Ian Livingston Electronic Arts

Ian is currently a Senior User Experience Researcher at EA in Vancouver. Previously, Ian was a User Research Lead at Ubisoft Montreal working on the Far Cry franchise, where he shipped Far Cry 3 & 4. Before that, Ian was a researcher and graduate student in the Interaction lab at the University of Saskatchewan, working under Dr. Regan Mandryk. Ian received his MSc in Computer science in 2011, and his Honours in Computer Science at the U of S in 2009; focusing his undergraduate studies on Software Engineering and Usability.

Ian's Masters research focused on the study of game usability, player identity, playtesting, games user research, and psychology in video games. Ian is fascinated with the process of play, why we play, and the emotional states we experience while we play.

Ian currently lives in Montreal with his beautiful wife Sondra, and their dog Abby.

You can visit his personal website at here.


How Players Value their Characters in World of Warcraft
Livingston, I., Gutwin, C., Mandryk, R., Birk, M. (2014), Proceedings of the ACM Conference on Computer Supported Cooperative Work (CSCW 2014), ISBN 978-1-4503-2540-0. 1333-1343. <doi:10.1145/2531602.2531661>
Motion-Based Game Design for Older Adults
Gerling, K., Livingston, I., Nacke, L., Mandryk, R. (2012), GRAND 2012, Montréal, QC, Canada.
Full-Body Motion-Based Game Interaction for Older Adults
Gerling, K., Livingston, I., Nacke, L., Mandryk, R. (2012), CHI '12: Proceedings of the 30th international conference on Human factors in computing systems, Austin, Texas, USA. 1873-1882.
Gemini: A Pervasive Accumulated Context Exergame
Stanley, K., Livingston, I., Bandurka, A., Hashemian, M., Mandryk, R. (2011), 10th International Conference on Entertainment Computing (ICEC'11), 65-76.
The Critical Effect: Evaluating the Effects and Use of Video Game Reviews
Livingston, I. (2011) M.Sc. Thesis, University of Saskatchewan.
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Affective Computing
Evaluation of a user's emotional experience with technology is not well understood, especially when the primary goal of a technology is to entertain (e.g., computer game) or to invoke an emotional experience (e.g., animated film).
Gaming for Fitness
Approximately one in two adults in industrialized countries are physically inactive. This lifestyle contributes to dramatically increasing rates of obesity.
Game Heuristics
Video gaming is a common and popular entertainment. The primary goal of video games is to entertain and engage users.