VLDB 2026 Research / reviewers in the wild / expert
Steven Baker 0001
dblp:29/6404-1
· DBLP profile ↗
11ranked-venue papers
5as first author
3since 2021 · last 2024
0000-0002-4470-5892ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 3 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | "More Than Just Holding the iPad": Family Members' Perspectives on the Work of Video Calling in Aged CareabstractVideo calls are increasingly being adopted to enable older adults living in long-term residential care (aged care homes) to remain socially connected with friends and family. However, care home residents often require extensive support to participate effectively in video calls. Despite growing interest in examining the work involved in facilitating technology use in care homes, the role of caregivers---comprising family members and staff---in facilitating video calls has received limited attention. Drawing on data from a study of family members' experiences in Australia, we analysed the essential work activities required to make video calls function in residential aged care. We show how video calling is underpinned by the development of relationships between families and staff, and how video calling requires considerable work in preparation, facilitation, and troubleshooting. We discuss how video calling systems for care homes might be designed to alleviate unwanted work, lowering the burden of call participation for residents, families, and care staff. Ryan Kelly 0001, Yushan Xing, Steven Baker 0001, Jenny Waycott |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2022 | The Role of Staff in Facilitating Immersive Virtual Reality for Enrichment in Aged Care: An Ethic of Care PerspectiveabstractImmersive virtual reality (VR) is being used as an enriching experience for people living in residential aged care, or nursing homes, where care staff play a critical role supporting clients to use VR. In HCI research concerned with technology use in aged care, however, the role of formal caregivers has received limited attention. We conducted interviews with 11 caregivers working in care homes that have implemented VR as part of the social program offered to residents. Our findings highlight tensions between the opportunities created by the immersive VR experience and the risks and challenges full immersion presents for people in aged care. In this paper, we draw on an ethics of care framework to make visible the care practices involved in facilitating VR in aged care homes, highlighting the care required to ensure that older adults experience benefits when using immersive VR, while risks and challenges are carefully managed. Jenny Waycott, Ryan Kelly 0001, Steven Baker 0001, Bárbara Barbosa Neves, Kong Saoane Thach, Reeva Lederman |
CHI | 3 |
| 2021 | Avatar-Mediated Communication in Social VR: An In-depth Exploration of Older Adult Interaction in an Emerging Communication PlatformabstractWhile HCI researchers have begun designing personalised VR experiences for older adults, there has been limited research examining the use of social VR - where users interact via avatars in a virtual environment. Avatar-mediated communication (AMC) is a crucial component of the social VR experience, but older users’ experience with AMC is poorly understood. We conducted a five-month study with 16 older adults evaluating a co-designed social VR prototype. Results show that AMC in social VR was seen as medium that supported introverted users to express themselves and was viewed as offering advantages when discussing sensitive topics. Our study provides new insights into how older adults view AMC in social VR as a communication medium and we contribute six design reflections, based on our results, that highlight the steps that can be taken to ensure that AMC in social VR can meet the communication needs of older users. Steven Baker 0001, Jenny Waycott, Romina Carrasco, Ryan Kelly 0001, Anthony Jones 0001, Jack Lilley, Briony Dow, Frances Batchelor, Thuong N. Hoang, Frank Vetere |
CHI | 1 |
| 2020 | Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual ImpairmentabstractIn this paper, we present a foundation for understanding the elements that enable people with visual impairment to engage with digital games. This is defined by the gamer's relation- ships with information and with elements of control provided by the game, and is mediated through in-game metaphors and affordances when gamers interact as users or creators. This work complements previous research exploring the points of view of gamers with visual impairment by focusing on the games they play and prioritising the relationships between the key enablers of access to digital games. Using the framework to examine existing and missing components will enable de- signers to consider broader aspects of accessibility in game design. Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker 0001, Frank Vetere |
CHI | 4 |
| 2020 | Evaluating the use of interactive virtual reality technology with older adults living in residential aged care
Steven Baker 0001, Jenny Waycott, Elena Robertson, Romina Carrasco, Bárbara Barbosa Neves, Ralph Hampson, Frank Vetere |
Inf. Process. Manag. | 1 |
| 2020 | School's Back: Scaffolding Reminiscence in Social Virtual Reality with Older AdultsabstractSocial virtual reality (social VR) is an emerging technology that has the potential to support unique social experiences for groups of older adults. In this paper we explore the use of social VR to support group reminiscence, an activity that has been shown to have a positive impact on the lives of older adults. We developed School Days, a bespoke social VR application that enables groups of geographically dispersed older adults to meet in a virtual environment to reminisce about their school experiences. We conducted a user study over the course of 5 months with 16 participants aged 70--81 to evaluate how School Days supported reminiscence. In this paper, we focus on how the use of reminiscence scaffolding features in School Days impacted on the older adults' ability to participate more fully in the reminiscence activities. Our results illustrate the value of social VR for connecting older adults over distance, and contribute new knowledge of how virtual environments can be designed to scaffold reminiscence; how techniques such as 3D conversation starters and individual artefacts can be used to scaffold reminiscence; and how pre-recorded holographic stories (Avacasts) can be used to introduce new perspectives and prompt self-reflection. We contribute five design reflections aimed at guiding the design of future reminiscence tools in social VR. Steven Baker 0001, Ryan Kelly 0001, Jenny Waycott, Romina Carrasco, Roger Bell, Zaher Joukhadar, Thuong N. Hoang, Elizabeth Ozanne, Frank Vetere |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2019 | Exploring the Design of Social VR Experiences with Older AdultsabstractThere is growing interest in technologies that allow older adults to socialise across geographic boundaries. An emerging technology in this space is social virtual reality (VR). In this paper we report on a series of participatory design workshops that involved extended in-depth collaboration with 22 older adults (aged 70-81), that aimed to understand their views on the types of social VR experiences that they saw as being of value to older adults. This process culminated in a reminiscence-based social VR concept. Our study identifies: participants' ideas about the types of social VR experiences they found appealing; the potential for social VR as a powerful reminiscence tool; how social VR might be used as a tool to challenge ageing stereotypes and promote healthy ageing. Reflecting on the design process, we discuss how the diverse participant groups and the complexities involved in mediating between designers, the technical team, and participants could inform future design work. Steven Baker 0001, Jenny Waycott, Romina Carrasco, Thuong N. Hoang, Frank Vetere |
Conference on Designing Interactive Systems | 1 |
| 2019 | A Tale of Two Perspectives: A Conceptual Framework of User Expectations and Experiences of Instructional Fitness AppsabstractWe present a conceptual framework grounded in both users' reviews and HCI theories, residing between practices and theories as a form of intermediate-level knowledge in interaction design. Previous research has examined different forms of intermediary knowledge such as conceptual structures, strong concepts, and bridging concepts. Within HCI, these forms are generic and rise either from theories or particular instances. In this work, we created and evaluated a conceptual framework for a specific domain (instructional fitness apps). We first extracted the particular instances using users' online reviews and conceptualised them as an expectations and experiences framework. Second, within the framework, we evaluated the artefact related constructs using Norman's design principles. Third, we evaluated beyond the artefact related constructs using distributed cognition theory. We present an analysis of such intermediate-level knowledge with the aim of informing future designs. Ahed Aladwan, Ryan Kelly 0001, Steven Baker 0001, Eduardo Velloso |
CHI | 3 |
| 2019 | Playing Blind: Revealing the World of Gamers with Visual ImpairmentabstractPrevious research on games for people with visual impairment (PVI) has focused on co-designing or evaluating specific games - mostly under controlled conditions. In this research, we follow a game-agnostic, "in-the-wild" approach, investigating the habits, opinions and concerns of PVI regarding digital games. To explore these issues, we conducted an online survey and follow-up interviews with gamers with VI (GVI). Dominant themes from our analysis include the particular appeal of digital games to GVI, the importance of social trajectories and histories of gameplay, the need to balance complexity and accessibility in both games targeted to PVI and mainstream games, opinions about the state of the gaming industry, and accessibility concerns around new and emerging technologies such as VR and AR. Our study gives voice to an underrepresented group in the gaming community. Understanding the practices, experiences and motivations of GVI provides a valuable foundation for informing development of more inclusive games. Ronny Andrade, Melissa J. Rogerson, Jenny Waycott, Steven Baker 0001, Frank Vetere |
CHI | 4 |
| 2019 | Interrogating Social Virtual Reality as a Communication Medium for Older AdultsabstractA growing body of research is examining the way that virtual reality (VR) technology might enrich the lives of older adults. However, no studies have yet examined how this technology---combining head mounted displays, motion tracking, avatars, and virtual environments---might contribute to older adult wellbeing by facilitating greater social participation (social VR). To address this gap, we conducted three workshops in which 25 older adults aged 70 to 81 explored the utility of social VR as a medium for communicating with other older adults. Participants first created embodied avatars that were controlled through natural gestures, and subsequently used these avatars in two high-fidelity social VR prototypes. Findings from the workshops provide insight into older adults' design motivations when creating embodied avatars for social VR; their acceptance of social VR as a communication tool; and their views on how social VR might play a beneficial role in their lives. Outcomes from the workshops also illustrate the critical importance our participants placed onbehavioural anthropomorphism ---the embodied avatars' ability to speak, move, and act in a human-like manner--- alongsidetranslational factors, which encapsulate issues relating to the way physical movements are mapped to the embodied avatar and the way in which errors in these mappings may invoke ageing stereotypes. Findings demonstrate the critical role that these characteristics might play in the success of future social VR applications targeting older users. We translate our findings into a set of design considerations for developing social VR systems for older adults, and we reflect on how our participants' experiences can inform future research on social virtual reality. Steven Baker 0001, Ryan Kelly 0001, Jenny Waycott, Romina Carrasco, Thuong N. Hoang, Frances Batchelor, Elizabeth Ozanne, Briony Dow, Jeni Warburton, Frank Vetere |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2018 | Designing the Lost Self: Older Adults' Self-representations in Online GamesabstractOlder adults are increasingly engaging in online activities, including games, with other people. Many online environments require the user to create some form of self-representation, ranging from a simple user name through to a full body avatar. These self-representations not only enable access to online activities, but also provide an opportunity for expressing both the real and ideal identity. We wanted to better understand the impacts of later life on the construction of self-representations when playing online games. Our study used gameplay observations and semi-structured interviews with 10 older adult gamers aged from 65 to 95 years. We found they designed their player self-representations to project aspects of their lost (former) self and to embrace their present older selves. This engagement with self-representations as a form of self-expression suggests that designers need to consider older gamers, and their diverse preferences, when creating tools for customizable self-representations in online games. Romina Carrasco, Jenny Waycott, Steven Baker 0001, Frank Vetere |
Conference on Designing Interactive Systems | 3 |