Jiawei Gu is a User Experience Researcher in Human-Computer Interaction (HCI) Group at Microsoft Research Asia (MSRA, Beijing China), where he aspires to work towards new pathways within MSRA and feels such a place is one of the best places to push new methods for design and research.
His current research is mainly focus on embedded / embodied interaction and tangible interface, which spans several areas in tangible interaction, designing haptics, input gadgets on the move, new mobile motion physical interaction, gesture interaction based on next generation tech spec.
He's interested in various forms of design research including concept Ideation, research-oriented design, user-centered design, scenario-driven research, service design, cross-cultural research, etc. Jiawei would like to evangelize design and user experience in Microsoft Research with user-centered method and design thinking.
The subtlety of human behavior and emotion fascinate him. He's interested in turning such insights and observations into tangible, innovative and meaningful design opportunities and solutions. At the same time one can build an intersection between technological possibility, human desire and inspiration, in attempt to fundamentally improve lives and resonate properly with human beings.
Jiawei received his Bachelor of Science degree from the College of Architecture & Urban Planning, Tongji University. He then acquired his master’s degree in Design Management and Strategy from Tsinghua University. His education background in Industrial Design and Architecture helps him to focus on problems in a logical, thoughtful and yet elegant, ‘out-of-box’ approach. His previous project and internship experiences with MSRA, Nokia Research Center, Philips, Lenovo and CBI Design Consulting have given him a far deeper understanding of human needs and desires resulting in projects which sought to empower and increase happiness.
Since Jiawei feels Design is about love, connection and communication and HCI is such an inherently cross-disciplinary field, he'd love nothing more than to collaborate with many of you. He wishes to spread Design Thinking and drive our technologies forward with conceptual visions.
- 3D Reconstruction on Portable Devices
- Gesture Recognition with Next-Generation Webcam
- Phone-to-phone (Mobile Motion) Game
- TerminAnt: Augmented Reality Mobile Game on WP7
- FlexStroke: a flexible, deformable brush-tip with dynamic stiffness for digital input
- RoCuModel: an iterative tangible modeling system for 3D printing
- 3D Object Reconstruction and Recognition
- Jiawei Gu, Yuebo Shen, and Keqin Dou, RoCuModel: An Iterative Tangible Modeling System, in 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI'14), ACM, 16 February 2014
- Xin Liu and Jiawei Gu, FlexStroke: A Flexible, Deformable Brush-tip with Dynamic Stiffness for Digital Input, in Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, ACM, New York, NY, USA, 16 February 2014
- chunshui zhao, Gesture Recognition with Next-Generation Webcam, no. MSR-TR-2012-132, 20 March 2012
- Xiaowei Dai, Jiawei Gu, Xiang Cao, J. Edward Colgate, and Hong Z Tan, SlickFeel: sliding and clicking haptic feedback on a touchscreen, in Proceedings of UIST'12, ACM, 2012
Slate Keyboard Project
collabration with Sergio Paolantonio, Hong Tan(VR), Feng-Hsiung Hsu(HCG), Xiang Cao, and Desney Tan
Slate is becoming increasing part of our computing ecosystem, and form factors being important. Windows 8 Slate will has a strong aim for productivity on the move, together with the simplicity of the Metro user experience spec, Slate keyboard will be generated both product and research minds to consider. We work towards some input devices form factors and new technologies that leverage the opportunities for Win8 slate target users.
Combining a slim mechanical possibility with collapsible keys from the Hardware Group, and another Haptics tech specs for tactile feedback and MACH team, we shaped design brief, iterative ideation and scenario-base concepts from market research, user observation, focus groups and Personas (design methodologies), and eventually comes out couples of design proposals.
Haptically-Enabled Thumb Typing Surfaces
collabration with Hong Tan, Xiaowei Dai (intern), Xiang Cao, and J. Ed Colgate (Northwestern University)
We developed SlickFeel, a single haptic display setup that can deliver two distinct types of feedback to a finger on a touchscreen during typical operations of sliding and clicking. Sliding feedback enables the sliding finger to feel interactive objects on a touchscreen through a variation in friction. Clicking feedback provides a key-click sensation for confirming a key or button click. Two scenarios have been developed to demonstrate the utility of the two haptic effects. In the first, simple button-click scenario, a user feels the positions of four buttons on a touchscreen by sliding a finger over them and feels a simulated key-click signal by pressing on any of the buttons. In the second scenario, the advantage of haptic feedback is demonstrated in a haptically-enhanced thumb-typing scenario. A user enters text on a touchscreen with two thumbs without having to monitor the thumbs’ locations on the screen. By integrating SlickFeel with a Kindle Fire tablet, we show that it can be used with existing mobile touchscreen devices.
UIST 2012 Demo:
1. Gesture Recognition with Next Generation Webcam (TRICA)
collabration with Chunshui Zhao, Sean Song, Jing Yan and Yasuyuki Matsushita.
This project presents next-generation webcam hardware and software prototypes. The new prototype webcam has an extremely wider view angle than traditional webcams and can capture stereo movie and high-accuracy depth images simultaneously. Users can chat with stereoscopic video. Accurate depth-image processing can support not only all Kinect scenarios on a PC, but also a gesture-control user interface without a touch screen, gesture controlled Windows 8 Metro UI is one of our showcase. With 1 IR and 2 RGB cameras, the cost of the design is similar to that of current webcams, and the webcam potentially could be miniaturized as a mobile camera. The project also showcases new user scenarios in playing finger-controlled slingshot game with this webcam.
in the news
2. Mobile Motion Gaming (MMG)collabration with Thomas Moscibroda(MASS), Li Fan, Chunshui Zhao(HCG) , David Chu(MCRC)
This design research aims to find out some new physically interaction among mobiles (with human active positions and parameters) in order to help to activate/encourage some social interaction, physical movement among people. To some extent, we try to solve the bad situation that people¡¯s focusing on their own mobile screens isolated when gathering together even at parties. Collaborating with MASS group, and using these two technologies (real-time distance measurements and 3D Localization with multiple microphones), Mobile Motion Game aims to create new type of gaming apps on mobile phones: High-speed, locational (Location, position, orientation, movement, acceleration, etc), phone-to-phone (No external infrastructure) games.
Some Previous Industrial Design Works:
As a corporation mentor role: Helping China university students “get real” at Stanford: http://research.microsoft.com/en-us/collaboration/global/asia-pacific/talent/family-album_story.aspx