Teddy Seyed

dblp:27/9660 · DBLP profile ↗
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23ranked-venue papers
5as first author
6since 2021 · last 2023
0000-0003-3388-0166ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 22 · 5 first-author · 6 since 2021Software engineering, systems software and programming languages · 1
YearPublicationVenuePosition
2023 AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband Radios
abstract
We present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity.
Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche
CHI2
2022 Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented Workflows
abstract
To better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people’s fragmented workflows.
Ye Yuan 0010, Nathalie Henry Riche, Nicolai Marquardt, Molly Jane Pearce Nicholas, Teddy Seyed, Hugo Romat, Bongshin Lee, Michel Pahud, Jonathan Goldstein, Rojin Vishkaie, Christian Holz 0001, Ken Hinckley
CHI5
2021 Crisis Couture: A Study on Motivations and Practices of Mask Makers During A Crisis
abstract
The landscape of everyday fashion has been transformed due to the COVID-19 pandemic. Part of this can be attributed to different types of communities (e.g. fashion, makers, sewing), who have designed and fabricated masks to counter global shortages and negative culture backlashes. In this paper, we present a mix-methods study of individuals and groups within these communities on their motivations and practices in designing and creating face masks during a global crisis. We conducted a survey with 66 mask makers in the Summer of 2020, and we interviewed 23 of them about their attitudes and reflections on their mask making processes, their unique innovations, and the meaning of contributing in an impactful manner in local and global communities. We unpack themes around technology, self-expression and statement making, making and remixing, sustainable practices, as well as the role of design inspirations on methods and practices for mask makers during a crisis.
Mikayla Buford, Vaishnavi Nattar Ranganathan, Asta Roseway, Teddy Seyed
Conference on Designing Interactive Systems4
2021 Rethinking the Runway: Using Avant-Garde Fashion To Design a System for Wearables
abstract
Technology has become increasingly pervasive in the creative and experimental environment of the avant-garde fashion runway, particularly in relation to its garments. However, several disciplines are often necessary when exploring technologies for the construction of expressive garments (e.g. garments that respond to their environment), creating a barrier for fashion designers that has limited their ability to leverage new technologies. To help overcome this barrier, we designed and deployed Brookdale, a prototyping system for wearable technology consisting of new plug-and-play hardware that can be programmed using drag-and-drop software. Brookdale was created using a 24-week participatory design process with 17 novice fashion-tech designers. At the end of the 24 week process, designers showcased their Brookdale-enhanced garment collections at an avant-garde fashion-tech runway show in New York City. We report on the experiences, outcomes, and lessons learned throughout this process, and describe results from interviews with the fashion-tech designers 16 weeks after the fashion show, demonstrating the lasting positive impact of Brookdale.
Teddy Seyed, James Devine, Joe Finney, Michal Moskal, Jonathan de Halleux, Steve Hodges 0001, Thomas Ball 0001, Asta Roseway
CHI1
2021 Project Tasca: Enabling Touch and Contextual Interactions with a Pocket-based Textile Sensor
abstract
We present Project Tasca, a pocket-based textile sensor that detects user input and recognizes everyday objects that a user carries in the pockets of a pair of pants (e.g., keys, coins, electronic devices, or plastic items). By creating a new fabric-based sensor capable of detecting in-pocket touch and pressure, and recognizing metallic, non-metallic, and tagged objects inside the pocket, we enable a rich variety of subtle, eyes-free, and always-available input, as well as context-driven interactions in wearable scenarios. We developed our prototype by integrating four distinct types of sensing methods, namely: inductive sensing, capacitive sensing, resistive sensing, and NFC in a multi-layer fabric structure into the form factor of a jeans pocket. Through a ten-participant study, we evaluated the performance of our prototype across 11 common objects including hands, 8 force gestures, and 30 NFC tag placements. We yielded a 92.3% personal cross-validation accuracy for object recognition, 96.4% accuracy for gesture recognition, and a 100% accuracy for detecting NFC tags at close distance . We conclude by demonstrating the interactions enabled by our pocket-based sensor in several applications.
Te-Yen Wu, Zheer Xu, Xing-Dong Yang, Steve Hodges 0001, Teddy Seyed
CHI5
2021 AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures
abstract
AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air.
Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley
UIST10
2020 Fabriccio: Touchless Gestural Input on Interactive Fabrics
abstract
We present Fabriccio, a touchless gesture sensing technique developed for interactive fabrics using Doppler motion sensing. Our prototype was developed using a pair of loop antennas (one for transmitting and the other for receiving), made of conductive thread that was sewn onto a fabric substrate. The antenna type, configuration, transmission lines, and operating frequency were carefully chosen to balance the complexity of the fabrication process and the sensitivity of our system for touchless hand gestures, performed at a 10 cm distance. Through a ten-participant study, we evaluated the performance of our proposed sensing technique across 11 touchless gestures as well as 1 touch gesture. The study result yielded a 92.8% cross-validation accuracy and 85.2% leave-one-session-out accuracy. We conclude by presenting several applications to demonstrate the unique interactions enabled by our technique on soft objects.
Te-Yen Wu, Shutong Qi, Junchi Chen, MuJie Shang, Jun Gong 0002, Teddy Seyed, Xing-Dong Yang
CHI6
2020 Capacitivo: Contact-Based Object Recognition on Interactive Fabrics using Capacitive Sensing
abstract
We present Capacitivo, a contact-based object recognition technique developed for interactive fabrics, using capacitive sensing. Unlike prior work that has focused on metallic objects, our technique recognizes non-metallic objects such as food, different types of fruits, liquids, and other types of objects that are often found around a home or in a workplace. To demonstrate our technique, we created a prototype composed of a 12 x 12 grid of electrodes, made from conductive fabric attached to a textile substrate. We designed the size and separation between the electrodes to maximize the sensing area and sensitivity. We then used a 10-person study to evaluate the performance of our sensing technique using 20 different objects, which yielded a 94.5% accuracy rate. We conclude this work by presenting several different application scenarios to demonstrate unique interactions that are enabled by our technique on fabrics.
Te-Yen Wu, Yuji Zhang 0002, Teddy Seyed, Xing-Dong Yang
UIST4
2019 Mannequette: Understanding and Enabling Collaboration and Creativity on Avant-Garde Fashion-Tech Runways
abstract
Drawing upon multiple disciplines, avant-garde fashion-tech teams push the boundaries between fashion and technology. Many are well trained in envisioning aesthetic qualities of garments, but few have formal training on designing and fabricating technologies themselves. We introduce Mannequette, a prototyping tool for fashion-tech garments that enables teams to experiment with interactive technologies at early stages of their design processes. Mannequette provides an abstraction of light-based outputs and sensor-based inputs for garments through a DJ mixer-like interface that allows for dynamic changes and recording/playback of visual effects. The base of Mannequette can also be incorporated into the final garment, where it is then connected to the final components. We conducted an 8-week deployment study with eight design teams who created new garments for a runway show. Our results revealed Mannequette allowed teams to repeatedly consider new design and technical options early in their creative processes, and to communicate more effectively across disciplinary backgrounds.
Teddy Seyed, Anthony Tang 0001
Conference on Designing Interactive Systems1
2019 AutoFritz: Autocomplete for Prototyping Virtual Breadboard Circuits
abstract
We propose autocomplete for the design and development of virtual breadboard circuits using software prototyping tools. With our system, a user inserts a component into the virtual breadboard, and it automatically provides a user with a list of suggested components. These suggestions complete or ex- tend the electronic functionality of the inserted component to save the user's time and reduce circuit error. To demon- strate the effectiveness of autocomplete, we implemented our system on Fritzing, a popular open source breadboard circuit prototyping software, used by novice makers. Our autocomplete suggestions were implemented based upon schematics from datasheets for standard components, as well as how components are used together from over 4000 circuit projects from the Fritzing community. We report the results of a controlled study with 16 participants, evaluating the effectiveness of autocomplete in the creation of virtual breadboard circuits, and conclude by sharing insights and directions for future research.
Jo-Yu Lo, Da-Yuan Huang, Tzu-Sheng Kuo, Chen-Kuo Sun, Jun Gong 0002, Teddy Seyed, Xing-Dong Yang, Bing-Yu Chen 0004
CHI6
2019 Aarnio: Passive Kinesthetic Force Output for Foreground Interactions on an Interactive Chair
abstract
We propose a new type of haptic output for foreground interactions on an interactive chair, where input is carried out explicitly in the foreground of the user's consciousness. This type of force output restricts a user's motion by modulating the resistive force when rotating a seat, tilting the backrest, or rolling the chair. These interactions are useful for many applications in a ubiquitous computing environment, ranging from immersive VR games to rapid and private query of information for people who are occupied with other tasks (e.g. in a meeting). We carefully designed and implemented our proposed haptic force output on a standard office chair and determined the recognizability of five force profiles for rotating, tilting, and rolling the chair. We present the result of our studies, as well as a set of novel interaction techniques enabled by this new force output for chairs.
Shan-Yuan Teng, Da-Yuan Huang, Jun Gong 0002, Teddy Seyed, Xing-Dong Yang, Bing-Yu Chen 0004
CHI5
2019 Tessutivo: Contextual Interactions on Interactive Fabrics with Inductive Sensing
abstract
We present Tessutivo, a contact-based inductive sensing technique for contextual interactions on interactive fabrics. Our technique recognizes conductive objects (mainly metallic) that are commonly found in households and workplaces, such as keys, coins, and electronic devices. We built a prototype containing six by six spiral-shaped coils made of conductive thread, sewn onto a four-layer fabric structure. We carefully designed the coil shape parameters to maximize the sensitivity based on a new inductance approximation formula. Through a ten-participant study, we evaluated the performance of our proposed sensing technique across 27 common objects. We yielded 93.9% real-time accuracy for object recognition. We conclude by presenting several applications to demonstrate the unique interactions enabled by our technique.
Jun Gong 0002, Yu Wu 0020, Teddy Seyed, Xing-Dong Yang
UIST4
2019 Proxino: Enabling Prototyping of Virtual Circuits with Physical Proxies
abstract
We propose blending the virtual and physical worlds for prototyping circuits using physical proxies. With physical proxies, real-world components (e.g. a motor, or light sensor) can be used with a virtual counterpart for a circuit designed in software. We demonstrate this concept in Proxino, and elucidate the new scenarios it enables for makers, such as remote collaboration with physically distributed electronics components. We compared our hybrid system and its output with designs of real circuits to determine the difference through a system evaluation and observed minimal differences. We then present the results of an informal study with 9 users, where we gathered feedback on the effectiveness of our system in different working conditions (with a desktop, using a mobile, and with a remote collaborator). We conclude by sharing our lessons learned from our system and discuss directions for future research that blend physical and virtual prototyping for electronic circuits.
Te-Yen Wu, Jun Gong 0002, Teddy Seyed, Xing-Dong Yang
UIST3
2018 Jetto: Using Lateral Force Feedback for Smartwatch Interactions
abstract
Interacting with media and games is a challenging user experience on smartwatches due to their small screens. We propose using lateral force feedback to enhance these experiences. When virtual objects on the smartwatch display visually collide or push the edge of the screen, we add haptic feedback so that the user also feels the impact. This addition creates the illusion of a virtual object that is physically hitting or pushing the smartwatch, from within the device itself. Using this approach, we extend virtual space and scenes into a 2D physical space. To create realistic lateral force feedback, we first examined the minimum change in force magnitude that is detectable by users in different directions and weight levels, finding an average JND of 49% across all tested conditions, with no significant effect of weight and force direction. We then developed a proof-of-concept hardware prototype called Jetto and demonstrated its unique capabilities through a set of impact-enhanced videos and games. Our preliminary user evaluations indicated the concept was welcomed and is regarded as a worthwhile addition to smartwatch output and media experiences.
Jun Gong 0002, Da-Yuan Huang, Teddy Seyed, Te Lin, Molin Yang, Xing-Dong Yang
CHI3
2018 WrisText: One-handed Text Entry on Smartwatch using Wrist Gestures
abstract
We present WrisText - a one-handed text entry technique for smartwatches using the joystick-like motion of the wrist. A user enters text by whirling the wrist of the watch hand, towards six directions which each represent a key in a circular keyboard, and where the letters are distributed in an alphabetical order. The design of WrisText was an iterative process, where we first conducted a study to investigate optimal key size, and found that keys needed to be 55º or wider to achieve over 90% striking accuracy. We then computed an optimal keyboard layout, considering a joint optimization problem of striking accuracy, striking comfort, word disambiguation. We evaluated the performance of WrisText through a five-day study with 10 participants in two text entry scenarios: hand-up and hand-down. On average, participants achieved a text entry speed of 9.9 WPM across all sessions, and were able to type as fast as 15.2 WPM by the end of the last day.
Jun Gong 0002, Zheer Xu, Qifan Guo, Teddy Seyed, Xiang 'Anthony' Chen, Xiaojun Bi 0001, Xing-Dong Yang
CHI4
2018 Indutivo: Contact-Based, Object-Driven Interactions with Inductive Sensing
abstract
We present Indutivo, a contact-based inductive sensing technique for contextual interactions. Our technique recognizes conductive objects (metallic primarily) that are commonly found in households and daily environments, as well as their individual movements when placed against the sensor. These movements include sliding, hinging, and rotation. We describe our sensing principle and how we designed the size, shape, and layout of our sensor coils to optimize sensitivity, sensing range, recognition and tracking accuracy. Through several studies, we also demonstrated the performance of our proposed sensing technique in environments with varying levels of noise and interference conditions. We conclude by presenting demo applications on a smartwatch, as well as insights and lessons we learned from our experience.
Jun Gong 0002, Teddy Seyed, Josh Urban Davis, Xing-Dong Yang
UIST3
2018 Orecchio: Extending Body-Language through Actuated Static and Dynamic Auricular Postures
abstract
In this paper, we propose using the auricle - the visible part of the ear - as a means of expressive output to extend body language to convey emotional states. With an initial exploratory study, we provide an initial set of dynamic and static auricular postures. Using these results, we examined the relationship between emotions and auricular postures, noting that dynamic postures involving stretching the top helix in fast (e.g., 2Hz) and slow speeds (1Hz) conveyed intense and mild pleasantness while static postures involving bending the side or top helix towards the center of the ear were associated with intense and mild unpleasantness. Based on the results, we developed a prototype (called Orrechio) with miniature motors, custom-made robotic arms and other electronic components. A preliminary user evaluation showed that participants feel more comfortable using expressive auricular postures with people they are familiar with, and that it is a welcome addition to the vocabulary of human body language.
Da-Yuan Huang, Teddy Seyed, Linjun Li, Jun Gong 0002, Zhihao Yao 0004, Yuchen Jiao, Xiang 'Anthony' Chen, Xing-Dong Yang
UIST2
2017 A Modular Smartphone for Lending
abstract
We motivate, design, and prototype a modular smartphone designed to make temporary device lending trustworthy and convenient. The concept is that the phone can be separated into pieces, so a child, friend, or even stranger can begin an access-controlled interaction with one piece, while the own-er retains another piece to continue their tasks and monitor activity. This is grounded in a survey capturing attitudes towards device lending, and an exploratory study probing how people might lend pieces of different kinds of modular smartphones. Design considerations are generated for a hardware form factor and software interface to support different lending scenarios. A functional prototype combining three smartphones into a single modular device is described and used to demonstrate a lending interaction design. A usability test validates the concept using the prototype.
Teddy Seyed, Xing-Dong Yang, Daniel Vogel 0001
UIST1
2016 User Elicitation on Single-hand Microgestures
abstract
Gestural interaction has become increasingly popular, as enabling technologies continue to transition from research to retail. The mobility of miniaturized (and invisible) technologies introduces new uses for gesture recognition. This paper investigates single-hand microgestures (SHMGs), detailed gestures in a small interaction space. SHMGs are suitable for the mobile and discrete nature of interactions for ubiquitous computing. However, there has been a lack of end-user input in the design of such gestures. We performed a user-elicitation study with 16 participants to determine their preferred gestures for a set of referents. We contribute an analysis of 1,632 gestures, the resulting gesture set, and prevalent conceptual themes amongst the elicited gestures. These themes provide a set of guidelines for gesture designers, while informing the designs of future studies. With the increase in hand-tracking and electronic devices in our surroundings, we see this as a starting point for designing gestures suitable to portable ubiquitous computing.
Edwin Chan, Teddy Seyed, Wolfgang Stuerzlinger, Xing-Dong Yang, Frank Maurer
CHI2
2016 Doppio: A Reconfigurable Dual-Face Smartwatch for Tangible Interaction
abstract
Doppio is a reconfigurable smartwatch with two touch sensitive display faces. The orientation of the top relative to the base and how the top is attached to the base, creates a very large interaction space. We define and enumerate possible configurations, transitions, and manipulations in this space. Using a passive prototype, we conduct an exploratory study to probe how people might use this style of smartwatch interaction. With an instrumented prototype, we conduct a controlled experiment to evaluate the transition times between configurations and subjective preferences. We use the combined results of these two studies to generate a set of characteristics and design considerations for applying this interaction space to smartwatch applications. These considerations are illustrated with a proof-of-concept hardware prototype demonstrating how Doppio interactions can be used for notifications, private viewing, task switching, temporary information access, application launching, application modes, input, and sharing the top.
Teddy Seyed, Xing-Dong Yang, Daniel Vogel 0001
CHI1
2016 ERWear: Wearable System Design through the Lens of First Responders
abstract
We explore the design of a wearable computing solution for first responders. Wearable devices have many uses, but commercial devices are not suitable for emergency response. First responders face high risk and volatile situations, and wearables possess significant potential to keep responders safe. A lack of understanding exists when designing wearables for first responders. Existing research focuses on the physical implementation of various sensors, rather than usability. Combining literature and extensive interviews, we devise design guidelines for responder-oriented wearable systems. We propose a prototype system, and discuss early feedback from responders.
Edwin Chan, Teddy Seyed, Frank Maurer
ISS3
2015 CipherCard: A Token-Based Approach Against Camera-Based Shoulder Surfing Attacks on Common Touchscreen Devices
Teddy Seyed, Xing-Dong Yang, Anthony Tang 0001, Saul Greenberg, Jiawei Gu, Bin B. Zhu
INTERACT (2)1
2011 A Test-Driven Approach for Extracting Libraries of Reusable Components from Existing Applications
Elaf Selim, Yaser Ghanam, Teddy Seyed, Frank Maurer
XP4