Correlation between heart rate, electrodermal activity and player experience in First-Person Shooter gamesGamification: Using Game Design Elements in Non-Gaming ContextsMax BirkZenja IvkovicWiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay InteractionLiu JunSingle-Handed HandMark Menus: Rapid Command Selection on TabletsRowan YatesAryan ZohoorianJelly Polo: a sports game using small-scale exertionRagu KattinakereThe Haptic Tabletop Puck: Tactile Feedback for Interactive TabletopsImproving Early Navigation in Time-Lapse Video with Spread-Frame LoadingOliver SchneiderRita OrjiGame HeuristicsDiane WatsonAlix GogueyRoger BlumBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyEmotional response and visual attention to non-photorealistic imagesCalibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game ElementsCarrie GatesGroupware Toolkit for C#Steve SutcliffeJory CooperNatanael TomeAmy Skopik3D Attentional Maps - Aggregated Gaze Visualizations in Three-Dimensional Virtual EnvironmentsThe Neurobiology of PlayDisconnection Handling in Real-time GroupwareKinectArms: a Toolkit for Capturing and Displaying Arm Embodiments in Distributed Tabletop GroupwareEvaluating Groupware UsabilityPress Pause when you Play: Comparing Spaced Practice Intervals for Skill Development in GamesCarl GutwinUseful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of ChartsGameplay experience testing with playability and usability surveys - An experimental pilot studyBanani RoyFran├žois Roewer-DespresAndy CockburnTargeting Assistance for Distant Pointing at Interactive SurfacesKatherine SchrammRobert XiaoMultiperson control in real-time groupwareMore Than a Feeling: Measurement of Sonic User Experience and Psychophysiology in a First-Person Shooter GameMaximillian FriehsCritic-Proofing: Robust Validation Through Data-MiningThe Effects of Intended Use on Target Acquisition

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

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>
Video Games for Mental Health
Birk, M., Wadley, G., Vanden Abeele, V., Mandryk, R., Torous, J. (2019), Interactions, vol. 26 no. 4, 32-36. <doi:10.1145/3328483>
Just a click away: Action-state orientation moderates the impact of task interruptions on initiative
Birk, M., Mandryk, R., Baumann, N. (2019), Journal of Personality, 1-18. OPEN ACCESS. <doi:10.1111/jopy.12498>
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