Biofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionRoger BlumTad StachSonia ChiassonYue GaoThe Impact of Negative Game Reviews and User Comments on Player ExperienceJustin GowenAffective Ludology: Scientific Measurement of User Experience in Interactive EntertainmentGamification: Toward a DefinitionSSMRecolor: Improving Recoloring Tools with Situation-Specific Models of Color DifferentiationDavid FlatlaCreating and Interpreting Abstract Visualizations of EmotionRita OrjiInfluencing Experience: The Effects of Reading Game Reviews on Player ExperienceSriram SubramanianSocial Navigation for Loosely-Coupled Information Seeking in Tightly-Knit Groups using WebWearStephen DammAdvanced gaze visualizations for three-dimensional virtual environmentsScott OlsonThe Neurobiology of PlayKinectArmsAffective ComputingYichen DangPosture Training With Real-time Visual FeedbackModelling Steering within Above-the-Surface Interaction LayersGameplay experience testing with playability and usability surveys - An experimental pilot studyBrain, body and bytes: psychophysiological user interactionAccessibility for Individuals with Color Vision DeficiencyCalvin LoughElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyAmy SkopikDavid PinelleAdvanced Interaction for Multi-display EnvironmentsGeneral Compression Techniques for Small, Frequent MessagesIan StavnessWeston CarlsonTargeting Assistance for Distant Pointing at Interactive SurfacesNelson WongMultiperson control in real-time groupwareDiane Watson"So Thatʼs What You See!" Building Understanding with Personalized Simulations of Colour Vision DeficiencyDylan KnowlesIndividual Models of Color Differentiation to Improve Interpretability of Information VisualizationAndy CockburnKathrin GerlingAn Evaluation of Coordination Techniques for Protecting Objects and Territories in Tabletop GroupwareBrain and Body Interfaces: Designing for Meaningful InteractionRTChess: Real-Time Chess

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

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.
KINECTWheels: Wheelchair Input for Motion-Based Video Games
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research.
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.
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Recent Publications

Exertion in the small: improving differentiation and expressiveness in sports games with physical controls
Sheinin, M., Gutwin, C. (2014), CHI '14, Toronto, Ontario, Canada. 1845-1854. <doi:10.1145/2556288.2557385>
Modeling the efficacy of persuasive strategies for different gamer types in serious games for health
Orji, R., Vassileva, J., Mandryk, R. (2014), User Model User-Adaptive Interaction, 1573-1391. <doi:DOI 10.1007/s11257-014-9149-8>
Faster Command Selection on Tablets with FastTap
Gutwin, C., Cockburn, A., Scarr, J., Malacria, S., Olson, S. (2014), ACM Conference on Human Factors in Computing Systems (CHI 2014), 2617-2626. <doi:>
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