General Compression Techniques for Small, Frequent MessagesDavid FlatlaCorrelation between heart rate, electrodermal activity and player experience in First-Person Shooter gamesJoey EremondiPress Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in GamesChengzhao LiASSETS 2011 Doctoral Consortium: Accessibility for Individuals with Color Vision DeficiencyMax BirkAmy KwanJeremy StorringZenja IvkovicMd. Sami UddinModelling Steering within Above-the-Surface Interaction LayersThe Effects of Intended Use on Target AcquisitionImproving Assistive Software for Color Vision Deficiency through Multiple Model AggregationDmitry AlexandrovskyShane DielschneiderPointing in Collaborative Virtual EnvironmentsMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameGaming for FitnessChristianne RookeCross-display object movement in multi-display environmentsLiu JunLearning The Land: Improving map-based interactionsImproving Expertise-Sensitive Help SystemsVenkat BandiAnke ReinschlüsselIan StavnessTowards a Framework of Player Experience ResearchThomas MünderThe Haptic Tabletop Puck: Tactile Feedback for Interactive TabletopsHandMark Menus: Rapid Command Selection and Large  Command Sets on Multi-Touch DisplaysYichen DangYue GaoLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsUseful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of ChartsAlix GogueyEhsan SotoodehM Aminul IslamThe Neurobiology of PlayIan LivingstonProcedural Audio Awareness through GTBlackboardGranular SynthesisRobert XiaoAffective ComputingBanani RoyRowan YatesAffective Ludology: Scientific Measurement of User Experience in Interactive Entertainment

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

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

Game Dynamics that Support Snacking, not Feasting
Alexandrovsky, D., Friehs, M., Birk, M., Yates, R., Mandryk, R. (2019), CHI PLAY 2019, Barcelona, Spain. To appear.
Red or Blue Pill: Fostering Identification and Transportation through Dialogue Choices in RPGs
Bowey, J., Friehs, M., Mandryk, R. (2019), Foundations of Digital Games, San Luis Obispo, CA, USA. Article 28. 11 pages. <doi:10.1145/3337722.3337734>
Press Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in Games
Johanson, C., Gutwin, C., Bowey, J., Mandryk, R. (2019), CHI PLAY '19, Barcelona, Spain. <doi:10.1145/3311350.3347195>
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