Katherine Isbister
Orcid: 0000-0003-2459-4045Affiliations:
- University of California Santa Cruz, Social Emotional Technology Lab, CA, USA
- Rensselaer Polytechnic Institute, Troy, NY, USA (former)
According to our database1,
Katherine Isbister
authored at least 164 papers
between 1995 and 2024.
Collaborative distances:
Collaborative distances:
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Bibliography
2024
Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and Practice.
ACM Trans. Comput. Hum. Interact., October, 2024
Virtual Reality Pursuit: Using Individual Predispositions towards VR to Understand Perceptions of a Virtualized Workplace Team Experience.
Virtual Worlds, 2024
Why Larp?! A Synthesis Paper on Live Action Roleplay in Relation to HCI Research and Practice.
CoRR, 2024
Proceedings of the Eighteenth International Conference on Tangible, 2024
"That's Not Good Science!": An Argument for the Thoughtful Use of Formative Situations in Research Through Design.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Extracting the Affective Content of Fidgeting in Adults with ADHD via Machine Learning and a Hand-held Soft Tangible Device.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Virtual Games, Real Interactions: A Look at Cross-reality Asymmetrical Co-located Social Games.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Participatory Design of a Serious Game to Improve Wildfire Preparedness with Community Residents and Experts.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Designing Shared VR Tools for Spatial Scientific Sensemaking About Wildfire Evacuation.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research.
ACM Trans. Comput. Hum. Interact., February, 2023
Dagstuhl Reports, 2023
Proceedings of the 2nd Empathy-Centric Design Workshop, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023
2022
Design (Not) Lost in Translation: A Case Study of an Intimate-Space Socially Assistive "Robot" for Emotion Regulation.
ACM Trans. Comput. Hum. Interact., 2022
ACM Trans. Comput. Hum. Interact., 2022
Hum. Comput. Interact., 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
AR Fidget: Augmented Reality Experiences that Support Emotion Regulation through Fidgeting.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Co-Imagining the Future of Playable Cities: A Bottom-Up, Multi-Stakeholder Speculative Inquiry into the Playful Potential of Urban Technology.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Anywear Academy: A Larp-based Camp to Inspire Computational Interest in Middle School Girls.
Proceedings of the DIS '22: Designing Interactive Systems Conference, Virtual Event, Australia, June 13, 2022
2021
The Playful Potential of Shared Mealtime: A Speculative Catalog of Playful Technologies for Day-to-day Social Eating Experiences.
Proc. ACM Hum. Comput. Interact., 2021
Design not Lost in Translation: A Case Study of an Intimate-Space Socially Assistive Robot for Emotion Regulation.
CoRR, 2021
A Catalog of Speculative Playful Urban Technology Ideas: Exploring the Playful Potential of Smart Cities.
Proceedings of the Mindtrek '21: Academic Mindtrek 2021, 2021
Proceedings of the FabLearn Europe / MakeEd 2021: FabLearn Europe / MakeEd 2021, 2021
The Case for "Weird Social" in VR/XR: A Vision of Social Superpowers Beyond Meatspace.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021
Synergistic Social Technology: Designing Systems with 'Needs' that Encourage and Support Social Interaction.
Proceedings of the DIS '21: Designing Interactive Systems Conference 2021, 2021
2020
PIV: Placement, Pattern, and Personalization of an Inconspicuous Vibrotactile Breathing Pacer.
ACM Trans. Comput. Hum. Interact., 2020
MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020
Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design?
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020
Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020
2019
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019
Proceedings of the 2019 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2019 ACM International Symposium on Wearable Computers, 2019
Proceedings of the Halfway to the Future Symposium 2019, 2019
Designing for Play that Permeates Everyday Life: Towards New Methods for Situated Play Design.
Proceedings of the Halfway to the Future Symposium 2019, 2019
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Companion Publication of the 2019 on Designing Interactive Systems Conference, 2019
Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019
Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design.
Proceedings of the 2019 on Designing Interactive Systems Conference, DIS 2019, San Diego, 2019
2018
"I just let him cry...: Designing Socio-Technical Interventions in Families to Prevent Mental Health Disorders.
Proc. ACM Hum. Comput. Interact., 2018
Entertain. Comput., 2018
Proceedings of the Twelfth International Conference on Tangible, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
"You're Giving Me Mixed Signals!": A Comparative Analysis of Methods that Capture Players' Emotional Response to Games.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018
Identifying Children's Fidget Object Preferences: Toward Exploring the Impacts of Fidgeting and Fidget-Friendly Tangibles.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018
2017
Proceedings of the International Conference on the Foundations of Digital Games, 2017
Proceedings of the International Conference on the Foundations of Digital Games, 2017
Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse.
Proceedings of the International Conference on the Foundations of Digital Games, 2017
Proceedings of the International Conference on the Foundations of Digital Games, 2017
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Tangibles vs. Mouse in Educational Programming Games: Influences on Enjoyment and Self-Beliefs.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017
2016
Int. J. Hum. Comput. Stud., 2016
Understanding Fidget Widgets: Exploring the Design Space of Embodied Self-Regulation.
Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23, 2016
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016
Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016
Bridging the Physical Divide: A Design Framework for Embodied Learning Games and Simulations.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
2015
Proceedings of the Game User Experience Evaluation, 2015
Hum. Comput. Interact., 2015
Comput. Hum. Behav., 2015
Proceedings of the Ninth International Conference on Tangible, 2015
Proceedings of the Ninth International Conference on Tangible, 2015
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015
2014
Quantifying "Magic": Learnings from User Research for Creating Good Player Experiences on Xbox Kinect.
Int. J. Gaming Comput. Mediat. Simulations, 2014
Proceedings of the Eighth International Conference on Tangible, 2014
Designing for the physical margins of digital workspaces: fidget widgets in support of productivity and creativity.
Proceedings of the Eighth International Conference on Tangible, 2014
Emotional space: understanding affective spatial dimensions of constructed embodied shapes.
Proceedings of the 2nd ACM Symposium on Spatial User Interaction, 2014
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014
2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
2012
How to stop being a buzzkill: designing yamove!, a mobile tech mash-up to truly augment social play.
Proceedings of the Mobile HCI '12, 2012
Proceedings of the International Conference on the Foundations of Digital Games, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
Proceedings of the IEEE Fifth International Conference on Biometrics: Theory, 2012
2011
Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience.
Proceedings of the Whole Body Interaction, 2011
Interactions, 2011
Proceedings of the 13th Conference on Human-Computer Interaction with Mobile Devices and Services, 2011
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011
Proceedings of the Foundations of Digital Games, 2011
Proceedings of the Foundations of Digital Games, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
(invited) games and entertainment at CHI: towards forming a robust and ongoing community.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011
2010
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010
2009
On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009
2008
Academic Press, ISBN: 978-0-12-374447-0, 2008
2007
The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect.
Int. J. Hum. Comput. Stud., 2007
Supple interfaces: designing and evaluating for richer human connections and experiences.
Proceedings of the Extended Abstracts Proceedings of the 2007 Conference on Human Factors in Computing Systems, 2007
2006
Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worse.
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames, 2006
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006
The Morgan Kaufmann series in interactive 3D technology, Morgan Kaufmann, ISBN: 978-1-55860-921-1, 2006
2005
Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play.
Proceedings of the Digital Games Research Conference 2005, 2005
A Social Psychological Approach to Games Research.
Proceedings of the Digital Games Research Conference 2005, 2005
Proceedings of the Extended Abstracts Proceedings of the 2005 Conference on Human Factors in Computing Systems, 2005
2004
04121 Working Group 2 -- Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans.
Proceedings of the Evaluating Embodied Conversational Agents, 14.03. - 19.03.2004, 2004
Proceedings of the From Brows to Trust - Evaluating Embodied Conversational Agents, 2004
2003
Can software agents influence human relations?: balance theory in agent-mediated communities.
Proceedings of the Second International Joint Conference on Autonomous Agents & Multiagent Systems, 2003
2002
New Gener. Comput., 2002
2001
Proceedings of the Fifth International Conference on Autonomous Agents, 2001
2000
Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics.
Int. J. Hum. Comput. Stud., 2000
Proceedings of the Digital Cities, 2000
Helper agent: designing an assistant for human-human interaction in a virtual meeting space.
Proceedings of the CHI 2000 Conference on Human factors in computing systems, 2000
Proceedings of the CHI '00 Extended Abstracts on Human Factors in Computing Systems, 2000
1999
Supporting cross-cultural communication in real-world encounters.
Proceedings of the Human-Computer Interaction: Communication, 1999
Proceedings of the Cooperative Information Agents III, Third International Workshop, 1999
1995