SELECTED PROJECTS
Procrastino Go | Video Game Design
ProcrastinoGo is a turn-based, multiplayer game intended to give players realistic experiences with procrastination. Throughout the game, players’ objective is to gain as many task points as possible. Through experiencing these elements, players can relate their daily life to the game and be aware of how their behaviors in the game resemble those in their real life, and therefore learn to be prepared for unexpected events, as well as strategically plan ahead their daily activities.
My role in this project: Game mechanics design, visual design (including prototyping, character and scenario design, and video editing), and evaluations.

Perceived Appeal of Social-Media Influencers | HCI Research (CHI '23)
We examines why audiences prefer social media influencers (SMIs) over traditional media. Through 45 semi-structured interviews, we identify eight key appeals categorized into content, presentation, and closeness. SMIs' perceived autonomy enhances their distinctiveness, while four closeness factors foster emotional attachment, driving sustained engagement.
My role in this project: Project leader, research design, interviewing, data analysis, and paper writing.
.png)
Atention Management Use on IM Online Status | HCI Research (CHI '22)
We examines integrating attention management into IM through online status indicators (OSIs) and communication limits. A speed-dating study with 43 participants comparing 48 OSI types revealed two key tensions: balancing communication expectations with attention needs and managing privacy while justifying restrictions. Participants also valued diplomacy for maintaining social connections. We offer design recommendations for IM apps.
My role in this project: Project leader, research design, interviewing, data analysis, and paper writing.
%20(1).png)
Unresponded-to Read-receipt Practices | HCI Research (CHI '22)
We explore IM users' sense-making and strategies around read-receipts—an indicator of message reading status. Through a grounded-theory approach, we identify five contextual factors shaping interpretations and a 21-part typology of sender speculations, recipient reasons for non-response, and subsequent strategies. Mismatches between sender assumptions and recipient explanations create communicative friction. Findings reveal read-receipts function beyond turn-taking, serving as a strategic tool in interpersonal interactions.
My role in this project: Project leader, data analysis, and paper writing.

Value Candlestick Chart
| User Experience and Usability Evaluation
Our team collaborated with Cmoney, a financial information technology company, to help the company improve their application and increase the number of users. Our research methods and contents included interaction map, user research, comparative analysis, survey, heuristic evaluation, and usability test.
My role in this project: User research leader, with equal contribution in other areas alongside team members.

Showerve | UX/UI design
Our team desired to improve the dormitory bathroom environment in Shanghai Jiao Tong University, attempting to provide the services of viewing real-time occupation, cubical reservation, and lost and found in our app.
My role in this project: User research and user interface design.
