Lennart NackeBenjamin ButtlarMd. Sami UddinWeston CarlsonMatthew MillerSteve LevyUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision DeficiencyMiguel NacentaLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsScott OlsonRTChess: Real-Time ChessBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyGameplay experience testing with playability and usability surveys - An experimental pilot studyThe Impact of Negative Game Reviews and User Comments on Player ExperienceGregor McEwanKINECTWheels: Wheelchair Input for Motion-Based Video GamesDavid FlatlaMax BirkWorld Pointing: Improving Natural Pointing Interaction with Real-World LandmarksDirections in Physiological Game Evaluation and InteractionJustin GowenScott DavisMichael KalynAn Evaluation of Coordination Techniques for Protecting Objects and Territories in Tabletop GroupwareZenja IvkovicAndy CockburnCarl GutwinAccessibility for Individuals with Color Vision DeficiencyImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationJeff DyckColby JohansonMultiperson control in real-time groupwareGamification: Toward a DefinitionTargeting Assistance for Distant Pointing at Interactive SurfacesIan StavnessShane DielschneiderIndividual Models of Color Differentiation to Improve Interpretability of Information VisualizationMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameSILVERVIZ: Extending SILVER for coordination in distributed collaborative modelingGame HeuristicsRich User Embodiment in GroupwareKinectArms: a Toolkit for Capturing and Displaying Arm Embodiments in Distributed Tabletop GroupwareDeveloping a triangulation system for digital game events, observational video, and psychophysiological data to study emotional responses to a virtual characterThe Search Dashboard:  How Reflection and Comparison Impact Search BehaviorSteve SutcliffeDisconnection Handling in Real-time GroupwareJelly Polo: a sports game using small-scale exertionAdvanced Interaction for Multi-display Environments

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

How to present game difficulty choices? Exploring the impact on player experience
Smeddinck, J., Mandryk, R., Birk, M., Gerling, K., Barsilowski, D., Malaka, R. (2016), n Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'2016), San Jose, CA, USA. To appear.
Scaffolding Player Location Awareness through Audio Cues in First-Person Shooters
Johanson, C., Mandryk, R. (2016), In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'2016), San Jose, CA, USA.
HandMark Menus: Rapid Command Selection and Large Command Sets on Multi-Touch Displays
Uddin, M., Gutwin, C., Lafreniere, B. (2016), In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI'2016), San Jose, CA, USA. To appear.
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