My name is Daim Yoon, originally from South Korea and I am working in London as a visual & interaction designer.

You are welcome to see my interaction design portfolio from the Interaction Design Programme at Copenhagen Institute of Interaction design( CIID ),
While studying at CIID I built up a sound understanding of people centered design, as well as various design & prototyping techniques.
I have a broad range of skills including user research, usability testing, user interface design, wire-framing, agile software & product development
and video prototyping, which I have applied to a range of projects.

Prior to studying interaction design I was working as a senior graphic designer at All communications in Korea where i was primarily working on projects
that focused on environment design, projection strategy and corporate identity design. Selected works are here.

With pride and passion about my job as a graphic designer I have gained recognition and prizes while working with some of the best national service companies including: SK Telecom, KT, Samsung Electronics and Landor.
I also took part in Hannover messe 2009 partner Korea C.I and was part of the winning team to receive a first prize in the 'Korea Design Award for 'Best Corporate Identity" for the Ministry of Education, Science and Technology.

As a designer I am constantly looking for new ways to learn and explore more about user experience design and it’s interdisciplinary nature.
As a designer I believe by understanding the relationship between technology, people and the environment there is an opportunity to design products and services that create interesting and meaningful life experiences.

In this website you will find a collection of work including projects from my time at CIID and personal explorations & experiments and previous artworks from my design practice as an identity and graphic designer at All communications .

Send an e-mail



Sonivivi is a mobile application that helps the partially blind, especially those who have recently lost their eye sight, to become more confident in their everyday life. It does this by improving their sense of hearing and by encouraging them to be self-sufficient.

Since it is intended for use by the visually impaired, Sonivivi has an interface that does not rely on sight. Using gestural input and sound as output, the application allows the partially blind to train their listening skills.

Sonivivi is a simple and playful training game that incorporates 3-D stereo sound to position sounds in space. It offers an simpler and less labour intensive alternative to more traditional methods such as learning to play an instrument. While it is primarily designed for use by the partially blind, Sonivivi can also be of use to the elderly or anyone who wants to train their hearing.

This project is work in progress. Daim is interested in universal design for the disabled or the elderly who could use the benefits of technology to enhance their lives.

From training game,
make them to enhance listening skills.

Sonivivi is a mobile application to improve a sense of hearing for the partially blind

Experience Prototyping:



How might we provide a new way of mobile system to enrich life by developing a different abilities of senses in a intuitive and subtle way?

_Concept : Training game on mobile application for the partially blind
_Target : Those who have recently lost their eye sight, and need to be more having self-confident for their everyday life.
_Quote :
“ We can find the way where I want to go through music, all sounds can be composed to music” ( Frietz, music teacher at IBOS, Denmark)
" I didn't want to get a training in a music class due to my depression a lot, but I am now musician. However still I am afraid of going out alone"(Iviza, completely blind, Denmark)
" If I can have confidence to go outside by myself without who helps me, I will be happy even more than now." ( Katcha, partially blind at IBOS, Denmark)
"If I imagine my future about losing eye sight, that is awful for finding a way, I am so scared, I just try to be more optimistic, I am still young and can see the world." ( Girvert, partially blind since 2002, South Korea)
_Problems : Many dangerous and unexpected situations from outside, it makes them to be afraid of journey / The existing device is not considering about their dignity in their real life. ( loud voice information, too many devices around them.boring, difficult to use..)
/ They don't want to be regarded as a completely blind, they need to get used to their given fate.
_Solution : Prompting development about a sense of hearing to navigate from indoor to outdoor with step by step. / Improving their self-confidence to adopt at the various listening skill.

_Impact :
The application has been presented to a partially blind girl and her teacher. She was able to play all the levels of the application fluently by herself after quick introduction and greatly enjoyed the experience. Even though she never used a touch screen device before, the assisted interface made it possible. That breaks the misconception that the partially blind can’t use a touch screen device because of it’s dependency on graphical user interface.
Sonivivi provides an opportunity for self-training so the partially blind can develop their listening skill without help of the teacher. As they complete next levels and their skills improve it gives them sense of achievement and boosts self-confidence.
_Value :
For Teacher : it’s a great extension of their tool-set. It establishes a common ground to compare results between students and helps better personalize their learning program. Because of it’s playfulness it motivates the student, which is especially important to engage those that have just lost their sight. It also offers affordable and more flexible alternative to existing single-purpose devices.

For the parents : it’s a chance to empathize with their partially-blind child and keep them practicing outside of the school hours.

Another potential group of users are elderly who start to lose their sight or people who would like to test their listening skills.

Tool or skill set : Tangible User Interface design, User research, Experience prototyping, Sound design, Graphic User Interface, Programming language.


People can train with headset with a smartphone. _iOS Application
Written in Objective C language
Compiled and build using XCode on OSX
- Sound :
3DMixer object from the built-in Core Audio library.
It has more options than OpenAL that using simple panning to give you 3d effect.
3DMixer has more advance algorithms for spatiality like Head Related Transfer Functions (HRTF) that we are using.
- iOS built-in voice synthesis (normally used for Voice Over but I used it for custom text e.g.the game level, introduction of each levels of game, distance and direction)
About HRTF


As touch screen devices are becoming more and more popular because of their interface flexibility and gestural controls their usage among partially blind is still limited. Even though newest devices have very good assistive features like voice-over. In this project I wanted to explore potential of using existing technologies and platforms to facilitate new ways of learning.

What’s the existing state of the art (how they learn and practice nowadays)

The current education for the partially blind has a range of training exercises for navigation, a sense of direction or distance to be intended by teacher or trainer.
However, most of those methods don’t combine spontaneity and technology. There is a need for more quantifiable and systematic gauge to aid them develop their listening skill that takes aspects of human sense of hearing into account.

What if we produce the binaural sound effect for improving listening skill to navigation in a enjoyable way?

In this project 3D stereo sound has been used as a tool for enhancing the ability of hearing for two main purposes: (1) to train the partially blind hazy navigation of distance and direction, and (2) to give them direct and easy to understand audio feedback of their actions

Sonivivi is a mobile application that combines gestural interface and voice-over to make training simple but enjoyable. The training guides the user step by step through levels of increasing complexity creating an engaging experience.

Early prototyping of sound navigation:


Sonivivi was developed through iterative prototyping. I started with a simple application to understand how people recognize the distance and direction of the sound. It proved that more sophisticated method of generating 3d sound was needed and that led me to using binaural sound which greatly improved people’s perception of the space. During the process I involved partially blind, completely blind, their caretakers and teachers.

From this prototyping I found many potentials to develop this idea and tried more sound and navigation through use mobile device.
However, there has had many things to consider more:
_Many unexpected situations. Still scary to go outside.
_It Needs more realistic and clear sound to navigate.
_Different reaction depends on how I much I can hear and act upon that sounds.

Co-creation and brain storming with partially blind and teacher:

"Simple motivation to open their ears can eventually give big enjoyment to them"
(Frietz, Music teacher for the blind)

Earlier paper prototyping for interface of mobile application:

The second prototyping for interface:

Why mobile phone based on touch screen?

"Smart phone is an amazing invention for the blind, I don't have any devices any more"
( Grilvert, Partially blind, South Korea)
"One smart device is better than many different devices, they don't want to learn instructions for each device"
( Birgit, Technologist in the institute)
Sonivivi mobile needed to be as effortless as possible for the users to be able browse through non-graphical interface with voice information and drop into the the gesture experience with ease.
The real goal was to make the content not only more accessible but more immerse.
Through use the easiness of use of swipe gesture, the visual impaired can be a part of society and community but also they will learn how to use of gesture in this era of omnipresent touch-based technology.

At the beginning gestures were used only for moving sounds around the space. In the final application we used them also for navigation which was inspired by real world metaphors like flipping page of a book that the partially blind understand.If they can use smart phone also get application, there might be not use many devices around them in economic and that will have more opportunity to enhance their life.

Use existing technology, people can change perception of usage of device and behavior. I opened predictable potentials that the disabled can enjoy touch based screen, the focus on graphic user interface and I proved that we can see the potentials soon from learning by doing.

Graphical user interface, although not essential, evolved from simple graphics to polished but high-contrast design that was easily readable by the partially blind.

Voice-over was initially used only for instructions and distance feedback. In the final prototypes it has proven to be essential also for navigation within the application and encouraging users to explore possible options.

*You can see my stream of project, what is the inspiration, quotation, related project also my history of notes about final thesis.
the stream of blind

*This final thesis is designed by daim yoon at CIID.


Changing Diabetes Through Social Media.

in collaboration with
Novo Nordisk

To explore and expand the company's notion of 'Changing Diabetes' ,
beyond medication, within the context of people living with Type-1 Diabetes.

is an open community platform enabling PWD to express thoughts, share experiences and lifestyle tips, aid in case of need or even air challenges to people around them in an expressive and pro-active way. Shouts can take any form, be it text, audio or even visual imagery

Express Share and Connect

Online social networks currently provide a platform for knowledge sharing, developing a sense of community, conversation, expert opinions, awareness, self diagnoses and general sharing/venting of personal experiences.
Diabetes type 1 patients are typically diagnosed as children. By the time social networks and social media play a huge role in the lives of young people in today, but these networks and tools do not come without their challenges when taken into the healthcare realm. Doctor/patient privacy laws, trust, accuracy, liability and the general fragmentation of healthcare systems and providers must not be ignored.


Our Initial focus was into looking deeper into Lifestyle choices and commitments that people make towards leading balanced lives.
We talked with a number of people , both with persons living with diabetes and also with Professionals involved in food-hospitality and fitness-well being industries (One on one and telephonic interviews).

Based on our Interviews , the team pooled together insights and conducted brainstorming sessions for ideas.
Then, clustering of ideas and concept scenarios were generated over a day , which ended with the presentation to the client:

Over the next few days of interviews, observations and brainstorming around the researched data,
we built a structure of insights and How might we’s.
The over-arching goals of our end project were then framed as
‘How might we create mainstream lifestyle trends inspired by the lifestyles of people with diabetes?
'How might we create opportunities to express, share or engage in common tasks/interests/ activities ?’

These sentences were based on our insights that ‘expression of thought’ aids people with the constant stress involved in dealing with their illness and the insight that sharing common tasks enables people to understand each other better, as it helps break notions or preconceptions about each other (especially with regard to notions about diabetes).
This led us to build three concepts, of which one – called ‘Shout!!’ – was taken into the experience prototyping phase.

Low fidelity paper prototypes:

Experience prototyping of the initial idea helped us change and evolve our concept and value propositions further.
We built paper prototypes initially and tested the interface with one of our correspondents, who shared great enthusiasm with our concept, and also looked at it critically giving us valuable insights into the values we thought about and the potential benefits it could have to the community.
From the previous process, we extracted 1concept and has experience prototyping the idea with paper prototyping which is mobile apps,prop-making around the chosen idea about broadcasting thoughts , sharing events etc over online / mobile platforms.

Higher fidelity with mock web interfaces :

Our concept then evolved into being an open platform for people who might need help immediately and with helping in community bonding which was quite a bit more than our initial idea of basic expression and joining events being the primary nature of the shouts.
We then built a prototype web interface of the same concept which was again tested to validate and share some ideas with respondents.


It is envisioned as being present on both web and mobile based location based platforms, where audio, visual expressions could be shared. As shown below in the images and in the video above.


" I do not want to be a diabetic anymore !! " ....
A message of frustration on facebook by one our interviewees was one of the primary motivators for the team in the the development of this project.
What started with an investigation into Lifestyle habits and choices of PWD , led us to understand that:
- The need to have emotional outlets and connections with other people who share the same ailment or who understand the situation is paramount in being motivated to lead a healthy, compliant lifestyle.
- There are moments where assistance is hard to come by for PWD , both from friends and family. Thus a means to connect immediately with PWD's around you is necessary for obtaining quick aid.
- Among the general public
- People with Diabetes could be thought leaders into leading healthy lifestyles as they are constantly aware of the changes in their body and need to maintain a constant balance between what they consume and what they metabolize.

Why is it valuable?


The service is a location based open platform which will target people with diabetes as a primary user group, but with a potential to diffuse into the general populace, who may find topics of common interest being discussed with regard to lifestyle choices. For example, helping out a person who has doubts with regard to general diabetes care or getting to know about all the organic food places in one area.

- One of the primary values we found was that of expression and how it helps in dealing with the daily stress involved in dealing with diabetes.
- Knowing that there are other people in the locality who share the same lifestyle or have found ways of dealing with diabetes and the various aspects of care involved could go a long way
- Shout could help in aiding people who might have immediate needs and need quick answers from members of the community
- People with diabetes could be viewed as thought leaders , especially with regards to having healthy, balanced lifestyles and this could have a great potential in diffusing out to the general public.

* This project has been designed by Harsha Vardhan,Harikrishnan Gopalakrishnan and Daim Yoon during the "Industry project : Novo Nodisk" class held
by Cordy Swope, Julia Frederking and Nina Christoffersen at the Copenhagen Institute of Interaction DesignCIID.

Divvy - To do

Divvy is a to-do application that enable task sharing and planning between friends.

We aspire to create a quick, simple and inspiring to do application that enable task sharing and planning between friends.

Graphical User Interface

What if there was an app enabling quick, simple task sharing and planning
between friends?

Divvy is a to-do application that enable task sharing and planning between friends.
Divvy is unique in a way that it provides a simple and quick way to plan events between multiple people.
Divvy is not restricted to text only, but brings forth an interface where images, videos, links and the like can be shared in a clear and easy manner.
Divvy is structured after the events you create. Events can either be personal or shared.
Each of the shared events has sub-tasks where people can be assigned to be responsible for the tasks.
Tasks can also have pictures, videos and links attached. In that way it becomes easier and more manageable to plan events
and discuss e.g. what kind of dinner to cook for the next party exactly
because recipes and other content can be shared. Everything related to the event you are planning will be presented in a simple and visual overview.

Our design goal has been to create a to-do application that allows people a way to share inspiring content in a playful and simple manner.
We were very conscious about creating a visually calm environment, rather than producing stress with constant overdue notifications and pop up windows.

Divvy is a tool for inspiration and the joy of planning and anticipating upcoming events with friends, colleagues and relatives.

* This project has been designed byHelle Rohde Andersen, Harikrishnan Gopalakrishnan and Daim Yoon during the "Graphical User Interface" class held
by Frank Rausch and Timm Kekeritz at the Copenhagen Institute of Interaction DesignCIID.

See Life

Future Social Photography

in collaboration with Intel Labs
"What if we could see a new world through from the perspective of animal?"

See life is a service that connect people with wildlife.
A micro camera enables people to experience different view of the world by seeing through different animal’s eyes.

People can subscribe to see life through the eyes of diverse animals.
The content is displayed in an ambient box (like a fish tank) allowing people to learn about the behaviour of wild animals in a real time.

How do animals see the world?

The aim of this experimental project is to provide a new photographic experience that captures and displays images from a different perspective. It enhances storytelling and encourages people to take more pictures.

If humans could see the same things that animal see in a real time,
we would have a new way of taking pictures through another animal’s body. Live video would allow people to take their own pictures and create their own images, creating a personal story with wild animals.
This could be stored and shared with others to study and explore animal behaviour.

Photography in the future

In the last few years, photography has taken a whole new dimension with the appearance of smart phones, the growth of social networks and other platforms that make aggregated data available to everyone. The early mechanics of this revolution are all around us: GPS, sensor data, facial recognition, object based search, augmented reality, giga-pixel collections, and massive social imaging projects.

Concept Slides :

Prototyping video :

Prototyping :

* This project has been designed by Hyeona Yang and Daim Yoon during the "Industry project : intel" class held
by Joshua Walton, James Tichenor and Ishac Bertran with Intel Labs at the Copenhagen Institute of Interaction DesignCIID.

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