Hoo Kim
About
Hoo Kim is a highly adept design engineer specialising in physical interaction design, with a particular focus on the usability testing of optimal physical interfaces. His academic journey, comprising four years of undergraduate and two years of master’s studies in South Korea, has provided him with a robust foundation in both product design and mechanical engineering. This interdisciplinary education has uniquely positioned Hoo at the intersection of design and engineering, where his creative yet logical mindset thrives.
Hoo’s research is primarily centred on the advanced design of service robots and mobility interiors. Acknowledging the growing importance of diverse applications for future service robots and the interior environments of mobility equipped with advanced AI technology, Hoo has led several university-industry collaboration projects in these areas. Within each project, he has adeptly proposed product usage scenarios and core functions tailored to future users’ needs from a design engineer’s perspective. To ensure the validity of these concepts, Hoo has focused on creating working prototypes, utilising 3D printing and Raspberry Pi.
Through his studies at the Royal College of Art, Hoo has evolved into a more experimental designer, particularly in terms of Colour, Material, and Finish (CMF). His exploration of unique materials and the application of appropriate processing techniques have honed his ability to express product concepts in a compelling and effective manner. This commitment to innovation and detail underscores Hoo’s proficiency in crafting user-centric designs that are both intuitive and practical.
Hoo Kim’s profile exemplifies a blend of rigorous engineering principles and creative design, making him an invaluable asset in the realm of physical interaction design. His ability to bridge the gap between these disciplines ensures that his designs are not only innovative but also grounded in practicality and user experience.
<Blink Series>
Commonly utilised lighting fixtures in living rooms typically offer users the ability to adjust the brightness and colour of the light freely, yet lack the functionality to remotely control the diffusion and direction of the light. When one person adjusts the lighting environment in the living room, the other individuals in the same space are also affected by these changes. Unless everyone is engaged in the same activity, it is inevitable that someone will be dissatisfied with the lighting conditions. The Blink Series project targets such individuals, aiming to develop experimental lighting fixture prototypes that assist in creating an optimal personal lighting environment in the living room, minimising the impact on others.
Blink 01 allows users to adjust the angle of the light covers, which function as eyelids, using hand gestures. If the light diffusion is too broad and affects other users’ lighting environments, the angle of the light covers can be adjusted to narrow the light spread, creating a satisfactory situation for everyone.
Blink 02 is a table lamp designed to be placed on the central table of a living room. Users situated in different directions can control the LED panel facing them via hand gestures. For instance, if a person to the left of Blink 02 is reading, they can increase the brightness of their LED panel. Conversely, if someone on the opposite side is watching a film on the TV, they can dim the light on their panel to enhance their viewing experience.
This sophisticated control mechanism ensures that each user can tailor their lighting environment without disturbing others, demonstrating the innovative potential of the Blink Series.
<CommuniQue>
CommuniQue is a social robot that communicates with its user in a non-verbal way through abstract shape and motion, aiming to create a deep emotional connection with the user. CommuniQue has the overall structure of a spherical dodecahedron, with 10 panels attached to actuators that allow each panel to move in individual linear motions from the inside to the outside. A camera located on the base of the robot recognises the user’s facial expressions and allows for appropriate interaction depending on the situation, and the user can also communicate by tapping or stroking the interaction touchpad located at the centre of the robot. In the Sleeping Mode, CommuniQue consumes less power and exists as an interior object rather than a robot within the home environment, but when the user attempts to interact with it via the touchpad, the body pops up to allow communication to begin.
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