Md. Sami UddinRowan YatesRaquel RobinsonNatanael TomeBrain and Body Interfaces: Designing for Meaningful InteractionHandMark Menus: Rapid Command Selection and Large  Command Sets on Multi-Touch DisplaysInfluencing Experience: The Effects of Reading Game Reviews on Player ExperienceGeneral Compression Techniques for Small, Frequent MessagesRoger BlumEhsan SotoodehThe Haptic Tabletop Puck: Tactile Feedback for Interactive TabletopsThe Effects of Local Lag on Tightly-Coupled Interaction in Distributed GroupwareHow Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model PropositionJesse RolheiserProcedural Audio Awareness through GTBlackboardAffective Ludology: Scientific Measurement of User Experience in Interactive EntertainmentArtificial Landmarks Augmented Linear Control Widgets to Improve Spatial Learning and Revisitation PerformanceDiane WatsonRTChess: Real-Time ChessCalibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game ElementsLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsSteve SutcliffeScott BatemanSSMRecolor: Improving Recoloring Tools with Situation-Specific Models of Color DifferentiationCalvin LoughExertion in the small: improving differentiation and expressiveness in sports games with physical controlsImproving Calibration Time and Accuracy for Situation-Specific Models of Color DifferentiationSPRWeb: Preserving Subjective Responses to Website Colour Schemes through Automatic RecolouringImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationCorrelation between heart rate, electrodermal activity and player experience in First-Person Shooter gamesStephen DammLearning The Land: Improving map-based interactionsBrain, body and bytes: psychophysiological user interactionRegan MandrykNelson WongThe Effects of Intended Use on Target AcquisitionPersonalized Simulations of Colour Vision DeficiencyMichael LongM Aminul IslamZenja IvkovicElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyVita AndersoneMultiperson control in real-time groupwareAffective ComputingMatthew MillerClayton EppAryan ZohoorianKathrin Gerling

The Human-Computer Interaction Lab is a research facility in the Department of Computer Science at the University of Saskatchewan. We carry out research in computer-supported cooperation, next-generation interfaces, computer games, affective computing, surface computing, and information visualization.


Regan Mandryk
University of Saskatchewan
Carl Gutwin
University of Saskatchewan
Ian Stavness
University of Saskatchewan

Current Research

HandMark Menus: Use Hands as Landmarks in Large Touch Screens
HandMark Menus are rapid access techniques specially designed for large multi-touch surfaces. There are two versions of HandMark Menus, and both place commands in spatially stable spaces around and between the fingers of both hands, so with practice, users can learn locations of commands by taking advantage of the proprioceptive knowledge of their own hands and fingers.
SWaGUR: Saskatchewan-Waterloo Games User Research
The Canadian computer game industry is the third largest in the world, behind the USA and Japan. The sector contributes $2.3 billion annually to Canada's GDP, it employs 16,500 people, and the demand for skilled talent in creative and technical roles is increasing: 40% of Canadian game companies expect over 25% growth in the next 2 years.
Jelly Polo: a sports game using small-scale exertion
Sports video games should be inherently competitive, but they fall short in providing true competition for the players.
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Recent Publications

Video Games for Mental Health
Birk, M., Wadley, G., Vanden Abeele, V., Mandryk, R., Torous, J. (2019), Interactions, vol. 26 no. 4, 32-36. <doi:10.1145/3328483>
Just a click away: Action-state orientation moderates the impact of task interruptions on initiative
Birk, M., Mandryk, R., Baumann, N. (2019), Journal of Personality, 1-18. OPEN ACCESS. <doi:10.1111/jopy.12498>
FTVR in VR: Evaluation of 3D Perception With a Simulated Volumetric Fish-Tank Virtual Reality Display
Fafard, D., Stavness, I., Dechant, M., Mandryk, R., Zhou, Q., Fels, S. (2019), Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI. Glasgow. <doi:10.1145/3290605.3300763>
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