Gaming for FitnessGaurav AroraGames as Neurofeedback Training for Children with FASDDylan KnowlesScott BatemanShane DielschneiderIan StavnessAmy SkopikClayton EppCross-display object movement in multi-display environmentsTad StachAmin TavassolianBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionAryan ZohoorianAttention DetectionJulie FraserTushita PatelKinectArmsThe Effects of Intended Use on Target AcquisitionForward Error Correction for GroupwareDavid PinelleAdvanced gaze visualizations for three-dimensional virtual environmentsBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyTargeting Assistance for Distant Pointing at Interactive SurfacesInteraction Techniques for Digital TablesStephen DammChristianne RookeSaul GreenbergDirections in Physiological Game Evaluation and InteractionColour Blindness and Information VisualizationSWaGUR: Saskatchewan-Waterloo Games User ResearchLiu JunNickolas GoughJeff DyckKINECTWheels: Wheelchair Input for Motion-Based Video GamesKathrin GerlingJelly Polo: a sports game using small-scale exertionRTChess: Real-Time ChessGeneral Compression Techniques for Small, Frequent MessagesCritic-Proofing: Robust Validation Through Data-MiningSriram SubramanianAccessibility for Individuals with Color Vision DeficiencyRodrigo Vicencio-MoreiraAnsgar DeppingGame HeuristicsWiimote vs. Controller: Electroencephalographic Measurement of Affective Gameplay InteractionElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyCreating and Interpreting Abstract Visualizations of Emotion

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
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.
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.
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Recent Publications

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
Mandryk, R., Birk, M. (2017), Journal of Medical Internet Research, vol. 19 no. 4, <doi:10.2196/jmir.6906>
The Effects of Artificial Landmarks on Learning and Performance in Spatial-Memory Interfaces
Uddin, M., Gutwin, C., Cockburn, A. (2017), CHI '17: Proceedings of the 2017 SIGCHI Conference on Human Factors in Computing Systems, Denver, CO, USA. <doi:10.1145/3025453.3025497>
Through the Looking Glass: Effects of Feedback on Self-Awareness and Conversation during Video Chat
Miller, M., Mandryk, R., Birk, M., Depping, A., Patel, T. (2017), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2017), Denver, CO, USA. Honourable Mention Award (top 5%). <doi:10.1145/3025453.3025548>
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