Evaluation of Emotional Response to Non-Photorealistic ImagesInvestigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray CastingColour Blindness and Information VisualizationAdvanced gaze visualizations for three-dimensional virtual environmentsThe Effects of Changing Projection Geometry on the Interpretation of 3D Orientation on TabletopsThe Search Dashboard:  How Reflection and Comparison Impact Search BehaviorMd Sami UddinKinectArms: a Toolkit for Capturing and Displaying Arm Embodiments in Distributed Tabletop GroupwareBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionUseful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of ChartsIndividualized Models of Colour Differentiation through Situation-Specific ModellingDylan KnowlesImproving Expertise-Sensitive Help SystemsLennart NackeAffective ComputingYue GaoDiane WatsonSaul GreenbergDavid FlatlaMichael KalynDirections in Physiological Game Evaluation and InteractionTargeting Assistance for Distant Pointing at Interactive SurfacesThe Impact of Negative Game Reviews and User Comments on Player ExperienceBrain and Body Interfaces: Designing for Meaningful InteractionImproving Digital Handoff Using the Space Above the TableCalibration Games: Making Calibration Tasks Enjoyable by Adding Motivating Game ElementsRich User Embodiment in GroupwareMichael BzowyHow Mobile is Mobile Gaming? Contextual Influences on Mobile Player Experience - A Model PropositionAryan ZohoorianCarrie GatesLAIF: A Logging and Interaction Framework for Gaze-Based Interfaces in Virtual Entertainment EnvironmentsIan LivingstonCarl GutwinMike LippoldCreating and Interpreting Abstract Visualizations of EmotionAndre DoucetteZenja IvkovicPosture Training With Real-time Visual FeedbackUbiquitous Cursor: A Comparison of Direct and Indirect Pointing Feedback in Multi-Display EnvironmentsThe Effects of Local Lag on Tightly-Coupled Interaction in Distributed GroupwareBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyPersonalized Simulations of Colour Vision DeficiencyTarget Assistance for Subtly Balancing Competitive PlayCraig YellowleesAccessibility for Individuals with Color Vision DeficiencyScott BatemanAdrian Reetz

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

Long-Term Use of Motion-Based Video Games in Care Home Settings
Gerling, K., Mandryk, R., Linehan, C. (2015), CHI'15: Proceedings of the 2015 CHI international conference on Human factors in computing systems, To appear.
Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game
Vicencio-Moreira, R., Mandryk, R., Gutwin, C. (2015), CHI'15: Proceedings of the 2015 CHI international conference on Human factors in computing systems, To appear.
Mobile Gamification for Crowdsourcing Data Collection: Leveraging the Freemium Model
Dergousoff, K., Mandryk, R. (2015), CHI'15: Proceedings of the 2015 CHI international conference on Human factors in computing systems, To appear.
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