Projects


I design and ship experimental prototypes — from social media feeds to streaming TV ads to mobile gacha games — to test how digital platforms shape persuasion, attention, and consumer behavior. I build interactive environments in HTML/JS, instrument them for behavioral logging (clicks, comments, eye-tracking, sentiment), and deploy them in user studies. My work generates actionable insights on advertising effectiveness, platform affordances, and monetization mechanics, with results already published in top communication journals and presented at international conferences.


Research Brief

Social Media Affordance Study

Challenge: Platforms like Instagram shape user–creator relationships through features such as comments, but it was unclear how removing these interactions would affect engagement and purchase intent for sponsored posts.

Prototype: Built a fully functional Instagram-style feed in HTML/JS with toggleable comments. Participants could scroll, like, and interact in a naturalistic environment with embedded sponsored content.

Approach: Logged user actions (comment length, frequency, sentiment) and paired with survey data on parasocial connection and consumer attitudes.

Key Insight: Parasocial relationships predicted purchase intent only when comments were enabled. Disabling comments broke the PSR → purchase link, showing how small design changes can disrupt creator–follower influence.

Research Brief

Shoppable Advertising Study

Challenge: As brands test shoppable ad formats, it was unclear whether consumers would see them as useful enhancements or disruptive interruptions — and whether effectiveness depends on platform context (social vs. streaming).

Prototype: Built interactive streaming TV and social media ad experiences in HTML/JS, allowing direct comparison of shoppable vs. traditional formats.

Approach: Logged user interactions (clicks, overlay opens) and combined with survey measures of attention, attitudes, and purchase intent, plus open-ended feedback on intrusiveness.

Key Insight: On social media, shoppable ads felt intrusive and lowered purchase intent. On streaming TV, the same formats increased purchase intent by creating a lean-forward shopping moment. Takeaway: platform-fit is critical when rolling out interactive ad formats.

Research Brief

Social Media Pharmaceutical Advertising

Challenge: Pharmaceutical ads on social media must present both benefits and risks, but it was unclear how consumers actually allocate attention, emotion, and memory across these sections — with implications for health information recall.

Prototype: Created realistic pharma ad stimuli embedded in a simulated social media feed, contrasting benefit-focused content (e.g., lifestyle imagery) with risk disclosures (e.g., scrolling side effects).

Approach: Used eye-tracking and facial emotion analysis to generate heat maps of attention, capture real-time affective responses, and measure post-exposure memory recall.

Key Insight: Participants gave less attention and showed weaker memory for risk sections compared to benefits, with more negative emotional reactions during risk exposure. Findings highlight the challenges of ensuring risk information is noticed and retained in digital ad formats.

Gacha Game Demo

Gacha Behavioral Economies

Challenge: Mobile games depend on gacha mechanics for engagement and monetization, but it’s unclear how design variables (pull odds, banner framing, bonus gems) influence player trust, spending, and progression.

Prototype: Built a fully functional gacha battle game in HTML/JS with summon, battle, and progression systems, allowing precise control over odds, banner design, animations, endowment bonuses, pricing, and rarity.

Approach: Logged player behavior and spending via Apps Script to test how randomized rewards, completion bias, and value framing drive engagement.

Key Insight: The platform provides a reusable testbed for behavioral economics and game UX research, enabling experiments on how design choices in gacha systems shift trust, spending patterns, and purchase intent.

Game Subscription Break-even

Challenge: Game platforms increasingly trade ownership for access. What does “buying” mean when players rent their libraries?

Prototype: Built an interactive microeconomic dashboard in Python + Gradio that models the break-even point between subscribing to a game service (e.g., Game Pass) and buying games outright. Users can toggle subscription price, frictional costs, and play rate to see where renting stops making sense.

Approach: Visualizes cumulative cost curves and behavioral thresholds, connecting economic logic to broader questions of consumer behavior, technofeudalism, and the illusion that buying equals owning.

Key Insight: Even rational consumers optimize within infrastructures that redefine property itself.

rji3@illinois.edu