Signature Wallpaper
Samsung's signature wallpaper for the Galaxy S series. The work defined a single surface that carries the user from ambient display to home without a cut, and extended what that surface responds to with each generation. One UI later named this direction Ambient Design — the wallpaper had been built on it since the first generation.
ROLE
Lead Interaction
COMPANY
Samsung Electronics
PRODUCT
One UI
YEAR
2024 — Ongoing
Light and Shadow
The first generation renders the passage from ambient display to home as a change of light. The three states are the timeline: it opens dimmed, brightens into daylight at the lock screen, then settles toward evening at home.

Evening Shift
The home screen sits a tone lower than the lock screen, and not for mood. Home has to hold search, icons, and labels — content that needs contrast behind it to stay legible. Rather than darkening the wallpaper after the fact, that drop was written into the arc itself. The interface gets the contrast it needs, and the change still reads as a moment passing.

Across the Lineup
The same behaviour shipped across every colourway and on the Edge variant. Tone and palette were re-tuned per product; the light-and-shadow logic underneath was not. What shipped was one system running across a lineup, not a set of wallpapers.

Swipe Direction
The second generation extended the surface to answer the user. A central form resolves differently depending on the swipe — left, top, and right each map to their own outcome. Downward was left empty on purpose. Swiping down opens the notification shade, and claiming that direction would have put the wallpaper in conflict with a gesture users already rely on. The vocabulary stayed at three, so the wallpaper gained an interaction without taking one away.
One Frame Index
Both generations added an input. Neither added a mechanism. Screen state and swipe direction are different inputs, but they do the same job: pick a frame. The wallpaper is a sequence of frames, and every input resolves to a position in that sequence — so rendering never had to change. What changes is only which input decides the position. The next input won't need a new system either. It needs a mapping.
Recognition
Patent Pending 2026
Directional Interaction Model
NEXT PROJECT
Charging Animation Motion System Lead Motion 2024MINHYUNG CHUN — Interaction & Motion Designer
© 2026 MINHYUNG CHUN