We present a pipeline for printing interactive and always-on mag- netophoretic displays using affordable Fused Deposition Modeling (FDM) 3D printers. Using our pipeline, an end-user can convert the surface of a 3D shape into a matrix of voxels. The generated model can be sent to an FDM 3D printer equipped with an additional syringe-based injector. During the printing process, an oil and iron powder-based liquid mixture is injected into each voxel cell, allow- ing the appearance of the once-printed object to be editable with external magnetic sources. To achieve this, we made modifications to the 3D printer hardware and the firmware. We also developed a 3D editor to prepare printable models. We demonstrate our pipeline with a variety of examples, including a printed Stanford bunny with customizable appearances, a small espresso mug that can be used as a post-it note surface, a board game figurine with a computationally updated display, and a collection of flexible wearable accessories with editable visuals.
We present Kinergy—an interactive design tool for creating self-propelled motion by harnessing the energy stored in 3D printable springs. To produce controllable output motions, we introduce 3D printable kinetic units, a set of parameterizable designs that encapsulate 3D printable springs, compliant locks, and transmission mechanisms for three non-periodic motions—instant translation, instant rotation, continuous translation—and four periodic motions—continuous rotation, reciprocation, oscillation, intermittent rotation. Kinergy allows the user to create motion-enabled 3D models by embedding kinetic units, customize output motion characteristics by parameterizing embedded springs and kinematic elements, control energy by operating the specialized lock, and preview the resulting motion in an interactive environment. We demonstrate the potential of our techniques via example applications from spring-loaded cars to kinetic sculptures and close with a discussion of key challenges such as geometric constraints.
This paper presents FlexHaptics, a design method for creating custom haptic input interfaces. Our approach leverages planar compliant structures whose force-deformation relationship can be altered by adjusting the geometries. Embedded with such structures, a FlexHaptics module exerts a fine-tunable haptic effect (i.e., resistance, detent, or bounce) along a movement path (i.e., linear, rotary, or ortho-planar). These modules can work separately or combine into an interface with complex movement paths and haptic effects. To enable the parametric design of FlexHaptic modules, we provide a design editor that converts user-specified haptic properties into underlying mechanical structures of haptic modules. We validate our approach and demonstrate the potential of FlexHaptic modules through six application examples, including a slider control for a painting application and a piano keyboard interface on touchscreens, a tactile low vision timer, VR game controllers, and a compound input device of a joystick and a two-step button.
Integrating electronics with highly custom 3D designs for the physical fabrication of interactive prototypes is traditionally cumbersome and requires numerous iterations of manual assembly and debugging. With the new capabilities of 3D printers, combining electronic design and 3D modeling workflows can lower the barrier for achieving interactive functionality or iterating on the overall design. We present ModElec—an interactive design tool that enables the coordinated expression of electronic and physical design intent by allowing designers to integrate 3D-printable circuits with 3D forms. With ModElec, the user can arrange electronic parts in a 3D body, modify the model design with embedded circuits updated, and preview the auto-generated 3D traces that can be directly printed with a multi-material-based 3D printer.
We present Ondulé—an interactive design tool that allows novices to create parameterizable deformation behaviors in 3D-printable models using helical springs and embedded joints. Informed by spring theory and our empirical mechanical experiments, we introduce spring and joint-based design techniques that support a range of parameterizable deformation behaviors, including compress, extend, twist, bend, and various combinations. To enable users to design and add these deformations to their models, we introduce a custom design tool for Rhino. With the tool, users can convert selected geometries into springs, customize spring stiffness, and parameterize their design with mechanical constraints for desired behaviors.
We present SqueezaPulse, a technique for embedding interactivity into fabricated objects using soft, passive, lowcost bellow-like structures. When a soft cavity is squeezed, air pulses travel along a flexible pipe and into a uniquely designed corrugated tube that shapes the airflow into predictable sound signatures. A microphone captures and identifies these air pulses enabling interactivity. Informed by the underlying acoustic theory, we described an informal examination of the effect of different 3D-printed corrugations on air signatures and our resulting SqueezaPulse implementation. To demonstrate and evaluate the potential of SqueezaPulse, we present four prototype applications and a small, lab-based user study (N=9). Our evaluations show that our approach is accurate across users and robust to external noise
Wearable construction toolkits have shown promise in broadening participation in computing and empowering users to create personally meaningful computational designs. However, these kits present a high barrier of entry for some users, particularly young children (K-6). In this paper, we introduce MakerWear, a new wearable construction kit for children that uses a tangible, modular approach to wearable creation. We describe our participatory design process, the iterative development of MakerWear, and results from single- and multi-session workshops with 32 children (ages 5-12; M=8.3 years). Our findings reveal how children engage in wearable design, what they make (and want to make), and what challenges they face. As a secondary analysis, we also explore age-related differences.
Best Paper Award at CHI'17 | Best LBW Paper Award at CHI'16
The Penan people of Malaysian Borneo were traditionally nomads of the rainforest. They would leave messages in the jungle for each other by shaping natural objects into language tokens and arranging these symbols in specific ways -- much like words in a sentence. With settlement, the language is being lost as it is not being used by the younger generation. We report here, a tangible system designed to help the Penan preserve their unique object writing language. The key features of the system are that: its tangibles are made of real objects; it works in the wild; and new tangibles can be fabricated and added to the system by the users. Our evaluations show that the system is engaging and encourages intergenerational knowledge transfer and thus has the potential to help preserve this language.
Honorable Mentions Award at CHI'15
We present HulaMove, a novel interaction technique that leverages the movement of the waist as a new eyes-free and hands-free input method for both the physical world and the virtual world. We first conducted a user study (N=12) to understand users’ ability to control their waist. We found that users could easily discriminate eight shifting directions and two rotating orientations, and quickly confirm actions by returning to the original position (quick return). We developed a design space with eight gestures for waist interaction based on the results and implemented an IMU-based real-time system. Using a hierarchical machine learning model, our system could recognize waist gestures at an accuracy of 97.5%. Finally, we conducted a second user study (N=12) for usability testing in both real-world scenarios and virtual reality settings.
Blind and visually impaired (BVI) people can fetch objects in an acquainted environment by touching objects or relying on their memory. However, in a complex and less familiar situation, those strategies become less useful or even result in dangers (e.g., touching hazardous obstacles).We present PneuFetch, a light haptic cue-based wearable device that supports blind and visually impaired (BVI) people to fetch nearby objects in an unfamiliar environment. In our design, we generate friendly, non-intrusive, and gentle presses and drags to deliver direction and distance cues on BVI user's wrist and forearm. As a concept of proof, we discuss our PneuFetch wearable prototype, contrast it with past work, and describe a preliminary user study.
Blind and visually impaired (BVI) individuals are increasingly creating visual content online; however, there is a lack of tools that allow these individuals to modify the visual attributes of the content and verify the validity of those modifications. We discuss the design and preliminary exploration of a multi-modal and accessible approach for BVI developers to edit visual layouts of webpages while maintaining visual aesthetics. The system includes three parts: an accessible canvas, a code editor, and a controller that checks if the updates violate design guidelines.
Tactile overlays with audio annotations can increase the accessibility of touchscreens for blind users; however, preparing these overlays is complex and labor intensive. We introduce TacTILE, a novel toolchain to more easily create tactile overlays with audio annotations for arbitrary touchscreen graphics (e.g., graphs, pictures, maps). The workflow includes: (i) an annotation tool to add audio to graphical elements, (ii) a fabrication process that generates 3D-printed tactile overlays, and (iii) a custom app for the user to explore graphics with these overlays. We close with a pilot study with one blind participant who explores three examples (floor plan, photo, and chart), and a discussion of future work.
With the use of several tablet devices and a shared large display, CozyMaps is a multi-display system that supports real-time collocated collaboration on a shared map. This paper builds on existing works and introduces rich user interactions by proposing awareness, notification, and view sharing techniques, to enable seamless information sharing and integration in map-based applications. Based on our exploratory study, we demonstrated that participants are satisfied with these new proposed interactions. We found that view sharing techniques should be location-focused rather than user-focused. Our results provide implications for the design of interactive techniques in collaborative multi-display map systems.
A common approach in creating haptic cues is moving the contact surface with electromechanical actuators such as vibrating electric motors, piezoelectric motors, or voicecoils. While these actuators can be configured to effectively convey rich information, their high frequency movementscould raise negative responses after lengthy exposure. PneuHaptic is a pneumatically-actuated arm-worn haptic interface. The system triggers a range of tactile sensations on the arm by alternately pressurizing and depressurizing a series of custom molded silicone chambers. We detail the implementation of our functional prototype and explore the possibilities for interaction enabled by the system.
DE4M Lab Logo Design
Makeability Lab Logo Design
HiLab at UCLA Logo Design (co-designed with Yang Zhang)
ASSETS 2022 Logo Design
UIST 2019 Logo Design
CHI 2019 Student Volunteer T-shirt Design
CHI 2014 Student Volunteer T-shirt Design
Design and development of FabGalaxy - an visualization tool for Personal Fabrication Research in HCI and Graphics: An Overview of Related Work, which is maintained by HCI Engineering Group, MIT CSAIL
Invited to SIGGRAPH 2024 Emerging Technologies Jury Committee
One poster paper accepted to UIST 2023
One poster paper accepted to ASSETS 2023
Talk at Tsinghua University (hosted by Yukang Yan)
Invited as an external mentor for NSF REU HDF 2023
One paper conditionally accepted to UIST 2023
Received recognition for excellent reviews for UIST 2023
Talk at Zhejiang University (hosted by Guanyun Wang)
Invited to CHI 2024 Program Subcommittee
Talk at Duke Kunshan University (hosted by Xin Tong)
Received recognition for excellent reviews for DIS 2023
Talk at MIT HCI Seminar (hosted by Arvind Satyanarayan)
Invited to serve on the Program Committee for ASSETS'23
Invited to serve as an AC for DIS'23 Papers and Pictorials
Invited to serve as Posters & Demos Co-chair for ASSETS 2023
Started to serve as Proceedings Co-chair for UIST 2023
Received recognition for excellent reviews for CHI 2023
Received recognition for excellent reviews for IMWUT
Invited guest editor for Journal CCF TPCI
Invited guest talk on robotics & assistive tech at Purdue
Invited guest talk on "Prototyping" at U of Delaware
Invited to serve on IDC '23 Program Committee
Attending SCF '22 and UIST '22: presenting sPrintr and Kinergy and chairing one talk session
One demo paper about mobile 3D printing was accepted to SCF 2022
DURI research proposal (as the PI) was accepted!
One paper was conditionally accepted to UIST 2022
Invited panelist at DIS 2022 AMA
Received special recognition for excellent reviews UIST 2022
Attending CHI 2022 in person in NOLA
Mentoring college students from underrepresented groups in CSNext Workshop at UW
Invited talk at Georgia Tech
Invited to serve on ASSETS'22 Program Committee
Proposal on "Towards More Personal Health Sensing" accepted to CHI'22 SIG
Invited talk on "Beyond Shape" at Hasso Plattner Institute
Invited talk on "Beyond Shape" at the University of Maryland, College Park
Invited talk on ModElec, CSE Colloquium, UW
FlexHaptics was conditionally accepted to CHI'22
Received special recognition for excellent reviews CHI'22
Serve as Proceedings co-chair for UIST '22
Serve as Web and Graphic Design co-chair for ASSETS '22
Served as a session chair at UIST '21
ModElec was recommended for acceptance to IMWUT with minor revisions (first submission round)
Invited talk on "Beyond Shape" at the University of Calgary
Received the Bob Bandes Memorial Honorable Mention Student Teaching Award for 2020-2021
Received special recognition for excellent reviews UIST'21
Passed PhD general exam (thesis proposal)
One paper conditionally accepted to CHI '21
Invited talk on 3D printed electronics at HP 3D Print Lab-Technical Forum
Presenting thesis work at UIST '20 Doctoral Symposium
Position paper accepted to UIST '20 Doctoral Symposium
Received special recognition for excellent reviews UIST'20
Accepted to UW DUB Doctoral Colloquium 2020
Received special recognition for excellent reviews CHI'20
Received UW GPSS travel grant and Graduate School Conference Travel Award
PneuFetch accepted to CHI '20 Late-Breaking Work (LBW)
Talk at ISCAS, Beijing
Invited HCI Lunch Talk at Stanford
UITalk accepted to ASSETS '19 Poster
Invited to UW MSR Summer Institutes
Start research internship at HP Labs
Ondulé accepted to UIST '19
Invited Talk at Georgia Tech.
Invited Talk on "Beyond Shape" at Hasso Plattner Institute.
Invited Talk on "Beyond Shape" at the University of Maryland, College Park.
Invited Talk on "Beyond Shape" at the University of Calgary.
Lightning Talk. IWHEC 2021 Affiliated Forum.
Talk. HP 3D Print Lab.
Presentation. UIST '20 DC.
PhD Talk. DUB DC, UW.
Talk. ISCAS, Beijing.
HCI Lunch Talk. Stanford.
Lightning Talk. UW CSE/MSR Summer Institute.
Lecture "Heuristic Evaluation". CSE440A (Introduction to HCI), UW.
"Video Making". CSE SkillShare Workshop, UW.
Computational Fabrication. UW CSE Colloquia.
Industry Affiliates Research Day, UW, Seattle.
Workshop "3D Modeling with Fusion 360". CSE 590A (Ubiquitous Computing), UW.
Lecture "Intro to Laser Cutting". HCID 521 (Prototyping Studio), UW.
Tech+Design: Interaction Design for a Purpose. UMD, College Park.
HCIL’s Annual Symposium. UMD, College Park.