Katherine Isbister

Orcid: 0000-0003-2459-4045

Affiliations:
  • 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 154 papers between 1995 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

Online presence:

On csauthors.net:

Bibliography

2024
Now That's What I Call A Robot(ics Education Kit)!
Proceedings of the Eighteenth International Conference on Tangible, 2024

2023
Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research.
ACM Trans. Comput. Hum. Interact., February, 2023

Social XR: The Future of Communication and Collaboration (Dagstuhl Seminar 23482).
Dagstuhl Reports, 2023

Sharing Feelings via Mini Robot Gestures.
Proceedings of the 2nd Empathy-Centric Design Workshop, 2023

Games and Play SIG: Connecting Through Social and Playful Technologies.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Edu-larp @ CHI.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Being Social in VR Meetings: A Landscape Analysis of Current Tools.
Proceedings of the 2023 ACM Designing Interactive Systems Conference, 2023

The Cuteness Factor: An Interpretive Framework for Artists, Designers and Engineers.
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

Designerly Tele-Experiences: A New Approach to Remote Yet Still Situated Co-Design.
ACM Trans. Comput. Hum. Interact., 2022

A "beyond being there" for VR meetings: envisioning the future of remote work.
Hum. Comput. Interact., 2022

Conversation Balance: A Shared VR Visualization to Support Turn-taking in Meetings.
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

Towards Better Understanding Maker Ecosystems.
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

The Future of Human-Food Interaction.
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

Drawing From Social Media to Inspire Increasingly Playful and Social Drone Futures.
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

Introduction.
Interactions, 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

Flippo the Robo-Shoe-Fly: A Foot Dwelling Social Wearable Companion.
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

Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda.
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
Workshop presentation of a social wearable that affords vulnerability.
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

A social wearable that affords vulnerability.
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

Toward 'Suprahuman' Technology.
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

A design framework for playful wearables.
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019

Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Playful Human-Food Interaction Research: State of the Art and Future Directions.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Chasing Play Potentials in Food Culture to Inspire Technology Design.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Translating Affective Touch into Text.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

'In the Same Boat', : A Game of Mirroring Emotions for Enhancing Social Play.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

All the World (Wide Web)'s a Stage: A Workshop on Live Streaming.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Shaping Pro-Social Interaction in VR: An Emerging Design Framework.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Designing 'True Colors': A Social Wearable that Affords Vulnerability.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Making Sense of Human-Food Interaction.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Larping (Live Action Role Playing) as an Embodied Design Research Method.
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

Design Framework for Social Wearables.
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

Embracing First-Person Perspectives in Soma-Based Design.
Informatics, 2018

Seagull: A bird's-eye view of the evolution of technical games research.
Entertain. Comput., 2018

Soft-bodied Fidget Toys: A Materials Exploration.
Proceedings of the Twelfth International Conference on Tangible, 2018

Firefly: A Social Wearable to Support Physical Connection of Larpers.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Designing Future Social Wearables with Live Action Role Play (Larp) Designers.
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

Games and Play SIG: Engaging Small Developer Communities.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Emotion Regulation in the Wild: Introducing WEHAB System Architecture.
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

Social Affordances at Play: Game Design Toward Socio-Technical Innovation.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

'Not Too Much, Not Too Little' Wearables For Group Discussions.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology.
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

Visualising the Landscape of Human-Food Interaction Research.
Proceedings of the Companion Publication of the 19th International ACM SIGACCESS Conference on Computers and Accessibility, 2018

2017
Games and play leading the way to better shared experience.
Interactions, 2017

Wearables to support interdependent play.
Interactions, 2017

Design, appropriation, and use of technology in larps.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

All the feels: designing a tool that reveals streamers' biometrics to spectators.
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

Toward understanding disciplinary divides within games research.
Proceedings of the International Conference on the Foundations of Digital Games, 2017

Connecting through Play by Design.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017

HapLand: A Scalable Robust Emotion Regulation Haptic System Testbed.
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

Interdependent Wearables (for Play): A Strong Concept for Design.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017


2016
Connecting through play.
Interactions, 2016

Influence of head-up displays' characteristics on user experience in video games.
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

GameNet and GameSage: Videogame Discovery as Design Insight.
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

All the Feels: Introducing Biometric Data to Online Gameplay Streams.
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

Motion, Emotion, and Form: Exploring Affective Dimensions of Shape.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016


Hotaru: The Lightning Bug Game.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

How Games Move Us - Emotion by Design.
MIT Press, ISBN: 978-0-262-03426-5, 2016

2015
Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation.
Proceedings of the Game User Experience Evaluation, 2015

Guidelines for the Design of Movement-Based Games and Their Relevance to HCI.
Hum. Comput. Interact., 2015

Introduction to this Special Issue on HCI and Games.
Hum. Comput. Interact., 2015

Player-video game interaction: A systematic review of current concepts.
Comput. Hum. Behav., 2015

Costumes and Wearables as Game Controllers.
Proceedings of the Ninth International Conference on Tangible, 2015

Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play.
Proceedings of the Ninth International Conference on Tangible, 2015

Games Research Today: Analyzing the Academic Landscape 2000-2014.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

2014
Multitouch Gesture-Based Authentication.
IEEE Trans. Inf. Forensics Secur., 2014

Guest Editorial: Emotion in Games.
IEEE Trans. Affect. Comput., 2014

Quantifying "Magic": Learnings from User Research for Creating Good Player Experiences on Xbox Kinect.
Int. J. Gaming Comput. Mediat. Simulations, 2014

Fidget widgets: designing for the physical margins of digital workspaces.
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

Pixel Motion: A surveillance camera-enabled public digital game.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

"Touch me": workshop on tactile user experience evaluation methods.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Movement-based game guidelines.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Designing for the experiential body.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Open sesame: re-envisioning the design of a gesture-based access control system.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Fidget widgets: secondary playful interactions in support of primary serious tasks.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

A new perspective for the games and entertainment community.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Metrics in Simulations and Games for Learning.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Game innovation lab, NYU-Poly.
Interactions, 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

Scoop!: using movement to reduce math anxiety and affect confidence.
Proceedings of the International Conference on the Foundations of Digital Games, 2012

Biometric-rich gestures: a novel approach to authentication on multi-touch devices.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Scoop!: a movement-based math game designed to reduce math anxiety.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Game user research.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Games and entertainment community SIG: shaping the future.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Investigating multi-touch gestures as a novel biometric modality.
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

Emotion and motion: games as inspiration for shaping the future of interface.
Interactions, 2011

Mobile augmented reality: design issues and opportunities.
Proceedings of the 13th Conference on Human-Computer Interaction with Mobile Devices and Services, 2011

Body Buddies: Social Signaling through Puppeteering.
Proceedings of the Virtual and Mixed Reality - Systems and Applications, 2011

Is more movement better?: a controlled comparison of movement-based games.
Proceedings of the Foundations of Digital Games, 2011

Reactive animation and gameplay experience.
Proceedings of the Foundations of Digital Games, 2011

Wriggle: an exploration of emotional and social effects of movement.
Proceedings of the International Conference on Human Factors in Computing Systems, 2011

Games and HCI: perspectives on intersections and opportunities.
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
Enabling Social Play: A Framework for Design and Evaluation.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

Designing games for learning: insights from conversations with designers.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Using the <i>Sensual Evaluation Instrument</i>.
Digit. Creativity, 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
Game Usability - Advice from the Experts for Advancing the Player Experience.
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

Evaluating affective interactions.
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

The sensual evaluation instrument: developing an affective evaluation tool.
Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006

Better Game Characters by Design - A Psychological Approach.
The Morgan Kaufmann series in interactive 3D technology, Morgan Kaufmann, ISBN: 978-1-55860-921-1, 2006

2005
Sensitizing Social Agents For Virtual Training.
Appl. Artif. Intell., 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

Evaluating affective interfaces: innovative approaches.
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

The Blind Men and the Elephant Revisited.
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
Supporting Cross-Cultural Communication with a Large-Screen System.
New Gener. Comput., 2002

2001
SageTalk: designing a tool for designing successful web-based social agents.
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

A Warm Cyber-Welcome: Using an Agent-Led Group Tour to Introduce Visitors to Kyoto.
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

Digital city project: NTT open laboratory.
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

Digital City Kyoto: Towards a Social Information Infrastructure.
Proceedings of the Cooperative Information Agents III, Third International Workshop, 1999

1995
HCI students and internships.
ACM SIGCHI Bull., 1995


  Loading...