Personalized Simulations of Colour Vision DeficiencyInvestigation of Targeting-Assistance Techniques for Distant Pointing with Relative Ray CastingEvaluation of Emotional Response to Non-Photorealistic ImagesAndre DoucetteMike SheininAndy CockburnYue GaoAmin TavassolianTargeting Assistance for Distant Pointing at Interactive SurfacesBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveySaul GreenbergGamification: Toward a DefinitionGamification: Using Game Design Elements in Non-Gaming ContextsMd. Sami UddinGameplay experience testing with playability and usability surveys - An experimental pilot studyAdrian ReetzJared CechanowiczOliver SchneiderExertion in the small: improving differentiation and expressiveness in sports games with physical controlsRasam Bin HossainNelson WongBrain and Body Interfaces: Designing for Meaningful InteractionFrançois Roewer-Despres"So Thatʼs What You See!" Building Understanding with Personalized Simulations of Colour Vision DeficiencyYichen DangAryan ZohoorianAmy SkopikImproving Digital Handoff Using the Space Above the TableMax BirkGaming for FitnessUIST 2011 Doctoral Symposium: Accessibility for Individuals with Color Vision DeficiencyProcedural Audio Awareness through GTBlackboardBrain, body and bytes: psychophysiological user interactionMangalagouri (Gouri) MasarakalYudi XueMiguel NacentaMichael BzowyRoger BlumUseful Junk? The Effects of Visual Embellishment on Comprehension and Memorability of ChartsThe Search Dashboard:  How Reflection and Comparison Impact Search BehaviorJoey EremondiChristianne RookeClayton EppEffects of View, Input Device, and Track Width on Video Game DrivingMatthew MillerLiu JunElectroencephalographic Assessment of Player Experience: A Pilot Study in Affective LudologyRobert Xiao

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.
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.
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.
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Recent Publications

The Benefits of Digital Games for the Assessment and Treatment of Mental Health
Birk, M., Mandryk, R. (2016), CHI 2016 Computing and Mental Health Workshop, San Jose, USA.
Peak-End Effects on Player Experience in Casual Games
Gutwin, C., Rooke, C., Cockburn, A., Mandryk, R., Lafreniere, B. (2016), Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2016), San Jose, USA. 5608-5619. Honourable Mention Award (top 5%).
All Across the Circle: Using Auto-Ordering to Improve Object Transfer between Mobile Devices
Li, C., Gutwin, C., Stanley, K., Nacenta, M. (2016), Graphics Interface (GI'2016), Victoria, BC, Canada. 49-56.
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