Modeling Musical Mood From Audio Features and Listening Context on an In-Situ Data Set. - Diane K. Watson; Regan L. Mandryk (ISMIR, 2012)

Gamifying behaviour that leads to learning. - Diane K. Watson; Mark S. Hancock; Regan L. Mandryk (Gamification, 2013)

The design and evaluation of a classroom exergame. - Diane K. Watson; Regan L. Mandryk; Kevin G. Stanley (Gamification, 2013)

Deconstructing the touch experience. - Diane K. Watson; Mark S. Hancock; Regan L. Mandryk; Max Birk (ITS, 2013)

Designing a gameful system to support the collection, curation, exploration, and sharing of sports memorabilia. - Diane K. Watson; Deltcho Valtchanov; Mark S. Hancock; Regan L. Mandryk (CHI PLAY, 2014)

Overcoming Interaction Barriers in Large Public Displays Using Personal Devices. - Victor Cheung; Diane K. Watson; Jo Vermeulen; Mark S. Hancock; Stacey D. Scott (ITS, 2014)

ABOVE WATER: An Educational Game for Anxiety. - Rina R. Wehbe; Diane K. Watson; Gustavo Fortes Tondello; Marim Ganaba; Melissa Stocco; Alvin Lee; Lennart E. Nacke (CHI PLAY (Companion), 2016)

ABOVE WATER: Extending the Play Space for Health. - Rina R. Wehbe; Diane K. Watson; Gustavo Fortes Tondello; Lennart E. Nacke (ISS, 2016)

How Tall is that Bar Chart? Virtual Reality, Distance Compression and Visualizations. - Diane K. Watson; George W. Fitzmaurice; Justin Matejka (Graphics Interface, 2021)