VLDB 2026 Research / reviewers in the wild / expert
Stephen Uzor
dblp:41/9058
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12ranked-venue papers
8as first author
3since 2021 · last 2022
0000-0001-9299-0344ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 12 · 8 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Understanding user performance of acquiring targets with motion-in-depth in virtual reality
Jin Huang 0009, John J. Dudley, Stephen Uzor, Per Ola Kristensson, Feng Tian 0001 |
Int. J. Hum. Comput. Stud. | 3 |
| 2021 | Investigating the Accessibility of Crowdwork Tasks on Mechanical TurkabstractCrowdwork can enable invaluable opportunities for people with disabilities, not least the work flexibility and the ability to work from home, especially during the current Covid-19 pandemic. This paper investigates how engagement in crowdwork tasks is affected by individual disabilities and the resulting implications for HCI. We first surveyed 1,000 Amazon Mechanical Turk (AMT) workers to identify demographics of crowdworkers who identify as having various disabilities within the AMT ecosystem—including vision, hearing, cognition/mental, mobility, reading and motor impairments. Through a second focused survey and follow-up interviews, we provide insights into how respondents cope with crowdwork tasks. We found that standard task factors, such as task completion time and presentation, often do not account for the needs of users with disabilities, resulting in anxiety and a feeling of depression on occasion. We discuss how to alleviate barriers to enable effective interaction for crowdworkers with disabilities. Stephen Uzor, Jason T. Jacques, John J. Dudley, Per Ola Kristensson |
CHI | 1 |
| 2021 | An Exploration of Freehand Crossing Selection in Head-Mounted Augmented RealityabstractCrossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces. Stephen Uzor, Per Ola Kristensson |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2019 | Recov-R: Evaluation of a Home-Based Tailored Exergame System to Reduce Fall Risk in SeniorsabstractRehabilitation has proven effective to significantly reduce fall risk in seniors; however, low adherence to home rehabilitation and a lack of feedback on performance and progress indicate that seniors might not receive the amount of therapy necessary to reduce their risk of falling. We present a tailored exergame system for the home (called Recov-R) to motivate seniors to exercise and facilitate effective recovery by promoting optimal quality of movement during exercise. Based on an 8-week field study, with 38 participants, we present results on the use of the Recov-R system, versus standard care, in the home. Our findings suggest that the use of the system can increase adherence to exercise and reduce fall risk by improving outcomes of physical function—mobility and balance. We also highlight opportunities, based on these results, for the design of effective exergame technologies for musculoskeletal rehabilitation in the home. Stephen Uzor, Lynne Baillie |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2018 | Inclusively designing IDA: effectively communicating falls risk to stakeholdersabstractAlthough gait/balance analysis methods have proven effective for assessing falls risk (FR), they are mostly confined to the laboratory and rely on expensive specialist equipment. Recent sensor technologies have made it possible to capture FR data accurately; however, no exploration has been done on how to effectively communicate these data to seniors in both healthcare and free-living settings. We describe IDA (Insole Device for Assessment of Falls Risk), comprising a relatively inexpensive insole and prototype application that provides feedback to stakeholders. To explore what level of FR data should best be communicated to different stakeholders, we conducted workshops with 26 seniors and interviewed 7 healthcare workers in the UK. We highlight stakeholder preferences on viewing FR data to foster greater understanding of outcomes and enhance communication between stakeholders. Finally, we identify opportunities for design on enhancing understanding of gait/balance outcomes; these have potential applications in other areas of physical rehabilitation. Stephen Uzor, Lynne Baillie, Nyi Nyi Htun, Philip Smit |
MobileHCI | 1 |
| 2016 | Time to exercise!: an aide-memoire stroke app for post-stroke arm rehabilitationabstractA majority of Stroke survivors have an arm impairment (up to 80%), which persists over the long term (>12 months). Physiotherapy experts believe that a rehabilitation Aide-Memoire could help these patients [25]. Hence, we designed, with the input of physiotherapists, Stroke experts and former Stroke patients, the Aide-Memoire Stroke (AIMS) App to help them remember to exercise more frequently. We evaluated its use in a controlled field evaluation on a smartphone, tablet and smartwatch. Since one of the main features of the app is to remind Stroke survivors to exercise we also investigated reminder modalities (i.e., visual, vibrate, audio, speech). One key finding is that Stroke survivors opted for a combination of modalities to remind them to conduct their exercises. Also, Stroke survivors seem to prefer smartphones compared to other mobile devices due to their ease of use, usability, familiarity and being easier to handle with one arm. Nicholas Micallef, Lynne Baillie, Stephen Uzor |
MobileHCI | 3 |
| 2014 | Investigating the long-term use of exergames in the home with elderly fallersabstractRehabilitation has been shown to significantly reduce the risk of falling in older adults. However, low adherence to rehabilitation exercises in the home means that seniors often do not get the therapy that they require. We propose that the use of tailored exergames could encourage adherence to falls rehabilitation in the home, as exergames have proved successful in clinical settings. We describe the results from the first known study to investigate the long-term (12 weeks) use of exergames, designed in close collaboration with elderly users, for falls rehabilitation in the home. Our findings suggest that there is an untapped potential of exergames for home rehabilitation use, as our findings show that there was better adherence to exercise in participants who used the exergames, versus those who used standard care. Finally, we make recommendations for designers, on the design of exergames for the rehabilitation of seniors. Stephen Uzor, Lynne Baillie |
CHI | 1 |
| 2013 | Exploring & designing tools to enhance falls rehabilitation in the homeabstractFalls are the leading cause of accidental injury-related deaths in the elderly; a fall can lead to a loss of independence, and a fear of falling. Rehabilitation programmes involving exercise have proved the most successful way to reduce the risk of falls. However, the limitations of standard care (e.g. booklets) could prevent home users from receiving the full therapeutic benefit that rehabilitation offers. Having consulted users and health experts, we developed games, and visualizations for falls rehabilitation that we believe could potentially overcome the main barriers to effective rehabilitation in the home. In this paper, we describe user studies that we carried out with older adults to evaluate the use of these visual tools versus standard care, both in the laboratory and in the home. Our main findings show that our visualizations and games were able to overcome the major limitations of standard care, and that they were usable and acceptable to the end users. Stephen Uzor, Lynne Baillie |
CHI | 1 |
| 2013 | The Development and Evaluation of an Interactive System for Age Related Musculoskeletal Rehabilitation in the Home
Mobolaji Ayoade, Stephen Uzor, Lynne Baillie |
INTERACT (4) | 2 |
| 2012 | Senior designers: empowering seniors to design enjoyable falls rehabilitation toolsabstractStudies have shown that functional strength and balance exercises can reduce the risk of falling in older people if they are done on a regular basis. However, the repetitive nature of these exercises; as well as the use of instructional booklets and videos for rehabilitation may discourage seniors to exercise in the home, thereby rendering such an intervention ineffective. Our work proposed that the use of multimodal games -- co-designed with seniors -- could be a way of making falls rehabilitation more enjoyable; thereby improving adherence to home exercise programmes. In this paper, we first explain the process by which we identified barriers to the users' effective interaction with current home rehabilitation tools. We then go on to describe how we actively involved seniors in the initial design, and improvement of useful, enjoyable games for falls rehabilitation. Our findings suggest that seniors are an integral part of the design process and should be directly involved from the concept stages of the design of tools for their rehabilitation. Stephen Uzor, Lynne Baillie, Dawn A. Skelton |
CHI | 1 |
| 2011 | Identifying Barriers to Effective User Interaction with Rehabilitation Tools in the Home
Stephen Uzor, Lynne Baillie, Dawn A. Skelton, Fiona Fairlie |
INTERACT (2) | 1 |
| 2011 | Capturing the response of players to a location-based game
Lynne Baillie, Lee Morton, David C. Moffat, Stephen Uzor |
Pers. Ubiquitous Comput. | 4 |