines in which to maintain the consistent ‘use and feel’ and ‘look and feel’ for Samsung's DTV UI products in future

• Understanding Users- Apply different UI suggestions based on th analysis of user's watching TV behaviors.
• User Testing- Goal was to understand how users reacted to the interaction model, major UI components, navigation, and information provided.
• Wire frame & Visual templates- developed UI ideas into high-fidelity User Experience documents.
• Visual Design Guideline - developed the visual design guideliens for engineers and content providers

Home Network Solutions: Home Vita

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Product Overview
Homevita is a home networking product system that helps people manage home environmental condition such as lighting, temperature, ventilation, humidity and security. It is already in the Korean market place while newer version is entering development. This home networking (HN) consumer electronic product has its own UI that allows users to access the HN application and control the digital home appliances. Four main functional areas are home security, home controlling, communication, and entertainment.

Project Overview
• To develop a new version of HN UI which is built in Tae Wang Apartment Villages in Daegoo, Korea.
• To rebuild an effective information architecture: to organize and group the functions and the services in an HN appli-cation in a simple and understandable way.
• To establish a consistent and innovative Home Network Solutions
interaction style in which to maintain the consistent ‘use and feel’ and ‘look and feel.’

• Information Architecture - Analyze the current IA of Home Network (HN) UI application and extract problems. Recategorize services based on the analysis of the priority and the frequency of use.
• Task Analysis - See each task flow of 300 different functions in HN application and define the problems.
• UI Navigation - Sketch out the main navigation ideas of Wall Pad UI and TV UI.
• UI Storyboard - Create the UI storyboard after the initial UI navigation ideas.
• User Profile - Based on primary researches, analyze and define different types of users for HN product

UI Trent Map

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The goal of this research is integrating and analyzing the prospect of UI trend from 2003 to 2012. Mainly, three topics are categorized for presupposing a feasible UI Trend within ten years. They are HCI (Human Computer Interaction), device and technology. The result of the research presented into 'UI, Device, and Technology Road Map 2003-2012'. Its further purpose is to aim identifying compatible UI guideline for digital solutions in Samsung Electronics Co., Ltd.

HCI: Recognition interface is apt to find solutions to complex problems in a more human-like fashion. Five aspects of the recognitions (image, touch, motion, text, and audio) are gradually integrated as a whole system which is likely embedded into an environment. -Artificial Intelligence Recognition -Five Senses Recognition Computer Interface -Emotional Interface(nuanced expression) -Optimized Ambient Environment Interface -Virtual Interface
UI: It is more embedded into human life and personalized. UI will hide the technology inside and find solutions to complex problems in a more human-like fashion.
Device: The combination of all features and abilities into a simplified, converged system to enable individuals to interact, play, communicate, collaborate and share information in many new and different ways.
Technology: becomes virtually invisible in our lives. Instead of having a desk-top or lap-top machine, the technology we use will be embedded in our environment.

Digital Convergence - flexible, personalized, easy.
Multi Media Synthetic Platform - TV as a hub of home entertainment, mobility, connectivity, convenience, entertainment.
Ambient Environment - Intelligent, enhanced, delightful, emotional.
Ubiquitous Network - Everywhere, autonomous, invisible.

Samsung HDTV, R7 Sitelet

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Samsung wants to create a sitelet for their new HDTV product, R7. This HDTV is especially designed for Blu Ray technology. The sitelet supports the video commercial that Digitas has created. The site is functional to showcase R7's design and feature as well as message board for a viral campaign. This was a first Samsung's project for Digitas in New York and client was happy with the outcome.

CBeyond Referral Site

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Cbeyond provides communication services to small businesses. They deliver customizable, ‘big business’ communications to small businesses at an affordable price. Cbeyond focuses on serving their business communities.

For Cbeyond, the Open Referral Program will serve two functions. First, the program is a marketing opportunity that will expand customer awareness of the Cbeyond brand. Second, the program is a way to thank Cbeyond’s valued customers and partners. Not only do they make money by introducing friends to Cbeyond’s service, they also can feel good about recommending a valuable service to others.

Cbeyond hopes to convey the value of their services through referrals. Cbeyond hopes to build trust and a reputation for great service. The Open Referral Program will benefit both Cbeyond and their customers.Referred People’s Desires

The PDF is the user experience document that I presented to the client at the first round of Information Design. The document outlines the attributes and recommendations for forming a successful user experience for participants in the Open Referral Program. It also illustrates a preliminary content list and an organization model.

Wellness -Enhanced Living

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Spirit Stone - Enhance your living and wellness through calm technology
The concept of Wellness - Enhanced Living started from an automatic control system of home appliances, called Home Network System. Typical home automations are more like gadgetry systems in which to control home networked devices and physical home environments such as lowering blinds or dimming lights. People today are seeking quality of life style, concerning their well-being. They are more aware of their health and the effects of what they consume on their bodies and minds. Consumers are ‘buying’ a healthy life style. They also seek peace of mind in their environment. This kind of sociocultural demand makes a refreshingly ‘pervasive’ perspective on home technology.

Project Goal
• To develop an open system that understands and supports the rituals of people’s living and adapts itself to people through time and space.
• To create a harmonious relationship between people and their surroundings which provides enhanced living.
• To create a whole environment which responds to the totally unpredictable physical behaviors of the inhabitants, adapting itself continually to support their activities and state of being.
• Explorations, trying to find a new balance for a better quality of life.

User Research
• Home Visit - Observe their home environment, picture house maps, and find the most comfortable spot where they spend most of their time.
• In-depth Interview - Define how well people are aware of well-being life style.
Restrospective Interview - Draw scenarios of their daily lives while they are home.
• Card Sorting - See their interests in well-being products and their familiarities.

Comfortable Zone: The places where they spend most of their time and feel comfortable are the livingrooms and the bedrooms. However, the bedroom is more for privacy.
Spirituality: When they elaborate their understanding of ‘well-being,’ they include three main facts: mind, body, and spirit. Significantly, they all point out that spirit is the most important fact among those three.
Eating Healthy: They are not aware of or not concerned about their health at present. However, eating healthy food is a big concern in their daily lives.
Spiritual Exercise: YOGA: Yoga becomes popular. They seek peace of mind by practicing yoga. Many people have started creating their own yoga rooms at home in the United State. (USA Today, January 28, 2005)

Ideas and Directions
Yoga Room: To enhance and optimize the environment for spirituality. Desire to touch, sensation of light, illusion of weight, and essence of smell will be considerable issues. They are to stimulate five senses
Key Technology
Ambient environment, Invisible Technology, Sensor System, Organic Design, Tangible Interface

Concept Development
Product Name: Spirit Stone
Spirit Stone is to enhance and optimize the environemtn for spirituality. The product contains the collections of the stones and the stone holder. Invididual stone creates a favorable natural environemtn stimulating five senses such as desire to touch, delight to hear, sensation oflight and image, and essence of smell.

How It Works: Spirit Stone works through wireless network. When the choice of the stone is placed into its holder, embedded technology inside of the holder starts working and connects to your IP based computer and then it sends signals to an access point. Access point is remotly control the home devices to create the optimized environment it is called calm technology that remotly control the room environment while you seek to have a peace of mind.

Communication Device: Ikona

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The IKONA is a communication product that provides close friends with a shared emotional and environmental experience. Our device is exclusively targeted at one-on-one communication, focused on young adults between the age of 18-25. Friends can communicate through expressive iconic symbols and a subtle ambient glow. The device is carried with you at all times–on a key chain or in a pocket. The IKONA is non-intrusive, and provides cues of information about your intimate friend, showing whether they are at home, work, or away. Initial feedback from our evaluations suggest that this quick non-conventional form of communication is perceived by potential users to be fun and has the potential to build a feeling of closeness amongst friends.

Stage1 - research and design direction hypothesis
• Brainstorm ideas about product context and users and technologies that might be used to support interaction.
Stage 2 - research and research analysis
• Conduct research according to the plan developed.
• Explore alternative contexts or situations.
• Summarize the research and highlight of specific important details as well as a set of design implications or framework.
Stage 3 - construct concept development
• Develop a wide range of concepts that respond to the design implications or framework.
Stage 4 - refine: user testing
• Revise and improve the first iteration of the final product. ‘Expert’ interviews, paper prototype and other forms of evaluating the product will be conducted with product concepts and real users.
Stage 5 reflect - final product

The key research findings shaped the IKONA concept. The device should bring together aspects of environment, emotion, and communication to create a new language with which to communicate. By creating the same mood, we can suggest a feeling of togetherness. Within the device, ambient lighting will share cues of information. Additionally, the device must be easily accessible and portable; allow users to communicate both physically and emotionally; and find an intimate way for really close friends to interact one-on-one. This can be achieved by developing a portable, handheld device that allows friends to communicate through expressive iconic symbols.

User Testing
The final device was highly influenced by user testing. The various methods utilized were paper prototyping, think aloud method, on-screen prototyping, color surveys, and expert interviews. The testing was performed in two sessions, the first sessions tested 3 individuals. After reviewing the data collected from users, the initial ideas were refined, and a second session was conducted.

Through initial research, idea development and user testing, emerged an innovative device for the communication field. The IKONA is not only a new language with which to communicate, but also a way to feel the presence of a friend. By quickly and easily sending icons, friends receive cues of information about one another. Furthermore, the ambient lighting of the device represents the location of the friend, whether he/she is at home, work, or away. This is a non- conventional fun way to have a feeling of togetherness and maintain an important relationship with a friend at a distance.

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