hci and user epxerience
 
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Katherine Isbister

Picture of Katherine Isbister. © Katherine Isbister
Has also published under the name of:
"K. Isbister"

I research and design digital games and other computer-supported experiences. My focus is emotion and social connection--understanding the impact of design choices on these qualities, and figuring out how to get better at making and evaluating digital experiences that have these qualities. Because I trained in both social science and design, I value data and intuition, and I don't see a contradiction in blending these modes of inquiry for best results.

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Publications by Katherine Isbister (bibliography)

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2011
 
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Bernhaupt, Regina, Isbister, Katherine, Buchanan, John, Cook, Daniel and Warfield, Dave (2011): Games and HCI: perspectives on intersections and opportunities. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 351-354.

What can HCI practitioners learn from what game designers do? How have games influenced technology interfaces and experiences in the past, and how might this unfold in the future? Is the recent trend toward 'gamification' of everyday computer-supported activities a fruitful approach? This panel will tackle these and other related questions about how games and HCI connect. The panel is an invited event of the newly established Games and Entertainment Community.

© All rights reserved Bernhaupt et al. and/or their publisher

 
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Bernhaupt, Regina and Isbister, Katherine (2011): (invited) games and entertainment at CHI: towards forming a robust and ongoing community. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 439-442.

The community of games and entertainment includes researchers and practitioners focusing on player-centered development and evaluation of all forms of games and applications that focus on entertainment. Games and entertainment have been represented in all CHI venues including workshops, tutorials, papers, and notes; in fact this community at CHI is already present, but as yet only loosely connected and defined as such. This year Games and Entertainment was selected as a Special Community at CHI -- this SIG is meant to explore how we can build a robust and ongoing community around this topic at CHI.

© All rights reserved Bernhaupt and Isbister and/or their publisher

 
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Isbister, Katherine, Schwekendiek, Ulf and Frye, Jonathan (2011): Wriggle: an exploration of emotional and social effects of movement. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1885-1890.

Wriggle is a research prototype game that can be played either with or without movement as input. We conducted an experiment to see whether movement adds emotional impact and increases social connectedness. We found effects on arousal and results approaching significance for social connection, demonstrating the potential for this approach to help us better understand the impact of movement on user experience.

© All rights reserved Isbister et al. and/or their publisher

 
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Sá, Marco de, Churchill, Elizabeth F. and Isbister, Katherine (2011): Mobile augmented reality: design issues and opportunities. In: Proceedings of 13th Conference on Human-computer interaction with mobile devices and services 2011. pp. 749-752.

With the rapid evolution of mobile devices, smart-phones in particular, comes the ability to create new experiences that enhance the way we see, interact, and express ourselves, within the world that surrounds us. We can blend data from our senses and our devices in myriad ways that simply weren't possible before. This workshop explores the current and future state of Mobile Augmented Reality. We will promote discussion about issues and opportunities in the space. We will explore potential for innovation and opportunities for collaboration between researchers working on augmented reality. We envision a lively discussion on the different approaches, challenges and benefits that may arise from the use of mobile Augmented Reality in the near future from an HCI perspective. We also aim at fostering new collaborations and establishing a research agenda within the field of mobile augmented reality.

© All rights reserved Sá et al. and/or ACM Press

2010
 
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Isbister, Katherine, Flanagan, Mary and Hash, Chelsea (2010): Designing games for learning: insights from conversations with designers. In: Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010. pp. 2041-2044.

This paper presents insights about design practices that can lead to effective and fun games for learning, gleaned from interviews with experienced game developers. We based our approach on Schön's notion of practitioners evolving shared 'appreciation systems' for discussing and critiquing work, and aimed to gather and share some of game designers' 'appreciation system' for games and learning. The resulting insights provide valuable pointers to other designers in the CHI community crafting game-like experiences.

© All rights reserved Isbister et al. and/or their publisher

2009
 
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Isbister, Katherine and Höök, Kristina (2009): On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2233-2242.

In this paper, we argue that HCI practitioners are facing new challenges in design and evaluation that can benefit from the establishment of commonly valued use qualities, with associated strategies for producing and rigorously evaluating work. We present a particular use quality 'suppleness' as an example. We describe ways that use qualities can help shape design and evaluation process, and propose tactics for the CHI community to use to encourage the evolution of bodies of knowledge around use qualities.

© All rights reserved Isbister and Höök and/or ACM Press

Cited on the following page:

» Affective Computing: [/encyclopedia/affective_computing.html]


 
2007
 
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Isbister, Katherine and Höök, Kristina (2007): Evaluating affective interactions. In International Journal of Human-Computer Studies, 65 (4) pp. 273-274.

 
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Isbister, Katherine, Höök, Kristina, Laaksolahti, Jarmo and Sharp, Michael (2007): The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect. In International Journal of Human-Computer Studies, 65 (4) pp. 315-328.

In this paper we describe the development and testing of a tool for self-assessment of affect while interacting with computer systems, meant to be used in many cultures. We discuss our research approach within the context of existing cultural, affective and HCI theory, and describe testing of its effectiveness in the US and Sweden.

© All rights reserved Isbister et al. and/or Academic Press

2006
 
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Isbister, Katherine, Höök, Kristina, Sharp, Michael and Laaksolahti, Jarmo (2006): The sensual evaluation instrument: developing an affective evaluation tool. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 1163-1172.

In this paper we describe the development and initial testing of a tool for self-assessment of affect while interacting with computer systems: the Sensual Evaluation Instrument. We discuss our research approach within the context of existing affective and HCI theory, and describe stages of evolution of the tool, and initial testing of its effectiveness.

© All rights reserved Isbister et al. and/or ACM Press

2005
 
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Isbister, Katherine and Höök, Kristina (2005): Evaluating affective interfaces: innovative approaches. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. p. 2119.

This paper presents the broad outlines of the context and goals for a one-day workshop concerning the evaluation of affective interfaces.

© All rights reserved Isbister and Höök and/or ACM Press

2000
 
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Isbister, Katherine, Nakanishi, Hideyuki, Ishida, Toru and Nass, Clifford (2000): Helper Agent: Designing an Assistant for Human-Human Interaction in a Virtual Meeting Space. In: Turner, Thea, Szwillus, Gerd, Czerwinski, Mary, Peterno, Fabio and Pemberton, Steven (eds.) Proceedings of the ACM CHI 2000 Human Factors in Computing Systems Conference April 1-6, 2000, The Hague, The Netherlands. pp. 57-64.

This paper introduces a new application area for agents in the computer interface: the support of human-human interaction. We discuss an interface agent prototype that is designed to support human-human communication in virtual environments. The prototype interacts with users strategically during conversation, spending most of its time listening. The prototype mimics a party host, trying to find a safe common topic for guests whose conversation has lagged. We performed an experimental evaluation of the prototype's ability to assist in cross-cultural conversations. We designed the prototype to introduce safe or unsafe topics to conversation pairs, through a series of questions and suggestions. The agent made positive contributions to participants' experience of the conversation, influenced their perception of each other and of each others' national group, and even seemed to effect their style of behavior. We discuss the implications of our research for the design of social agents to support human-human interaction.

© All rights reserved Isbister et al. and/or ACM Press

 
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Isbister, Katherine and Nass, Clifford (2000): Consistency of Personality in Interactive Characters: Verbal Cues, Non-Verbal Cues, and User Characteristics. In International Journal of Human-Computer Studies, 53 (2) pp. 251-267.

This study examined whether people would interpret and respond to verbal (text) and non-verbal cues (posture) of personality in interactive characters just as they interpret cues from a person. In a balanced, between-subjects experiment (N=40), introverted and extroverted participants were randomly paired with one of two types of consistent computer characters: (1) matched participants' personality with both verbal and non-verbal cues or (2) completely mismatched the participant, or one of two types of inconsistent characters: (3) matched with verbal cues but not with non-verbal cues or (4) matched with non-verbal but not with verbal cues. Participants accurately identified the character's personality type in their assessment of its verbal and non-verbal cues. Preference was for consistent characters, regardless of participant personality. Consistent characters also had greater influence over peoples' behavior-interaction with consistent characters led to greater changes in people's answers than interaction with inconsistent characters. Finally, contrary to previous research, participants tended to prefer a character whose personality was complementary, rather than similar, with their own. This study demonstrates the importance of orchestrating the overall set of cues that an interactive computer character presents to the computer user, and emphasizes the need for consistency among these cues.

© All rights reserved Isbister and Nass and/or Academic Press

 
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Ishida, Toru and Isbister, Katherine (eds.) Digital Cities - Technologies Experiences and Future Perspectives September, 2000, Kyoto, Japan.

 
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Isbister, Katherine (2000): A Warm Cyber-Welcome: Using an Agent-Led Group Tour to Introduce Visitors to Kyoto. In: Ishida, Toru and Isbister, Katherine (eds.) Digital Cities - Technologies Experiences and Future Perspectives September, 2000, Kyoto, Japan. pp. 391-400.

1999
 
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Okamoto, M., Nakanishi, Hideyuki, Isbister, Katherine and Ishida, Toru (1999): Supporting cross-cultural communication in real-world encounters. In: 1999. pp. 442-446.

1995
 
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Isbister, Katherine (1995): Students: HCI Students and Internships. In ACM SIGCHI Bulletin, 27 (3) pp. 12-15.

1994
 
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Layton, Terre L. and Isbister, Katherine (1994): Agents in Review: Examples, Dimensions and Issues. In: Proceedings of OZCHI94, the CHISIG Annual Conference on Human-Computer Interaction 1994. pp. 325-326.

Research on and discussion of computer agents has mushroomed in the past few years. Improvements in artificial intelligence techniques, users wanting more productivity from their computers, and the growing need for better interface metaphors have led to converging and often conflated areas of research on agents. This paper: 1) reviews the current literature on agents, 2) defines agent types along a continuum (this should provide common ground for researchers to reference), and lastly 3) provides some issues and advice for developers/designers of user interfaces that want to employ agency in their applications/environments to consider.

© All rights reserved Layton and Isbister and/or Ergonomics Society of Australia

 
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Page Information

Page maintainer: The Editorial Team
How to cite/reference this page
URL: http://www.interaction-design.org/references/authors/katherine_isbister.html

Publication statistics

Pub. period:1994-2011
Pub. count:17
Number of co-authors:18



Co-authors

Number of publications with 3 favourite co-authors:

Kristina Höök:5
Toru Ishida:3
Hideyuki Nakanishi:2

 

 

Productive colleagues

Katherine Isbister's 3 most productive colleagues in number of publications:

Clifford Nass:68
Elizabeth F. Churc..:58
Kristina Höök:58
 
Apr 05

Learning is any change in a system that produces a more or less permanent change in its capacity for adapting to its environment.

-- Herbert A. Simon, The Sciences of the Artificial, The MIT Press, 1996

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