Demo Data from SIGIR 2026 / reviewers in the wild / expert
Anya Osborne
dblp:319/4409 · also Anya Kolesnichenko
· DBLP profile ↗
4ranked-venue papers
3as first author
2since 2021 · last 2025
0000-0002-5506-623XORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 2 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
1 paper |
Collaborative and social computing · 87% Design research and methods · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › online harassment
harassment mitigation |
0.4 | 1 | 2019 | Shaping Pro-Social Interaction in VR: An Emerging Design Framework · CHI 2019 |
Collaborative and social computing › collaborative virtual environments
social virtual reality |
0.4 | 1 | 2019 | Shaping Pro-Social Interaction in VR: An Emerging Design Framework · CHI 2019 |
Design research and methods › design theory
design framework |
0.1 | 1 | 2019 | Shaping Pro-Social Interaction in VR: An Emerging Design Framework · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
expert interviews · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | "Let's Jump into More Creative Avatars and Take this Brainstorm to the Flying Platform: " Playful Prototypes of VR Meeting Support ToolsabstractMost videoconferencing technologies presently struggle to keep people engaged during team meetings. Recent research points to the potential of social virtual and extended reality (VR/XR) technologies to transform remote meetings, offering innovative approaches through the design of novel meeting tools. This pictorial presents the design of five such prototypes of VR meeting support tools: conversation visualization, embodied affinity signaling, tools for avatar and space modulation, and time management. Deployed in a custom-built Mozilla Hubs environment, this toolkit was tested with five expert user teams in a two-fold study: researcher-moderated VR workshops (N=28) and unmoderated VR meetings (N=40). In this pictorial, the focus is on the design of the prototypes, with highlights of select results from participants’ feedback and discussion of the perceived merit of the prototypes’ design in supporting meeting interactions. Anya Osborne, Joshua McVeigh-Schultz, Alexandra Leeds, George Butler, Samir Ghosh, Katherine Isbister |
Conference on Designing Interactive Systems | 1 |
| 2023 | Being Social in VR Meetings: A Landscape Analysis of Current ToolsabstractIn the 21st century workplace (especially in COVID times), much human social interaction occurs during virtual meetings. Unlike traditional screen-based remote meetings, VR meetings promise a more richly embodied form of communication. This paper maps the experiential terrain of seven commercial VR meeting applications, with a particular focus on the range of shared social experiences and collaborative abilities these applications may enable or constrain. We examine a range of applications including Spatial, Glue VR, MeetinVR, Mozilla Hubs, VRChat, AltspaceVR, and Rec Room. We analyze and map avatar system strategies, meeting environments and in-world cues, meeting invitation model, and different models of participation. In addition, we argue that commercial applications for meeting in VR that cater to workplace contexts might benefit from borrowing some of the strategies used in more leisure-focused environments for supporting social interaction. Anya Osborne, Sabrina Fielder, Joshua McVeigh-Schultz, Timothy Lang, Max Kreminski, George Butler, Jialang Victor Li, Diana R. Sanchez, Katherine Isbister |
Conference on Designing Interactive Systems | 1 |
| 2019 | Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR EcologyabstractIn the emerging ecology of commercial social VR, avatars that serve to represent individuals within these multi-user virtual worlds are at the heart of the embodied social experience. Current industry approaches to avatars in social VR applications vary widely, and the (sometimes tacit) design knowledge acquired by those who created these platforms has much to offer research in HCI. In this paper, we describe current design practices, and reflect on the design approaches that characterize avatars and avatar systems in this emerging commercial sector. To investigate design approaches to avatar systems and their impact on communication and interaction with people within this medium, we interviewed industry experts associated with a range of platforms including Rec Room, AltspaceVR, High Fidelity, VRChat, Anyland, and Mozilla Hubs. In analyzing the ways that design choices shape embodied experience, we map design approaches to avatar systems in this evolving landscape and make preliminary claims about the impact of these varying design approaches. Anya Osborne, Joshua McVeigh-Schultz, Katherine Isbister |
Conference on Designing Interactive Systems | 1 |
| 2019 | Shaping Pro-Social Interaction in VR: An Emerging Design FrameworkabstractCommercial social VR applications represent a diverse and evolving ecology with competing models of what it means to be social in VR. Drawing from expert interviews, this paper examines how the creators of different social VR applications think about how their platforms frame, support, shape, or constrain social interaction. The study covers a range of applications including: Rec Room, High Fidelity, VRChat, Mozilla Hubs, Altspace VR, AnyLand, and Facebook Spaces. We contextualize design choices underlying these applications, with particular attention paid to the ways that industry experts perceive, and seek to shape, the relationship between user experiences and design choices. We underscore considerations related to: (1) aesthetics of place (2) embodied affordances, (3) social mechanics, (4) and tactics for shaping social norms and mitigating harassment. Drawing on this analysis, we discuss the stakes of these choices, suggest future research directions, and propose an emerging design framework for shaping pro-social behavior in VR. Joshua McVeigh-Schultz, Anya Osborne, Katherine Isbister |
CHI | 2 |