Sungsoo Hong

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Researchers across many fields are increasingly using data from social media sites to address questions about individual and group social behaviors. However, the size and complexity of these data sets challenge traditional research methods; many new tools and techniques have been developed to support research in this area. In this paper, we present our(More)
Despite the growing interests in video games as consumer products as well as objects of research, current methods for accessing video games are limited. We present Vizmo as a new way of browsing video games based on their visual style and mood. In order to test the usability and usefulness of Vizmo, we asked 19 video game experts to evaluate their(More)
Interface design practices in social media systems change rapidly, routinely presenting new tools and functionalities. In order to attract a broad base of users and acceptance of system enhancements, interface designs are typically highly conventional, building on best practices in HCI. In such systems, the needs of advanced users are often secondary. To(More)
Most geographic maps visually represent physical distance; however, travel time can in some cases be more important than distance because it directly indicates availability. The technique of creating maps from temporal data is known as isochronal cartography, and is a form of distortion for clarification. In an isochronal map, congestion expands areas,(More)
Online social data is potentially a rich source of insight into human behavior, but the sheer size of these datasets requires specialized tools to facilitate social media research. Visual analytics tools are one promising approach, but calls have been made for more in-depth studies in specific application domains to contribute to the design of such tools.(More)
Though many people report an interest in self-limiting certain aspects of their phone use, challenges adhering to self-defined limits are common. We conducted a design exercise and online survey to map the design space of interventions for smartphone non-use and distilled these into a small taxonomy of intervention categories. Using these findings, we(More)
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