Gamification: Toward a DefinitionAffective Ludology: Scientific Measurement of User Experience in Interactive EntertainmentTowards a Framework of Player Experience ResearchCritic-Proofing: Robust Validation Through Data-MiningGame HeuristicsKinectArmsBrain and Body Interfaces: Designing for Meaningful InteractionErik WidingSWaGUR: Saskatchewan-Waterloo Games User ResearchImproving Network QoS in GroupwareThe Impact of Negative Game Reviews and User Comments on Player ExperienceSaul GreenbergHow Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model PropositionSteve SutcliffeDavid PinelleYudi XueProcedural Audio Awareness through GTBlackboardSSMRecolor: Improving Recoloring Tools with Situation-Specific Models of Color DifferentiationJeff DyckJared CechanowiczCarrie GatesAffective ComputingUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision DeficiencyAndy CockburnAnke ReinschlüsselNickolas GoughMultiperson control in real-time groupwareChris ChamberlainExertion in the small: improving differentiation and expressiveness in sports games with physical controlsInteraction Techniques for Digital TablesColour Blindness and Information VisualizationLaVizKit: A visualization toolkitDavid FlatlaJelly Polo: a sports game using small-scale exertionYichen DangImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationImproving Expertise-Sensitive Help SystemsThe Neurobiology of PlayLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsMike LippoldRobert KapiszkaAmin TavassolianMd. Sami UddinMiguel NacentaVita AndersoneLearning The Land: Improving map-based interactionsDirections in Physiological Game Evaluation and Interaction"So Thatʼs What You See!" Building Understanding with Personalized Simulations of Colour Vision Deficiency

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.
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.
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.
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Recent Publications

The Benefits of Digital Games for the Assessment and Treatment of Mental Health
Birk, M., Mandryk, R. (2016), CHI 2016 Computing and Mental Health Workshop, San Jose, USA.
Peak-End Effects on Player Experience in Casual Games
Gutwin, C., Rooke, C., Cockburn, A., Mandryk, R., Lafreniere, B. (2016), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2016), San Jose, USA. 5608-5619. Honourable Mention Award (top 5%).
All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices
Li, C., Gutwin, C., Stanley, K., Nacenta, M. (2016), Graphics Interface (GI'2016), Victoria, BC, Canada. 49-56.
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