Gurjot BhattiColour Blindness and Information VisualizationImproving Calibration Time and Accuracy for Situation-Specific Models of Color DifferentiationMaximillian FriehsKatherine SchrammBenjamin LafreniereM Aminul IslamIndividualized Models of Colour Differentiation through Situation-Specific ModellingAnsgar DeppingNatanael TomeProcedural Audio Awareness through GTBlackboardAdvanced Interaction for Multi-display EnvironmentsBrain, body and bytes: psychophysiological user interactionVita AndersoneDisconnection Handling in Real-time GroupwareRapid Command Selection on Multi-Touch Tablets with Single-Handed HandMark MenusMethods for Evaluating Gameplay Experience in a Serious Gaming ContextYichen DangIan LivingstonTarget Assistance for Subtly Balancing Competitive PlayDeveloping a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual characterValentyna ArtemchukUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision DeficiencyJulie FraserGames as Neurofeedback Training for Children with FASDEvaluating Groupware UsabilityRagu KattinakereGeneral Compression Techniques for Small, Frequent MessagesCritic-Proofing: Robust Validation Through Data-MiningRegan MandrykCalvin LoughThe Effects of Artificial Landmarks on Learning and Performance in Spatial-Memory InterfacesJelly Polo: a sports game using small-scale exertionHandMark Menus: Use Hands as Landmarks in Large Touch ScreensAmy FulmerMiguel NacentaHow Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model PropositionMax BirkPosture Training With Real-time Visual FeedbackCody EdeClayton EppCarrie GatesDavid PinelleBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionGame HeuristicsPlayer-game Interaction Through Affective SoundSarah VedressMultiplexing Spatial Memory: Increasing the Capacity of FastTap Menus with Multiple Tabs

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: 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

Peripheral Notifications in Large Displays: Effects of Feature Combination and Task Interference
Mairena, A., Gutwin, C., Cockburn, A. (2019), Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI 2019), Glasgow, Scotland UK. 12 pages. To appear. <doi:doi.org/10.1145/3290605.3300870>
Healthy Lies: The Effects of Misrepresenting Player Health Data on Experience, Behavior, and Performance
Wuertz, J., Birk, M., Bateman, S. (2019), Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI 2019), Glasgow, Scotland, UK. 12. <doi:10.1145/3290605.3300549>
Improving the Efficacy of Cognitive Training for Digital Mental Health Interventions Through Avatar Customization: Crowdsourced Quasi-Experimental Study
Birk, M., Mandryk, R. (2019), J Med Internet Res, vol. 21 no. 1, e10133. <doi:10.2196/10133>
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