Our survey of 464 XR users reveals that limited awareness of XR’s granular data collection restricts privacy-protective strategies, highlighting the need for better user education and transparent data practices in XR environments.
Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
Tired of boring online meetings? We're testing video, audio, & avatars to find the perfect mix. Early results show avatars boost engagement. Stay tuned for our findings on how to make meetings awesome.
Evaluating user experience with affective measures is a field of growing importance in the human factors domain, because the emotional effects of engaging technology, such as movies, mobile networked devices, games and new media, are not well understood. Within this
New Publication by Hilda Hadan: "Deceived by Immersion: A Systematic Analysis of Deceptive Design in Extended Reality"
As the Canadian partner in this consortium, the HCI Games Group will focus on foundational research and usability studies to determine users’ needs and preferences for the context of an exergame for older adults. Under the supervision of Prof. Dr.
The Saskatchewan-Waterloo Games User Research (SWaGUR) program brings together 11 researchers from 7 departments at the Universities of Waterloo and Saskatchewan with the long-term goal of training 85 HQP in GUR in an interdisciplinary environment in collaboration with our industrial
New Publication by Hilda Hadan: Gamification and Gaming in Cryptocurrency Education