The following participants are registered for the workshop.
Magy Seif El- Nasr, Northeastern University
Magy Seif El-Nasr is an Associate Professor in the Program of Creative Industries: Game Design and Interactive Media joint between the College of Computer and Information Sciences and College of Arts, Media and Design at Northeastern University, Boston. She earned her Ph.D. degree from Northwestern University in Computer Science and her master’s degree in Computer Science from Texas A&M University. Dr. Seif El-Nasr received several grants totalling over $2 Million to support her research. She published over 74 international peer reviewed articles on her work.
Heather Desurvire, User Behavioristics Research, Inc.
Heather Desurvire of User Behavioristics Research, Inc. is a specialist in Usability and Playability, whose clients include many top developers, such as Disney, THQ, Electronic Arts, LucasArts and Sega, and Blizzard. She is also on faculty at USC’s game studies program. Ms. Desurvire has pioneered research on alternative methodologies for evaluating Usability. Her research has appeared in the book, “Usability Inspection Methods,”, “Evaluating User Experience in Games: Concepts and Methods,” along with over 30 publications in prominent journals and conferences, such as the HCI, INTERACT, and CHI. Her current research involves developing principles for helping game developers design better access for newer gamers.
Lennart Nacke, UOIT
Lennart Nacke is an Assistant Professor and director of the HCI and Game Science Group in the Faculty of Business and IT at the University of Ontario Institute of Technology in Canada. He is one of the organizers of this workshop. His research focuses on the creation and analysis of digital gaming environments and mechanics. In the past years, he has organized and chaired several workshops on research topics such as applying game design principles to system development (i.e., gamification), affective computing and psychophysiological evaluation, game metrics and biometrics, physiological computing, game usability and user experience at venues such as CHI, CSCW, DiGRA, FDG, Future Play, and GDC Canada. His CHI and CSCW papers have won best paper and honourable mention awards.
Katherine Isbister, NYU Polytechnic Institute
Katherine Isbister is an associate professor jointly appointed between the Computer Science department at New York University’s Polytechnic Institute in Brooklyn, and the NYU Game Center. She also maintains an affiliation at the IT University in Copenhagen’s Center for Computer Games Research. She is Research Director of the Game Innovation Lab at NYU-Poly, and also an investigator in the NYU Games for Learning Institute. Her primary research focus is games-related HCI. She has authored one book and edited another on games design and evaluation. She has presented 3 full papers at CHI and one Note, and served as an AC and a reviewer for many years. She is on the Editorial Board of the International Journal of Human Computer Studies, and a Senior Member of the ACM. She is a frequent presenter at the game industry’s primary design conference (GDC).
Regina Bernhaupt, IRIT
Regina Bernhaupt is an an invited lecturer at the University Paul Sabatier, Toulouse III and her main research focus is the development of methods that support design and development of entertainment applications. She published a book on user experience evaluation methods for games and contributes to the broader field of entertainment, especially interactive TV and Internet Protocol Television (IPTV). She is currently an invited professor at IRIT, Toulouse. She has been an active member of the CHI community, serving as courses co-chair for 2010/2011 and she is member of the SIGCHI Conference Management Committee (CMC).
David Huffaker, Google Inc.
David Huffaker is a Quantitative User Experience Researcher at Google, where he examines large-scale social behavior in Google+. His research background is in computer-mediated communication in online communities and video games. He received his Ph.D. from Northwestern University.
Jordan Lynn, Volition Inc.
After a master’s degree in journalism and telecommunications focusing on videogames and immersion as a form of mass media, Jordan moved out to the Midwest to conduct player experience research for Volition Inc., a THQ studio responsible for the Red Faction and Saints Row series. He presented a Usability talk at last year’s GDC, and tied for fourth place in that strange argument game everyone was playing around Moscone.
Thomas Zimmermann, Microsoft Corporation
Thomas Zimmermann is a researcher in the Research in Software Engineering Group at Microsoft Research. His research interests include empirical software engineering, computer games, recommender systems, and social networking. He is best known for his work on systematic mining of version archives and bug databases to conduct empirical studies and to build tools to support developers and managers.
Kathleen Kremer, Fisher-Price/Mattel
Kathleen Kremer is Senior Manager of User Experience at Fisher-Price/Mattel where one of her roles is supervising design research and testing for products centered on digital play. She also serves as a company-wide expert in child development, gaming, interface design, education, and digital strategy. Since joining the company eight years ago, she has developed hundreds of interactive toys, software, apps, and other entertainment products for young children and their families. Two of these products have won the Toy Industry Association’s Toy of the Year: the Smart Cycle Active Learning System (2008) and the Kid Tough Digital Camera (2007). She also is the recipient of the 2011 Human Factors and Ergonomics Society PDTG User Centered Design Award for her research and design work on the iXL Learning System. Kathleen received her M.A. in Experimental Psychology from the University of Pennsylvania and her Ph.D. in Experimental Child Psychology from the University of Minnesota.
Llewyn Paine, Disney Media & Advertising Lab
Llewyn Paine is a cognitive psychologist and user experience research fellow with the Disney Media & Advertising Lab in Austin, Texas. She conducts studies on a variety of media platforms ranging from web and mobile to 3D television in order to inform strategic decision-making by major network clients. Her game research work primarily includes casual games on online and mobile platforms. Llewyn’s specializations include perceptual organization, implicit measures, performance metrics, and eye tracking. She received her Ph.D. from the University of Texas at Austin.
Rich Ridlen, Electronic Arts
Rich Ridlen has been conducting research for more than a decade and most of that time on videogames. He founded the EA games user research department where he has a strong focus on exploring the creation of new methodologies to continually improve the evaluation of software and games. Day-to-day, he primarily supports the Dead Space and Sims teams and conducts around 40 hours of usability tests a month for them. He lives in San Francisco, California, and has penchant for Buffy the Vampire Slayer and all things Joss Whedon.
Marina Kobayashi, Electronic Arts
Marina Kobayashi is a lead games user researchers at Electronic Arts Headquarters in Redwood City, California. She started conducting user research in the User Studies Lab at Carnegie Mellon University where she earned her Masters in Human Computer Interaction. Her user research has taken her to emerging markets ethnographies in Mumbai, India, contextual inquiries with roboticists for NASA AMES, to Turbotax studies and eBay gamification research. She currently supports the Battlefield and Mass Effect franchises. Through a morning ritual of talking about what games they each played the night before, Marina and Rich relish in game experiences, what makes them fun, and how to make them better. They are also passionate about improving the practice of Games User Research. This means thinking about process and methods and how to make them most effective and efficient. Marina lives in San Francisco, California’s Mission District where she enjoys tacos and tokidoki.
Jacob Greenshpan, UX Designer
My name is Jacob Greenshpan. For the last 20 years, my passion and work have been analysis and planning of user interfaces and applications. In Israel, I am one of the evangelists and leaders in the field of User Experience. I am the co-founder of UI – User Interfaces Ltd., Israel’s largest company in this field (50 employees, specializing in UX) and the Intelligym. Two years ago I decided to focus on this passion, and to work as an independent consultant instead of managing the company. My main objectives are building and directing companies and adding out of the box, top of the line UX designs.
Charles Clanton, Aratar, Inc.
Dr. Chuck is a game designer who began his career in serious software development as a pioneer in combining psychological research and iterative design
methodologies. He worked at Electronic Arts UK Studio to bring an American perspective on games and researched the distinction between successful games in the U.S.A. and Europe. He became the first Design Fellow at Electronic Arts. After leaving EA, he playtested every Harry Potter game/platform combination for 4 titles. He was one of the two principal designers at There, Inc. He also was Director of User Experience at Reactrix where he employed rapid prototyping, iterative design, and extensive user testing to develop best design practices for a unique video projector/camera interactive advertainment system that was installed in hundreds of malls nationwide. Most recently, he worked on the avatar-centric communication system for the Kung Fu Panda MMO for Dreamworks, a downloadable dinosaur game for kids, and a virtual world for women. For a number of years, Dr. Chuck taught a class for the Computer Science Department at Stanford entitled “Game Craft for Serious Software Design”, as well as tutorials at SIGCHI and SIGGRAPH. He has taught playtesting to the Producers and Designers at a number of game development studios.
Mirweis Sangin, SCEE
Mirweis Sangin holds Masters Degrees in cognitive science and HCI and a Ph.D. in HCI from the Swiss Federal institute of Technology. Alongside his research work on cooperative systems and eye-tracking, he benefits from over 3 years of consulting experience as a user experience and usability consultant for Web and Mobile. For the past two years, Mirweis has been part of the Sony Computer Entertainment Europe User Testing Team (UTT) as a Senior User Researcher. The UTT is a group of 10 Game User Researchers acting as an internal service to help teams behind award winning games (such as Heavy Rain, LittleBigPlanet, KillZone, etc.) to improve the quality and consumer relevance of a range of titles, across all PlayStation platforms and services. To do so, the UTT uses a variety of Games User Research methodologies (such as one-to-one usability testing, multi-session play-testing, iterative testing, longitudinal studies, etc.) adapted to the context of game production in the SCE Worldwide Studios.
Steve Bromley, SCEE
Steve Bromley is a video game user researcher working for SCEE. His academic research focused on understanding social interaction in collocated gaming. He has worked on projects with companies such as Relentless and Black Rock Studios and writes regular blog posts about user experience and games user research on his website.
Keith Steury, Microsoft Studios
Keith Steury is a User Research Lead for Microsoft Game Studios. Keith Steury joined the Games User Research Team in 2000 where he helped pioneer games user research through his work on Halo and other Xbox 1 launch titles. Keith has been the research lead on over a dozen Microsoft games including Halo and NFL Fever. In 2005, he followed his wife to Australia where he built the usability program for Australia’s largest telecommunications company and later started a new office for an Australian usability consulting firm. Missing games and the opportunity to work on cutting-edge technology, Keith was lured back to MGS in 2010. In addition, Keith has coauthored two articles about HCI in games and has presented at the Game Developers Conference and CHI.
Sarah Walter, Consulting
Sarah earned a doctorate in Learning Sciences and Technology Design at Stanford University, where she conducted a virtual ethnography of a MMO guild. Previously, she worked as a UX Designer. Sarah is a user researcher at Microsoft Studios.
Jose Guajardo, Microsoft
JJ earned a doctorate in Developmental Psychology in 2002 from the University of Chicago, where he focused on infant cognition. Shortly after, he began working as a usability engineer in Microsoft Games User Research on kids-related titles. He spent some time on other kids products at Microsoft, including Encarta for Kids. Besides kids titles, JJ has served as a UX Researcher on a number of products, including Office for Mac, and Windows 8. He worked abroad in Copenhagen, Denmark for several years, supporting Microsoft Dynamics. In 2011, JJ rejoined the Games User Research world, focusing on kids and family titles for Microsoft Studios User Research. JJ lives in Seattle, WA, with his wife and 2 children – Mathilde (4) and Benny (10 months).
Raquel Prates, UFMG – Federal University of Minas Gerais
Raquel received her M.Sc and Ph.D. in Computer Science from Pontifícia Universidade Católica do Rio de Janeiro, Brazil, in 1994 and 1998 respectively. She is currently an Associate Professor in the Computer Science Department at the Federal University of Minas Gerais, Brazil. Her research interests include Human-Computer Interaction, interface evaluation and Semiotic Engineering and she is the founder of the research group PENSI.
Licínio Roque, University of Coimbra
Licínio Roque was involved in game design research and teaching, conducted several game design exercices in diverse contexts, including “serious games”. For their participation in the workshop they draw on analysis of experience from design cases.
Florian Mueller, RMIT
Florian ‘Floyd’ Mueller is researching the design of Exertion Games, these are digital games that require intense physical effort from its players. He and his team invent novel play systems that put the human body in the centre of the experience in order to understand how to design technology that appreciates a more active human body. Floyd’s research is situated within a broader interaction design agenda that supports people’s values such as a healthy life.
Chek Tien Tan, University of Technology, Sydney
Dr. Chek Tien Tan is a Lecturer at the University of Technology, Sydney (UTS) and holds a Ph.D. in Computer Science from the National University of Singapore (NUS). He is also currently the co-director of the Games Studio at UTS. Chek has served as conference chair for GAMEON 2011, program chair for Interactive Entertainment 2012, and is part of the academic advisory board for the Sydney International Animation Festival. With the industry,
Chek currently runs a Kinect Lab with Microsoft and has worked with Ubisoft whilst at the DigiPen Institute of Technology.
Vero Vanden Abeele, Groep T – Leuven Engineering College
Vero Vanden Abeele is Associate Professor for HCI at the e-Media Lab, GROUP T – Leuven Engineering College, and an affiliate researcher at the Center for User Experience Research (CUO) at the K.U.Leuven. She holds a doctoral degree in Social Science from the K.U. Leuven, a master degree in Industrial Design at the Artesishogeschool, and was introduced to Interaction Design at Carnegie Mellon University, Pittsburgh, as a Fulbright scholar. Currently, Vero is conducting research in the area of motion-based play, human-computer interaction, user experience and serious games. Vero is involved in several research projects concerned with the study of physical games and user experiences and board member of the Belgian ACM SIGCHI.be chapter.
Nadia Bianchi-Berthouze, UCL Interaction Center
Since 2006 Nadia Berthouze is a lecturer in the UCL Interaction Centre (UCLIC) at the University of London, a Centre in Human-Computer Interaction. After her PhD (1995) in Computer Science and Bio-medicine at the University of Milan (Italy), she spent 5 years first as a postdoctoral fellow and then as a COE fellow at the Electrotechnical Laboratory (Tsukuba in Japan) where she investigated HCI aspects in the area of Multimedia information interpretation with a focus on the interpretation of affective content. In 2000, she was appointed as lecturer at the Computer Software Department of the University of Aizu in Japan where she extended her interest in emotion expression to the study of non-verbal affective communication. In the area of computer games, she is investigating how an increase in task-related body movement imposed, or allowed, by the game controller affects the player’s game experience.
Eduardo Calvillo Gamez, Universidad Politécnica de San Luis Potosí
Eduardo H. Calvillo Gámez holds a Ph.D. in Human Computer Interaction from University College London, a degree of Masters of Science in Electrical Engineering from Tufts University and a degree of Bachelors of Science in Electronic Engineering from Universidad Autónoma de San Luis Potosí. Eduardo’s research interests are User Experience, Video Games, Input Devices and Epistemology of Human Computer Interaction. Currently he is a Faculty member of the New Information Technologies Division at Universidad Politécnica de San Luis Potosí, Mexico. He is a member of the CONACyT Thematic Network on Information and Communication Technologies. He is also a member of the Mexican National Researchers System – Candidate Level. He was a guest editor of Elsevier’s Entertainment Computing, Program Chair of MexIHC’2010 and reviewer for multiple journals and conferences on Human Computer Interaction and Games.
Jan Smeddinck, University of Bremen
Jan Smeddinck is a doctoral candidate at the Graduate School Advances in Digital Media in the TZI Research Group Digital Media at the University of Bremen since late 2010. His origins being in the fields of interaction design, serious games and embodied conversational agents, he currently focuses on automated learning from interactions in adaptive systems. The main application area of his graduate research is in adaptive exergames for eldery users. In his work, human computation methods are frequently applied as research tools. Prior to his occupation at the graduate school he worked as a digital media generalist in the areas of cinematic visual effects with a focus on particle effects and web development. He spent one semester as a master’s student at the KMUTT University in Bangkok and has worked as a student researcher at the Sony CSL in Paris. He holds a fellowship of the Klaus Tschira Foundation (KTS).
Konstantin Mitgutsch, GAMBIT – MIT
Dr. Konstantin Mitgutsch is a post-doctoral researcher at the Singapore-MIT GAMBIT Game Lab and a Visiting Professor at the University of Vienna. In 2010 he was a Max Kade Fellow at the Education Arcade at the Program of Comparative Media Studies at MIT. He worked at the University of Vienna for several years and published books in the field of game studies and education. Since 2007 he organizes and chairs the annual Vienna Games Conference FROG and is on the expert council of the Pan European Game Information (PEGI).
Yan Xu, Georgia Institute of Technology
Yan is a Ph.D. candidate in Human-Centered Computing program in Georgia Institute of Technology. Her research interest lies in the intersection among mobile computing, social computing and embodied interaction. By adopting human-centered research methodologies, she is looking into the role of novel interface in the construction of players’ experience, and for supporting the creative activities of the designers.
Matthias Klauser, University of Duisburg-Essen
Matthias Klauser M. Sc. is involved in several research projects at the Social & Playful Interaction Group (SPI) at the Interactive Systems research group of the University of Duisburg-Essen (Germany). He is involved in the European research project FoSIBLE (www.fosible.eu) where besides the coordination, the analysis of user requirements of elderly people and the translation of them into innovative systems and games is the main focus of the project. Along with his research experience he has close contact to game development companies through the Game Technology Competence Center (GTCC.NRW) project – which is part of the Game Development Initiative Ruhr (GDI.Ruhr) – where he works with together with researchers and industry companies side by side. Within this context he benefits from his industry experience from his work for 10Tacle Mobile. His current research interests are focused on identifying player specific situations and behavior during gaming session through the combination of different methods like: game metrics analysis, questionnaires methods for game experience research. He is currently pursuing an internship at UOIT in Canada.
Joerg Niesenhaus, University of Duisburg-Essen
Joerg Niesenhaus is a research associate at the Interactive Systems research group at the University of Duisburg-Essen (Germany), where he leads the Social & Playful Interaction Group (SPI), focussing on the ares of user experience (UX) and interaction design. He is engaged in several research activities within the context of digital games and entertainment computing. His current research focuses on the areas of user participation and user-generated content, serious health games, game interface design and, of course, game usability, game experience and game metrics. Since 2010 Joerg is project leader of the Game Technology Competence Center NRW (GTCC.NRW), which is part of the Game Development Initiative Ruhr (GDI.Ruhr). The main objective of the GTCC.NRW is the transfer of technology and knowledge between the games industry and scientific research. Joerg has more than 11 years of experience in the games industry, previously working for companies like Blue Byte and Ubisoft where he participated in the development of more than a dozen pc and console games. He does consulting for game companies within the area of game design and playability and runs the blog www.game-usability.de
David Milam, Simon Fraser University Surrey
David is a PhD Candidate at Simon Fraser University School of Interactive Arts and Technology (SIAT) which is part of the Faculty of Communication, Art and Technology. Within SIAT he is a member of the EMIIE Lab (Engage Me in Interactive Experience) which is led by his Supervisors, Magy Seif El-Nasr and Lyn Bartram. Previously he received a Masters in Design Studies degree at Harvard University Graduate School of Design (GSD) and a Bachelors degree in Architecture at the University of Southern California (USC).
Brooke Foucault Welles, Northwestern University
Brooke is a Ph.D. candidate at Northwestern University in the Media, Technology & Society program. Broadly, she is interested in how people use the Internet to make and maintain friendships. Right now, she is using data from the virtual world Second Life to see how online friendship networks compare with offline friendship networks. Before she returned to school for her Ph.D., she worked as an ethnographic researcher for Intel. She did research in several different countries around the world and studied how people use technology at home, at work, and on the go. Before that, she earned her B.S. and M.S. degrees in Communication from Cornell University.
Stefan Kreitmayer, The Open University, UCL
Stefan Kreitmayer is a second year full-time PhD student, based at the Centre for Research in Computing at the Open University. His background is in computer science and music, including audiovisual performances and interactive media installations. He gave programming workshops at art and design academies and afterschool programmes. He is researching the design and evaluation of multi-player games for co-located learning, at the intersection of Human-Computer Interaction and game design.
Erik Harpstead, Carnegie Mellon University
Erik Harpstead is a first year PhD student at the HCI Institute at Carnegie Mellon University. Harpstead’s work focuses on developing authoring tools for educational software including educational games and intelligent tutoring systems. He is currently a member of the DARPA ENGAGE project, where he works between Carnegie Mellon’s teams at the Entertainment Technology Center and HCII to develop better methods and tools to create entertaining educational games for early elementary students. Harpstead received his BS in Psychology from Illinois Institute of Technology.
Allan Fowler, Waiariki Institute of Technology
Allan Fowler is a doctoral candidate at AUT University, in Auckland, New Zealand. Allan is also a Lecturer Game Design at Waiariki Institute of Technology. He has been using games as educational tools since 2002 in primary, secondary and tertiary environments. His current research interests include the use of commercial video games in an educational context and applied experiential learning opportunities for students.
Jason Haas, MIT Media Lab/Education Arcade
Jason is an MIT Media Lab Research Assistant in The Education Arcade, affiliated with the Scheller Teacher Education Program and the Comparative Media Studies department at MIT. His research focuses on the development of learning games and experience, as well as understanding of the learning that occurs in play. He is particularly interested in collaborative and competitive play, as well as large organizations and systems thinking. Recent projects include Poikilia, Vanished, and an as yet unnamed Bill and Melinda Gates Foundation funded Massively Multiplayer Online Game for science and math learning. He holds a B.A. in Film Studies from Wesleyan University, and a M.Ed. from the Harvard Graduate School of Education’s Technology, Innovation and Education program.
Pejman Mirza-Babaei, Sussex University, UOIT
Pejman is a 3rd year PhD researcher at the University of Sussex (UK). His research focuses on developing mixed-methods for a better understanding of user experience in engaging entertainment systems. In particular, he is interested in using psychophysiological measurements in combination with other human-computer interaction (HCI) methods to evaluate the user experience in video games. He worked as a game user researcher at Vertical Slice, a company that focuses solely on improving the quality of video games from the player’s viewpoint. Currently he is a visiting scholar at UOIT, (Faculty of Business and IT) where he is working with Dr. Lennart Nacke on a project called Biometric Storyboards.
Gifford Cheung, University of Washington
Gifford Cheung is a Ph.D. Candidate at the Information School, University of Washington in Seattle. His area of interest is the study of design principles for games. This includes areas such as game spectating and supporting custom games. His thesis work focuses on strengths of “flexibility” as a design strategy for digital game systems.
Artsiom Yantsevich, Wargaming
Alexey Kopylov, Wargaming
Sloane Hoyle, University of Houston-Clear Lake