Ronald Baecker’s research while affiliated with University of Toronto and other places

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Publications (150)


Why and How Think-Alouds with Older Adults Fail: Recommendations from a Study and Expert Interviews: Movement Disorder Evaluation and Deep Brain Stimulation Systems
  • Chapter

January 2019

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96 Reads

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11 Citations

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Barbara Barbosa Neves

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[...]

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Jacob O. Wobbrock

We compared three common usability testing methods—Concurrent Think-Aloud, Retrospective Think-Aloud and Co-discovery—with frail older adults. We found that Co-discovery is the most effective method for this group. Additionally, we interviewed Human-Computer Interaction experts who work with older adults. These experts discussed, for instance, the importance of leveraging usability tests to enhance participant motivation to engage with technology. We consolidated our findings from the usability studies with older adults and from interviews with experts to create a set of recommendations for performing usability tests with frail older adults. One of the core recommendations is to enhance participants’ sense of autonomy and self-confidence during usability tests.


Communication technology adoption among older adult veterans: the interplay of social and cognitive factors

October 2017

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61 Reads

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19 Citations

Objectives: InTouch is an electronic communication platform designed to be accessible by computer-naive seniors. The present study explored the process of adoption and use of the application by seniors with and without mild cognitive impairment (MCI) through the lens of Social Cognitive Theory (SCT). Method: We studied adoption and use of InTouch for social communication over a 12-week period in a 475-bed Veteran's care facility at Sunnybrook Health Sciences Centre in Toronto, Canada. Eleven older adult veterans participated, six of whom had MCI, as indicated by their Montreal Cognitive Assessment score. Veterans were partnered with volunteers, each was provided with an iPad with the InTouch application. Qualitative data were collected through interviews, field notes, and direct observation. Quantitative data were collected from data logging of the software and medical charts. Data types and sources were triangulated and examined through the lens of SCT. Results: A total of 2361 messages (102 videos, 359 audios, 417 photos, 1438 texts) were sent by 10 of the 11 veterans over the 12-week study period. There was no apparent difference in extent of adoption or use, between participants with and without MCI. Participants used various resources and techniques to learn, provided that they felt motivated to connect with others using the app. Conclusion: This pilot illustrates both the accessibility of InTouch and the promise of using extrinsic motivators such as social bonding to promote learning in institutionalized older adults with and without cognitive impairment, whose intrinsic motivation and self-efficacy may well be suffering.


"InTouch" with seniors: Exploring adoption of a simplified interface for social communication and related socioemotional outcomes

October 2017

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119 Reads

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21 Citations

Computers in Human Behavior

Communication technologies have the potential to increase older adults’ self-efficacy and their social contact with friends and family. In this study, ten older adult participants were matched with a support volunteer in an attempt to use a digital communication tool called InTouch. Three interviews were conducted over the course of 3 months. The study examined patterns of use, relationships between participant profiles and their adoption of the tool, and the effect InTouch might have on their socioemotional well-being. The results showed that audio messages were the most popular, while pre-set text messages were the least popular. At study completion, four of the ten participants successfully adopted the tool. Internal motivation was a key factor for those who were able to adopt InTouch, while existing social difficulties, diverse health experiences, and lack of volunteer support created barriers. Positive communication changes were reported by six participants and positive relationship changes were reported by three participants. Overall, participants conveyed mixed feelings while using InTouch. Those who successfully adopted the tool reported more positive feelings than those who did not adopt it. The results are discussed with considerations for technology acceptance and the benefits that successful adoption can bring to older adults.


Towards Technologically Assisted Mindfulness Meditation Practice in Older Adults: An Analysis of Difficulties Faced and Design Suggestions for Neurofeedback

May 2017

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66 Reads

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4 Citations

Lecture Notes in Computer Science

Learning to meditate as an older adult can be difficult given the decreased ability to inhibit distractions in the elderly, and the important role of dealing with distractions in several types of meditation practice. Designing technologically assisted meditation practices in general is an area that is only beginning to be explored, and this is especially true for these kinds of technologies for older adults. In order to better design support for meditation practices for such a population we performed a qualitative study of 9 meditators aged 55+ in order to understand their specific needs, followed by a pilot study of a device which we designed in order to address these needs. Our analysis of these interviews yielded three themes. First was that there was an initial difficulty and discouraging experience when performing focused attention exercises which comprise a significant part of a beginner’s meditation practice. Second was a difficulty understanding when you are “doing it right” and how to make sense of teachings. Third was an openness to making use of new technologies and ways of supporting their meditation practice as long as the new support does not interfere with what they considered the core parts of meditation to be. We then use these results to outline design considerations for a neurofeedback application to address these needs.


One man’s set of communication aids. In the centre, is an example of a traditional custom-purpose AAC device. This individual combines multiple AAC strategies, from low- to high-tech, in his daily communication
TalkRocketGo, a mobile AAC device for iOS and Android, has standard categories such as greetings (left), as well as location-specific vocabularies (right) that use the device’s location-sensing capabilities. (Image reprinted with permission from MyVoice Inc.)
Breakdown of adoption rate estimates, by number of respondents choosing each range. (N=67)\documentclass[12pt]{minimal} \usepackage{amsmath} \usepackage{wasysym} \usepackage{amsfonts} \usepackage{amssymb} \usepackage{amsbsy} \usepackage{mathrsfs} \usepackage{upgreek} \setlength{\oddsidemargin}{-69pt} \begin{document}$$(N=67)$$\end{document}
Augmentative and alternative communication devices for aphasia: the emerging role of “smart” mobile devices
  • Article
  • Publisher preview available

March 2017

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313 Reads

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30 Citations

Recent advances in mobile technology offer new directions for augmentative and alternative communication (AAC); however, it remains unclear whether they meet the needs of individuals with aphasia. This paper reports on research seeking to understand this changing landscape. A Web-based survey of aphasia-oriented clinicians helped illuminate device adoption trends. Observations of group therapy sessions featuring high-tech AAC use and focus groups with the clinicians from those sessions provided further nuance and insight into usage and adoption. It was shown that “smart” mobile devices are garnering acceptance as a promising platform for high-tech AAC; however, contrary to the authors’ expectations, these devices are not being paired with mobile versions of traditional picture dictionaries. Rather, clinicians reported appropriating generic applications to complement other (non-high-tech) communication strategies, suggesting new opportunities for design.

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Figure 1: InTouch is an accessible communication app supports asynchronous communication with loved ones: sending/receiving of images, audio, or video, receiving (but not sending) text messages, and sending of one pre-defined "I'm thinking of you" message. It has a non-language specific interface (based on icons), and requires no typing because it was also developed for seniors with dexterity problems or related motor impairments.
Time to Retire Old Methodologies? Reflecting on Conducting Usability Evaluations with Older Adults

August 2015

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142 Reads

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20 Citations

The global population is becoming older, and the trend for this shift is only accelerating. At the same time, older adults are using the Internet and mobile technologies in increasingly large numbers. As evidenced by the proceedings of many conferences such as the ACM MobileHCI or the ACM CHI, the usability of interactive technologies designed for older adults is of significant concern. Yet, the methodologies we employ for designing and evaluating such interfaces are largely the same as those used for any other user group. In this position paper, we argue that one methodological size does not fit all especially when it comes to usability evaluations with older adults. We do so by reflecting on our own experiences with designing and evaluating interactive technologies for older adults (particularly for those over 80 years -- the "oldest old"). We then propose for discussion senior-centred approaches and adaptations of established usability evaluation methodologies.


Figure 1. FIT using photo of family and tactile interaction 
Technology to reduce social isolation and loneliness

October 2014

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19,621 Reads

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116 Citations

Large numbers of individuals, many of them senior citizens, live in social isolation. This typically leads to loneliness, depression, and vulnerability, and subsequently to other negative health consequences. We report on research focused on understanding the communication needs of people in environments associated with social isolation and loneliness, and how technology facilitates social connection. Our work consists of successive iterations of field studies and technology prototype design, deployment, and analysis. Particular attention is paid to seniors in retirement communities and in long-term care settings (nursing homes). We present design implications for technology to enable seniors' social connections, the "InTouch" prototype that satisfies most of the implications, and a report on one older adult's experience of InTouch.


Reading together as a Leisure Activity: Implications for E-reading

September 2013

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71 Reads

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10 Citations

Lecture Notes in Computer Science

Reading from devices such as Kindles, Nooks, and tablets (“e-readers”) is an increasingly common practice. A primary reason users purchase e-readers is to read for pleasure, as opposed to reading for work or school purposes. With paper, people sometimes read together from a single book (e.g., reading a bedtime story with a child) – a practice we call partnered reading. This practice, and the goals of e-reading for pleasure more generally, remain underexplored in the HCI literature. This paper contributes findings from a deployment study wherein participants used an e-reader application to read with a partner. These findings (a) provide descriptive accounts of how people use e-readers to read together, and (b) identify opportunities to improve the design of e-readers to support partnered e-reading for pleasure.


An accessible, large-print, listening and talking e-book to support families reading together

August 2013

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42 Reads

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12 Citations

Reading is an activity that is not only informative or pleasurable, but can have significant social benefits. Especially in a family setting, it is part of the interaction between children and their parents, it helps create a bond between children and their grandparents, and even bring adults and their older parents closer. However, with families increasingly living or spending time in different locations or managing busy schedules that afford very little time together, the social opportunities enabled by reading are often lost. Furthermore, reading can be a challenge for older adults or for those with impaired eyesight. To address these problems, we are proposing ALLT -- an Accessible, Large-Print, Listening and Talking e-book. ALLT is a tablet-based e-reading application that enhances the capabilities of e-book readers through customizable and intelligent accessibility features. It provides support for asynchronous "reading together" by synchronizing the audio recording of one user with the text that is later read by another user. This addresses the needs of a variety of users, from visually impaired adults reading together with a loved one, to children being able to replay an interactive story previously read together with their grandparents. In this demo paper we present ALLT's features and detail how they support asynchronously reading together.


Citations (89)


... Thinking aloud, in general, may not be possible for each user group to participate effectively (Branch, 2000a;Nielsen et al., 2002;Fan et al., 2020b). The findings of Franz et al. in using think-aloud with older adults, for example, suggest that whether or not to use any of the two techniques depends on the characteristics of the participating individual and may be related to other factors (Franz et al., 2019). This finding is closely connected to our finding, in general, regarding the selection of the appropriate methods for the targeted user group. ...

Reference:

Potential effectiveness and efficiency issues in usability evaluation within digital health: A systematic literature review
Why and How Think-Alouds with Older Adults Fail: Recommendations from a Study and Expert Interviews: Movement Disorder Evaluation and Deep Brain Stimulation Systems
  • Citing Chapter
  • January 2019

... If valuable, the transition from standard to technological CT has to take into account the challenges that some today's elderly patients suffering from cognitive impairment may face when using electronic devices. Therefore, from a practical standpoint, it would be beneficial to promote more effective social support, as engaged caregiver or professionals, which can help over time the patient using technology, thus increasing levels of self-efficacy and motivation, as well as maximizing potential benefits (Leone et al., 2018;Nahas et al., 2024). It would be also important to improve the perceived usability of these technologies by adopting user-centered designs. ...

Communication technology adoption among older adult veterans: the interplay of social and cognitive factors
  • Citing Article
  • October 2017

... Taken together, these findings suggest that psychedelics could help novices to adhere to meditation training and could potentially accelerate this stage. Many novice meditators report finding meditation training particularly difficult (152,153) and express uncertainty on whether they are "doing it right" (154), which could lead to them abandoning their practise. Although the link between trait mindfulness and mindfulness meditation remains largely inconclusive (155), some studies suggest that trait mindfulness predisposes for higher meditation depth (156), and so may help novice meditators remain engaged during practise. ...

Towards Technologically Assisted Mindfulness Meditation Practice in Older Adults: An Analysis of Difficulties Faced and Design Suggestions for Neurofeedback
  • Citing Conference Paper
  • May 2017

Lecture Notes in Computer Science

... Recently, interventions leveraging information and communications technology have emerged as potent tools to promote social connections [11][12][13]. Mobile apps, in particular, are widely accessible and commonly tool, making them a potential candidate for information and communications technology-based interventions. For example, a mobile app designed and implemented in the municipality of Enschede, the Netherlands, aimed to promote social participation among older adults within the community [14]. ...

"InTouch" with seniors: Exploring adoption of a simplified interface for social communication and related socioemotional outcomes
  • Citing Article
  • October 2017

Computers in Human Behavior

... However, to the best of our knowledge, they lack the integration in online communities' contexts for ageing audienceswhich would greatly increase the stimulation of social engagement, while still focusing on AHA. Other examples [34][35][36][37][38] may be contemplated when analysing their incorporation into senior online communities while considering an inclusive design, as they deeply reflect the concern for integration into online communities and ensuring communication between players. Furthermore, some design recommendations can be considered when designing digital games for older adults: (i) make controls intuitive and easy to use, as older adults have difficulty with complex controls [39]; (ii) provide clear and concise instructions, since older adults may have difficulty processing large amounts of information [39]; (iii) include a tutorial that guides the player through the main functionalities and mechanics [40,41]; (iv) incorporate social interaction [42], as it can be beneficial for mental and emotional well-being [12]; and (v) use meaningful themes and scenarios, as older adults may be more interested in games that relate to their life experiences and interests [43]. ...

Testing the Usability, Usefulness, and User Experience of TableTalk Poker, a Social Game for Seniors
  • Citing Chapter
  • May 2016

... One popular framework for explaining how technology is adopted is the technology acceptance model (TAM) [27], which has been extended for older adults [20,85]. However, these frameworks focus on usability, leading researchers to question whether they are too rigid to apply to older adults [35,75]. For example, in a study of older adults adopting a tabletbased communication technology, Neves at al. conclude that "TAM is limited as a theoretical model since it neglects the interplay of social context, human agency (individual choices), and inherent properties of technology" [75]. ...

Time to Retire Old Methodologies? Reflecting on Conducting Usability Evaluations with Older Adults

... Investigations have focused on both synchronous and asynchronous communication systems to support families living apart. Technology-facilitated synchronous communication can support various activities including storytelling [78], remote gaming [68], and constructing family history [68]. Meanwhile, technologyfacilitated asynchronous communication brings flexibility to family communication by allowing people to communicate at different times and schedules [12,41]. ...

Connecting Grandparents and Grandchildren
  • Citing Chapter
  • August 2013

... However, other work has investigated practices of display that occur online, where it digital objects can be made visible to others. Cushing [6] and Odom et al. [19] both found that participants used virtual possessions to represent their identities both to themselves and others, and that they managed representations of their identities by purposefully displaying (or choosing not to display) particular digital objects in online social environments. For example, Odom et al. described how teens used social media to "fluidly craft a targeted presentation of self" [25, p.1495] for different audiences through privacy settings. ...

Reading together as a Leisure Activity: Implications for E-reading
  • Citing Conference Paper
  • September 2013

Lecture Notes in Computer Science

... AAC systems can support expressive and receptive communication, allowing children with hearing impairment to actively participate in classroom discussions and activities. Additionally, auditoryverbal therapy (AVT) focuses on developing listening and spoken language skills through the use of amplification devices, speechreading, and auditory training (Moffatt et al., 2017). ...

Augmentative and alternative communication devices for aphasia: the emerging role of “smart” mobile devices

... Researchers have explored the use of digital technologies to address the issues of anxiety, depression, and the lack of social connections, specifically in elderly populations who are particularly vulnerable to SI and loneliness (Baecker et al., 2014;Dhimolea et al., 2022;Hausknecht et al., 2015). For instance, Shah et al. (2018) found mental health interventions delivered via a digital game positively impacted mental health. ...

Technology to reduce social isolation and loneliness