From July 2023, I worked as a postdoctoral research scholar at National Taiwan University's IoX Center. The center facilitates research collaborations between NTU and the industry partner, Cathay Life Insurance Company. My primary responsibility is to support the center's cross-disciplinary teams in envisioning their future research in the field of FinTech (financial technology). Through several creative and iterative design workshops, I assisted project researchers in identifying touchpoints in the insurance customer journey, exploring scenarios, and envisioning how AI and big data could support these scenarios.
I worked as a research assistant at National Taiwan University's IoX Center from May 2016 to December 2020. The center features global research collaboration among NTU, Intel, and the National Science Council of Taiwan, consisting of experts ranging from AI, IoT, HCI, and Design. My work made four contributions: (1) proposing playful, collaborative, and participative methods for creativity activities, (2) pushing the boundaries of knowledge, (3) connecting industry partners with IoX research engineers, and (4) contributing to the methodology of creativity support.
I served as Student Volunteer Chair of TAICHI’19 conference and actively organized student volunteer program to support the operational needs of the conference.
I assisted the Editor-in-Chief and Managing Editors in editing articles to ensure a consistent format for publications, particularly in the field of HCI and interaction design research. My major work included copy editing, language editing, and checking grammar and citations.
From May 2008 to July 2011, I worked as a game planner (online game designer) for Angel Love Online 2 at USERJOY TECHNOLOGY, a game company involved in developing console games, online games, and mobile games in Taiwan. I have three years of experience in designing digital experiences. My job involved designing for different types of online game players and enriching their social connections. Specifically, I focused on data-driven rewards and analysis, virtual economy design and management, in-game social media design, hierarchy of challenges for achievements, and hierarchy of needs for collaborations or competitions.
In addition to my regular responsibilities, I served as the marketing executive of Angel-Senki for the Japanese product line of Angel Love Online 2. I was responsible for improving marketing plans unique to Japanese players, evaluating and monitoring ongoing activities of Japanese players to customize new rewards that meet their needs, and conducting in-game data analysis to identify business opportunities and propose new marketing strategies.
From 2012 to 2017, I volunteered to co-organize OpenHCI, a multidisciplinary design workshop focused on human-computer interaction (HCI). The workshop involved master and Ph.D. students from different disciplines in universities across Taiwan. The goal of OpenHCI was to explore new or alternative interaction possibilities through prototyping artifacts. Participants were recruited from various disciplines, including interaction design, art, design, electronic engineering, computer science, music, and social science. In 2014 and 2015, I served as the design mentor for OpenHCI, coaching and supporting students in needfinding for their interaction design projects. In 2013, I served on the Sponsorship Committee and was responsible for public relations and sponsorship programs.
Beyond human-centered design, which focuses on user experiences in the present, this course motivates possible technology futures that do not yet exist. Students will craft speculations by presenting plausible future proposals with emerging technologies, cultural issues, or ecological changes. Designed artifacts will also be used to embrace diverse perspectives and ideologies and enable critical debates, technological imaginations, and further reflections.
The objective of this course is to help product designers gain a better understanding of Human-Computer Interaction (HCI). Students will need to gather insights from field observations in daily life to identify design opportunities. Based on that, they will be encouraged to prototype tangible or graphical user interfaces for the target audience to enhance people’s lived experiences.
I worked as a research assistant at National Taiwan University's IoX Center from May 2016 to December 2020. In April 2019, I represented the Natural and Seamless Interaction team of the center at the 2019 Face-to-Face Meeting. I presented how we facilitated technology imaginations and promoted project synergies with our designerly tools over four years.
I was actively engaged in coaching and supporting workshops for OpenHCI in 2012, 2013, 2014, 2015, 2017, and 2023. In 2023, I served as a design judge for OpenHCI, providing design critiques to students in the final presentation and demo. In 2017, I served as a design review consultant for OpenHCI, providing design critiques to students during the early stages of the workshop. In 2014 and 2015, I served as a workshop lecturer for creativity activities in OpenHCI, coaching and supporting the use of designerly tools, including the Interaction Tarot developed for the early design phase.