August 14, 2008


Professor Kun-pyo Lee. Director

Human-Centered Interaction Design Lab

Korea Advanced Institute of Science and Technology

Presented by: The Human Interface Technology Laboratory

Given at: University of Canterbury


Human Centered Interaction Design Laboratory


The Miniature Earth


  1. Paradigm, Emotion, Culture
  2. In the infancy of design the process is of taking apart existing products then recreating the product with a new look. This is only ornament.
  3. Developed design needs to look at usability and viability.
  4. Need to transform technology with visions for different technologies.
  5. Need Investment for design both from companies and Government.
  6. Need to look at how the person uses technology.
    1. Cross-cultural values
    2. Emotion, perception (not on a conscious level)
    3. What the next generation wants
    4. Design process for innovation


  1. Education is needed.
    1. More interdisciplinary
    2. More humanistic
  2. Design is still being taught through art only.
  3. Need to design through engineering also.
  4. Need more doctoral study for design.


  1. Research orientated, interdisciplinary, globalization
  2. “A product is frozen information”
    1. What value do I need to freeze into the product?
  3. Need to change the Paradigm
    1. Technology with culture
    2. Book:  Consilience, Edward O. Wilson, 1999 
    3. Book: The Dream Society, Rolf Jensen, 2001 


  1. Utility: objective, conscious, functional
  2. Aesthesis: subjective, pre-conscious, emotion
  3. Symbolic: subconscious, symbolic, story


  1. Demography
    1. Past studies were simple groups definitions. Studies need to be more complex understanding.
    2. Segment people by mental models.
    3. How people think, how people do activities, time sequence.
  2. Emotion
    1. Five senses, how can these be simulated for studies?
    2. Design products are more than just the product but most also include the environment around them.
    3. Who did, what was done, were and when.
    4. Designing pleasurable products.


  1. Say, Think
  2. Do, Use
  3. Feel, Dream, Make


  1. Physio: feel
  2. Psycho: understandability
  3. Socio: interaction with other people and personal satisfaction
  4. Ideo: symbolic meaning, relating to a persons memory, stories and past


  1. “What is beautiful is good”
  2. “What is beautiful is delicious”
  3. “What is beautiful is not necessarily usable”
    1. But people still buy if meets Ideo.


  1. Design and Culture
    1. Individual
    2. Culture
    3. Universe


  1. “Don’t bother your Ancestors.”


  1. Designers only focus on the art/style – ¼ of a product, but to create quality design designers need to focus on the underlying ¾.


  1. Cultures understand things differently.
  2. Cultures interact with products differently.
    1. Western more object orientated, Asian more holistic orientated.
    2. Western more nouns, Asian more verbs.
    3. Western talk while doing task, Asian silent while doing task.
  3. Need different problem solving methods.


  1. Need to understand before use, while use, and after use.
  2. 80% of designers work for 20% of consumers
    1. The poor do not buy
  3. Need to take time to design for the 80%