Share This Author
Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics
The importance of orchestrating the overall set of cues that an interactive computer character presents to the computer user is demonstrated, and the need for consistency among these cues is emphasized.
Shaping Pro-Social Interaction in VR: An Emerging Design Framework
- Joshua McVeigh-Schultz, Anya Kolesnichenko, K. Isbister
- BusinessInternational Conference on Human Factors in…
- 2 May 2019
This paper examines how the creators of different social VR applications think about how their platforms frame, support, shape, or constrain social interaction, and proposes an emerging design framework for shaping pro-social behavior in VR.
How Games Move Us - Emotion by Design
- K. Isbister
- 4 March 2016
In How Games Move Us, Katherine Isbister takes the reader on a timely and novel exploration of the design techniques that evoke strong emotions for players, and counters arguments that games are creating a generation of isolated, emotionally numb, antisocial loners.
Game Usability: Advancing the Player Experience
Truth is beauty: researching embodied conversational agents
(1941) argues that the sole criterion for excellent research is that the researcher produces " beauty. " While seemingly ineffable and frustratingly imprecise, Hardy instead suggests that creating…
Biometric-rich gestures: a novel approach to authentication on multi-touch devices
- Napa Sae-Bae, Kowsar Ahmed, K. Isbister, N. Memon
- Computer ScienceInternational Conference on Human Factors in…
- 5 May 2012
It is concluded that multi-touch gestures show great promise as an authentication mechanism because user ratings aligned well with gestural security, in contrast to typical text-based passwords.
Better Game Characters by Design - A Psychological Approach
- K. Isbister
- Psychology, Computer ScienceThe Morgan Kaufmann series in interactive 3D…
- 14 June 2006
Guidelines for the Design of Movement-Based Games and Their Relevance to HCI
This article provides an in-depth contextualization and explanation of the research process that led to the creation of the final guidelines for movement-based game design and discusses what human–computer interaction researchers and designers might learn from the guidelines beyond entertainment contexts.
Making Sense of Human-Food Interaction
- Ferran Altarriba Altarriba Bertran, S. Jhaveri, Rosa Lutz, K. Isbister, D. Wilde
- PsychologyInternational Conference on Human Factors in…
- 2 May 2019
A Systematic Mapping Study of HFI research and an online data visualisation tool developed to respond to issues and an approach for adaptation by research fields facing similar challenges are presented, positing value of the tool and approach beyond HFI.
Movement-based game guidelines
A body of generative intermediate-level knowledge in the design research tradition that is readily accessible and actionable for the design of future movement-based games is presented.