"So Thatʼs What You See!" Building Understanding with Personalized Simulations of Colour Vision DeficiencyCreating and Interpreting Abstract Visualizations of EmotionMangalagouri (Gouri) MasarakalRobert XiaoColby JohansonGaurav AroraGamification: Using Game Design Elements in Non-Gaming ContextsNickolas GoughTushita PatelKINECTWheels: Wheelchair Input for Motion-Based Video GamesChris ChamberlainWorld Pointing: Improving Natural Pointing Interaction with Real-World LandmarksOliver SchneiderAbove Water: an educational game for anxietyKathrin GerlingForward Error Correction for GroupwareJan SmeddinckSpencer ClarkBenj HingstonSteve SutcliffePersonalized Simulations of Colour Vision DeficiencyWiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay InteractionBenjamin ButtlarPressure Sensing InteractionsThe Effects of Local Lag on Tightly-Coupled Interaction in Distributed GroupwareJoey EremondiAryan ZohoorianJory CooperThe Effects of Changing Projection Geometry on the Interpretation of 3D Orientation on TabletopsKatherine SchrammBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionAaron GenestClayton EppLiu JunGaming for FitnessRobert KapiszkaIan LivingstonTad StachDirections in Physiological Game Evaluation and InteractionNajeeb KhanLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsExertion in the small: improving differentiation and expressiveness in sports games with physical controlsLearning The Land: Improving map-based interactionsBrain, body and bytes: psychophysiological user interactionScott BatemanAccessible Games SIGSocial Navigation for Loosely-Coupled Information Seeking in Tightly-Knit Groups using WebWearIndividual Models of Color Differentiation to Improve Interpretability of Information Visualization

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.

Faculty

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

Current Research

HandMark Menus
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.
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.
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.
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Recent Publications

Differentiating in-Game Frustration from at-Game Frustration using Touch Pressure
Miller, M., Mandryk, R. (2016), ISS '16 Proceedings of the 2016 ACM on Interactive Surfaces and Spaces, 225-234. <doi:10.1145/2992154.2992185>
Trust Me: Social Games are Better than Social Icebreakers at Building Trust
Depping, A., Mandryk, R., Johanson, C., Bowey, J., Thomson, S. (2016), CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play.
Above Water: extending the play space for health
Wehbe, R., Watson, D., Tondello, G., Nacke, L. (2016), ISS'16, Niagara Falls, CA.. 497-499. <doi:10.1145/2992154.2996882>
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