Robert KapiszkaDirections in Physiological Game Evaluation and InteractionLiu JunBiofeedback Game Design: Using Direct and Indirect Physiological Control to Enhance Game InteractionRich User Embodiment in GroupwareNajeeb KhanBrainHex: Preliminary Results from a Neurobiological Gamer Typology SurveyInfluencing Experience: The Effects of Reading Game Reviews on Player ExperienceIndividualized Models of Colour Differentiation through Situation-Specific ModellingSonia ChiassonScott BatemanSSMRecolor: Improving Recoloring Tools with Situation-Specific Models of Color DifferentiationASSETS 2011 Doctoral Consortium: Accessibility for Individuals with Color Vision DeficiencyFaham NeginiAaron GenestDmitry AlexandrovskyMichael KalynCarrie GatesAristides (Ari) MairenaFrançois Roewer-DespresImproving Network QoS in GroupwareGaurav AroraAdrian ReetzJory CooperMichael LongImproving Expertise-Sensitive Help SystemsRodrigo Vicencio-MoreiraJason BoweyStephanie SmaleKathrin GerlingNickolas GoughGeneral Compression Techniques for Small, Frequent MessagesErik WidingAccessible Games SIGJared CechanowiczGamification: Toward a DefinitionIan LivingstonLaVizKit: A visualization toolkitThe Effects of Intended Use on Target AcquisitionMartin DechantArtificial Landmarks Augmented Linear Control Widgets to Improve Spatial Learning and Revisitation PerformanceBrain, body and bytes: psychophysiological user interactionM Aminul IslamKINECTWheels: Wheelchair Input for Motion-Based Video GamesJade AndersonAmin TavassolianGameplay experience testing with playability and usability surveys - An experimental pilot studySriram Subramanian

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

Racial Diversity in Indie Games: Patterns, Challenges, and Opportunities
Passmore, C., Yates, R., Birk, M., Mandryk, R. (2017), Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, Amsterdam, Netherlands. 137-151. <doi:10.1145/3130859.3131438>
Competitive action video game players display rightward error bias during on-line video game play
Roebuck, A., Dubnyk, A., Cochran, D., Mandryk, R., Howland, J., Harms, V. (2017), Laterality: Asymmetries of Body, Brain and Cognition. <doi:10.1080/1357650X.2017.1374965>
Cooperation and Interdependence: How Multiplayer Games Increase Social Closeness
Depping, A., Mandryk, R. (2017), CHI PLAY '17 Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Amsterdam, The Netherlands. 449-461. Honourable Mention Award (top 5%). <doi:10.1145/3116595.3116639>
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