Katherine Isbister
American educator
Katherine Isbister's AcademicInfluence.com Rankings
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Computer Science Psychology
Katherine Isbister's Degrees
- PhD Computer Science Stanford University
- Bachelors Psychology University of California, Berkeley
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(Suggest an Edit or Addition)According to Wikipedia, Katherine Isbister is a game and human computer interaction researcher and designer, currently a professor in computational media at the University of California, Santa Cruz. Until June 2015, she was an associate professor at New York University, with a joint appointment in computer science and in the Game Center at the Tisch School of the Arts. At NYU, she was founding research director of the Game Innovation Lab. Isbister's research and design contributions center on how to create more compelling emotional and social qualities in games and other digital experiences. She has innovated in the areas of character/avatar/agent design and in researching and evaluating the user experience. Her book, Better Game Characters by Design: A Psychological Approach, was nominated in 2006 for a Game Developer Magazine Frontline award. She is also co-editor of a book which outlines the state of the art in user research practices in studying games, titled Game Usability: Advice from the Experts for Advancing the Player Experience.
Katherine Isbister's Published Works
Published Works
- Consistency of personality in interactive characters: verbal cues, non-verbal cues, and user characteristics (2000) (396)
- Biometric-rich gestures: a novel approach to authentication on multi-touch devices (2012) (319)
- Truth is beauty: researching embodied conversational agents (2001) (268)
- How Games Move Us - Emotion by Design (2016) (215)
- Game Usability: Advancing the Player Experience (2008) (212)
- Digital cities : technologies, experiences, and future perspectives (2000) (198)
- Helper agent: designing an assistant for human-human interaction in a virtual meeting space (2000) (190)
- The sensual evaluation instrument: developing an affective evaluation tool (2006) (172)
- Game Usability - Advice from the Experts for Advancing the Player Experience (2008) (161)
- Movement-based game guidelines (2014) (151)
- Embracing First-Person Perspectives in Soma-Based Design (2018) (124)
- Better Game Characters by Design - A Psychological Approach (2006) (121)
- Shaping Pro-Social Interaction in VR: An Emerging Design Framework (2019) (106)
- Multitouch Gesture-Based Authentication (2014) (105)
- Designing games for learning: insights from conversations with designers (2010) (96)
- Guidelines for the Design of Movement-Based Games and Their Relevance to HCI (2015) (95)
- Player-video game interaction: A systematic review of current concepts (2015) (84)
- Making Sense of Human-Food Interaction (2019) (82)
- What's It Mean to "Be Social" in VR?: Mapping the Social VR Design Ecology (2018) (79)
- The sensual evaluation instrument: Developing a trans-cultural self-report measure of affect (2007) (75)
- Digital Cities (2000) (69)
- Enabling Social Play: A Framework for Design and Evaluation (2010) (67)
- Better game characters by design : a psychological approach (2006) (65)
- Design and Evaluation of Embodied Conversational Agents: A Proposed Taxonomy (2002) (59)
- Digital City Kyoto: Towards a Social Information Infrastructure (1999) (56)
- The Blind Men and the Elephant Revisited (2004) (55)
- Games Research Today: Analyzing the Academic Landscape 2000-2014 (2015) (55)
- Investigating multi-touch gestures as a novel biometric modality (2012) (51)
- The Four Fun Keys (2008) (51)
- Bots & (Main)Frames: Exploring the Impact of Tangible Blocks and Collaborative Play in an Educational Programming Game (2018) (51)
- Designing Future Social Wearables with Live Action Role Play (Larp) Designers (2018) (49)
- On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners (2009) (48)
- Interdependent Wearables (for Play): A Strong Concept for Design (2017) (48)
- Understanding Emerging Design Practices for Avatar Systems in the Commercial Social VR Ecology (2019) (48)
- Designing 'True Colors': A Social Wearable that Affords Vulnerability (2019) (47)
- Can software agents influence human relations?: balance theory in agent-mediated communities (2003) (47)
- Heuristic Evaluation of Games (2008) (43)
- Chapter 14 – Physiological Measures for Game Evaluation* (2008) (43)
- Wriggle: an exploration of emotional and social effects of movement (2011) (42)
- Bridging the Physical Divide: A Design Framework for Embodied Learning Games and Simulations (2016) (41)
- Design Framework for Social Wearables (2019) (39)
- Metrics in Simulations and Games for Learning (2013) (39)
- Social Affordances at Play: Game Design Toward Socio-Technical Innovation (2018) (38)
- Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation (2015) (36)
- Emotion and motion: games as inspiration for shaping the future of interface (2011) (35)
- Playful Human-Food Interaction Research: State of the Art and Future Directions (2019) (34)
- Yamove! A Movement Synchrony Game That Choreographs Social Interaction (2016) (34)
- All the feels: designing a tool that reveals streamers' biometrics to spectators (2017) (33)
- Is more movement better?: a controlled comparison of movement-based games (2011) (32)
- Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design (2019) (31)
- Soma-Based Design Theory (2017) (30)
- Costumes and Wearables as Game Controllers (2015) (29)
- How to stop being a buzzkill: designing yamove!, a mobile tech mash-up to truly augment social play (2012) (29)
- Waggling the Form Baton: Analyzing Body-Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience (2011) (29)
- Guest Editorial: Emotion in Games (2014) (28)
- Game user research (2012) (28)
- Scoop!: a movement-based math game designed to reduce math anxiety (2012) (26)
- "I just let him cry... (2018) (26)
- Chapter 5 – Let the Game Tester Do the Talking: Think Aloud and Interviewing to Learn About the Game Experience (2008) (26)
- Touring Machines: Guide Agents for Sharing Stories about Digital Places (1999) (25)
- Influence of head-up displays' characteristics on user experience in video games (2016) (23)
- Digital Cities, Technologies, Experiences, and Future Perspectives [the book is based on an international symposium held in Kyoto, Japan, in September 1999 (1999) (23)
- "I just let him cry...: Designing Socio-Technical Interventions in Families to Prevent Mental Health Disorders (2018) (23)
- Using Biometric Measurement to Help Develop Emotionally Compelling Games (2008) (23)
- Designing for the physical margins of digital workspaces: fidget widgets in support of productivity and creativity (2014) (23)
- Social Implications of Using Synthetic Characters: An Examination of a Role-Specific Intelligent Agent (1998) (23)
- Understanding Fidget Widgets: Exploring the Design Space of Embodied Self-Regulation (2016) (23)
- Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play (2015) (23)
- Astaire: A Collaborative Mixed Reality Dance Game for Collocated Players (2019) (22)
- Chapter 9 – Master Metrics: The Science Behind the Art of Game Design (2008) (22)
- Technology for Situated and Emergent Play: A Bridging Concept and Design Agenda (2020) (21)
- Evaluating a Personalizable, Inconspicuous Vibrotactile(PIV) Breathing Pacer for In-the-Moment Affect Regulation (2020) (21)
- Hotaru: The Lightning Bug Game (2016) (21)
- Move to be Moved (2016) (20)
- HapLand: A Scalable Robust Emotion Regulation Haptic System Testbed (2017) (20)
- Evaluating affective interfaces: innovative approaches (2005) (20)
- A design framework for playful wearables (2019) (19)
- Visualising the Landscape of Human-Food Interaction Research (2018) (19)
- Beyond game design : Nine steps towards better videogames (2009) (19)
- Evaluating affective interactions (2007) (19)
- Introduction to this Special Issue on HCI and Games (2015) (18)
- Design, appropriation, and use of technology in larps (2017) (18)
- Chasing Play Potentials in Food Culture to Inspire Technology Design (2019) (18)
- Designing and Evaluating 'In the Same Boat', A Game of Embodied Synchronization for Enhancing Social Play (2020) (18)
- Tangibles vs. Mouse in Educational Programming Games: Influences on Enjoyment and Self-Beliefs (2017) (16)
- Designing for the experiential body (2014) (16)
- A Smart Toy Intervention to Promote Emotion Regulation in Middle Childhood: Feasibility Study (2019) (16)
- Supple interfaces: designing and evaluating for richer human connections and experiences (2007) (15)
- Firefly: A Social Wearable to Support Physical Connection of Larpers (2018) (15)
- Chapter Eight – Player-Characters (2006) (15)
- PIV: Placement, Pattern, and Personalization of an Inconspicuous Vibrotactile Breathing Pacer (2020) (15)
- Connecting through play (2016) (15)
- Fidget widgets: secondary playful interactions in support of primary serious tasks (2013) (15)
- Using the Sensual Evaluation Instrument (2009) (15)
- All the Feels: Introducing Biometric Data to Online Gameplay Streams (2016) (14)
- Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design (2021) (14)
- The Future of Human-Food Interaction (2021) (13)
- The Case for “Weird Social” in VR/XR: A Vision of Social Superpowers Beyond Meatspace (2021) (13)
- Scoop!: using movement to reduce math anxiety and affect confidence (2012) (13)
- Sensual Evaluation Instrument (2005) (13)
- Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations (2016) (12)
- Motion, Emotion, and Form: Exploring Affective Dimensions of Shape (2016) (12)
- Emotion Regulation in the Wild: Introducing WEHAB System Architecture (2018) (12)
- SENSITIZING SOCIAL AGENTS FOR VIRTUAL TRAINING (2005) (12)
- Games User Research (GUR)Our Experience with and Evolution of Four Methods (2008) (12)
- Emotion and Body-Based Games: Overview and Opportunities (2016) (12)
- Games and entertainment community SIG: shaping the future (2012) (11)
- The Strange Case of the Casual Gamer (2008) (11)
- Seagull: A bird's-eye view of the evolution of technical games research (2018) (11)
- A Warm Cyber-Welcome: Using an Agent-Led Group Tour to Introduce Visitors to Kyoto (1999) (11)
- Chasing Play Potentials in Food Culture: Learning from Traditions to Inspire Future Human-Food Interaction Design (2020) (11)
- Mobile augmented reality: design issues and opportunities (2011) (11)
- Chapter 14. Web guide agents: Narrative context with character (2003) (10)
- 'Not Too Much, Not Too Little' Wearables For Group Discussions (2018) (10)
- Reading personality in onscreen interactive characters: an examination of social psychological principles of consistency, personality match, and situational attribution applied to interaction with characters (1998) (9)
- Usability and Playability Expert Evaluation (2008) (9)
- Social Implications of Using Synthetic Characters (1997) (9)
- 04121 Working Group 2 -- Design criteria, techniques and case studies for creating and evaluating interactive experiences for virtual humans (2004) (9)
- Chasing Play with Instagram: How Can We Capture Mundane Play Potentials to Inspire Interaction Design? (2020) (8)
- Identifying Children's Fidget Object Preferences: Toward Exploring the Impacts of Fidgeting and Fidget-Friendly Tangibles (2018) (8)
- Toward ‘Suprahuman’ Technology (2019) (8)
- Pixel Motion: A surveillance camera-enabled public digital game (2014) (8)
- A “beyond being there” for VR meetings: envisioning the future of remote work (2021) (7)
- Designing for Play that Permeates Everyday Life: Towards New Methods for Situated Play Design (2019) (7)
- Open sesame: re-envisioning the design of a gesture-based access control system (2013) (7)
- Agents: what (or who) are they? (1995) (7)
- GameNet and GameSage: Videogame Discovery as Design Insight (2016) (6)
- Evaluation of Affective Interactive Applications (2011) (6)
- 'In the Same Boat',: A Game of Mirroring Emotions for Enhancing Social Play (2019) (6)
- Toward understanding disciplinary divides within games research (2017) (6)
- Quantifying "Magic": Learnings from User Research for Creating Good Player Experiences on Xbox Kinect (2014) (6)
- Supporting cross-cultural communication with a large-screen system (2002) (6)
- All the World (Wide Web)'s a Stage: A Workshop on Live Streaming (2019) (5)
- Emotion Regulation in the Wild : The WEHAB Approach (2018) (5)
- The Effect of Static Anthropomorphic Imag es on Emotion Perceptions in Mobile-Phone Communication (2006) (5)
- Games and Play SIG: Engaging Small Developer Communities (2018) (5)
- Soft-bodied Fidget Toys: A Materials Exploration (2018) (5)
- Fidget widgets: designing for the physical margins of digital workspaces (2014) (5)
- Digital city project: NTT open laboratory (2000) (5)
- Proceedings of the 16th International Conference on the Foundations of Digital Games (2011) (5)
- Design (Not) Lost in Translation: A Case Study of an Intimate-Space Socially Assistive “Robot” for Emotion Regulation (2021) (5)
- Body Buddies: Social Signaling through Puppeteering (2011) (5)
- "Touch me": workshop on tactile user experience evaluation methods (2014) (4)
- Chapter 2 – Organizational Challenges for User Research in the Videogame Industry: Overview and Advice (2008) (4)
- Game Usability (2022) (4)
- Playdates with Big Brother: Playfully Repurposing Surveillance Cameras to Build Communities (2014) (4)
- A new perspective for the games and entertainment community (2013) (4)
- Supporting cross-cultural communication in real-world encounters (1999) (4)
- Motion-Based Game Design: How to Design Quality Movement Games for Wii, Kinect, and Move (2013) (4)
- Flippo the Robo-Shoe-Fly: A Foot Dwelling Social Wearable Companion (2020) (4)
- Larping (Live Action Role Playing) as an Embodied Design Research Method (2019) (4)
- Astaire (2019) (4)
- Chapter 19 – Social Psychology and User Research (2008) (4)
- K-12 Teachers Experiences with Computing: A Case Study (2017) (4)
- Where interaction design meets gastronomy: Crafting increasingly playful and interactive eating experiences (2020) (4)
- The Playful Potential of Shared Mealtime (2021) (4)
- Conversation Balance: A Shared VR Visualization to Support Turn-taking in Meetings (2022) (3)
- PIV (2020) (3)
- Who You Are by way of What You Are: Behavioral Biometric Approaches to Authentication (2014) (3)
- Translating Affective Touch into Text (2019) (3)
- Social Media as a Design and Research Site in HCI: Mapping Out Opportunities and Envisioning Future Uses (2021) (3)
- Technologies, experiences, and future perspectives (2000) (3)
- A social wearable that affords vulnerability (2019) (3)
- "You're Giving Me Mixed Signals!": A Comparative Analysis of Methods that Capture Players' Emotional Response to Games (2018) (3)
- Drawing From Social Media to Inspire Increasingly Playful and Social Drone Futures (2021) (3)
- Anywear Academy: A Larp-based Camp to Inspire Computational Interest in Middle School Girls (2022) (2)
- Co-Imagining the Future of Playable Cities: A Bottom-Up, Multi-Stakeholder Speculative Inquiry into the Playful Potential of Urban Technology (2022) (2)
- Learning with the Body (2021) (2)
- Chapter 17 (B) – Further Thoughts from Steve Swink on Game Usability (2008) (2)
- Wearables to support interdependent play (2016) (2)
- Technical Adequacy of the Disruptive Behavior Rating Scale-2nd Edition–Self-Report (2015) (2)
- (invited) games and entertainment at CHI: towards forming a robust and ongoing community (2011) (2)
- SageTalk: designing a tool for designing successful web-based social agents (2001) (2)
- Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse (2017) (2)
- Measuring aspects of player experience : A systematic review of human-computer interaction journals (2014) (2)
- Connecting through Play by Design (2017) (2)
- Games and HCI: perspectives on intersections and opportunities (2011) (2)
- Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research (2022) (2)
- HUMAN–TECHNOLOGY CHOREOGRAPHIES: BODY, MOVEMENT, AND SPACE CHOREOGRAPHIES: AN EMERGING PERSPECTIVE FOR INTERACTION DESIGN (2016) (1)
- Reactive animation and gameplay experience (2011) (1)
- AR Fidget: Augmented Reality Experiences that Support Emotion Regulation through Fidgeting (2022) (1)
- Chapter 17 (A) – Usability for Game Feel (2008) (1)
- Chapter 8 – Interview with Eric Schaffer, Ph.D., CEO of Human Factors International (2008) (1)
- Usable Content in a Post-Document World (2006) (1)
- Designing a Helper Agent for Communication in a Virtual Space (2000) (1)
- Can Soft-ware Agents Influence Human Relations (2003) (1)
- Player Experience and Game User Research Workshop (2011) (1)
- Designerly Tele-Experiences: A New Approach to Remote Yet Still Situated Co-Design (2022) (1)
- Characters in Action (2006) (1)
- Introduction (1986) (1)
- Chapter 21 – Matrix of Issues and Tools (2008) (1)
- Emotional space: understanding affective spatial dimensions of constructed embodied shapes (2014) (1)
- Generating Ideas and Building Prototypes (2011) (1)
- A Catalog of Speculative Playful Urban Technology Ideas: Exploring the Playful Potential of Smart Cities (2021) (1)
- Occasionally reconcilable differences: bringing games and linear entertainment IP together, for better and for worse (2006) (1)
- Understanding Users and Their Situation (2011) (1)
- Chapter Five – The Face (2006) (1)
- HCI students and internships (1995) (1)
- Chapter 3 – Interview with Tobi Saulnier, Founder and CEO of 1st Playable Productions (2008) (0)
- Practical Questions—Dominance, Friendliness, and Personality (2006) (0)
- VR in Workplace Meetings: Learning from Social VR in “The Wild” (2020) (0)
- Chapter 22 – Interview with Don Norman, Principal in the Nielsen-Norman Group, and Professor, NorthwesternUniversity (2008) (0)
- Using a Character's Social Equipment (2006) (0)
- Party Hosts and Tour Guides (2002) (0)
- Quantifying “Magic”: Creating Good Player Experiences on Xbox Kinect (2017) (0)
- Edu-larp @ CHI (2023) (0)
- Towards Better Understanding Maker Ecosystems (2021) (0)
- Focus on the Player (2006) (0)
- Technology-enabled prevention intervention to promote emotion regulation in middle childhood: Feasibility study (2019) (0)
- Chapter 23 – “Gamenics” and its Potential—Interview with Akihiro Saitō*, Professor, Ritsumeikan University, College of Image Arts and Sciences; Director, Bmat Japan (2008) (0)
- Chapter Seven – The Voice (2006) (0)
- A Social Psychological Approach to Games Research (2005) (0)
- Session details: Game experiences (2012) (0)
- Usable ContentinaPost-Document World (2006) (0)
- Chapter 18 – Interview about Prototyping and Usability with Jenova Chen (2008) (0)
- Toward a History that Examines Games as ‘Social Engineering’ (2019) (0)
- Chapter 16 – Interview with Georgios Yannakakis, Assistant Professor at the Center for Computer Games Research, IT-University of Copenhagen (2008) (0)
- :3 FRQWULEXWLQJ WR WKH GHOLYHUDEOH (2004) (0)
- Chapter Four – Gender (2006) (0)
- Game innovation lab, NYU-Poly (2012) (0)
- Providing Impactful Professional Development Teachers Can Implement (Abstract Only) (2016) (0)
- Chapter One – Social Surface (2006) (0)
- MESMER (2020) (0)
- Chapter 11 – Interviews about User Testing Practices at PlayFirst® (2008) (0)
- MESMER: Towards a Playful Tangible Tool for Non-Verbal Multi-Stakeholder Conversations (2020) (0)
- Chapter Nine – Nonplayer-Characters (2006) (0)
- BRIDGING INDUSTRY, GAME STUDIES AND SOCIAL SCIENCE PERSPECTIVES (2013) (0)
- Chapter 14. Web guide agents (2003) (0)
- Modeling Human Emotions, Perception, and Emotional Response (2016) (0)
- Workshop presentation of a social wearable that affords vulnerability (2019) (0)
- Session details: Doctoral consortium abstracts (2014) (0)
- Well Played--Vol. 1, No. 1 (2015) (0)
- At Play: Guest Editors' Introduction (2006) (0)
- Proceedings of the 4th International Conference on Fun and Games (2012) (0)
- Perform or Else: An Interdisciplinary Workshop on Extroverted Game Play (2005) (0)
- Chapter Ten – Process (2006) (0)
- Synergistic Social Technology: Designing Systems with ‘Needs’ that Encourage and Support Social Interaction (2021) (0)
- Affect Regulation Using Technology: Lessons Learned by Taking a Multidisciplinary Perspective (2019) (0)
- The Design and Evaluation Process (2011) (0)
- Chapter Three – Culture (2006) (0)
- Parappa the rapper (or, how i learned to love Rodney Alan Greenblat and Masaya Matsuura) (2009) (0)
- Games and Play SIG: Connecting Through Social and Playful Technologies (2023) (0)
- Games and play leading the way to better shared experience (2017) (0)
- Interview with Roppyaku Tsurumi, Roppyaku Design (2008) (0)
- First ones in: Immediate nursing response after cyclone Yasi (2011) (0)
- Chapter Eleven – Evaluation (2006) (0)
- Session details: Papers: food and health (2013) (0)
- CHI-GUR (Game User Research) (2012) (0)
- 17A. Usability for Game Feel (2008) (0)
- Chapter Six – The Body (2006) (0)
- Feasibility study of technology-enabled prevention intervention for children and families (Preprint) (2019) (0)
- CHI-GUR (Game User Research): Exploring Methodologies (2012) (0)
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