Katherine Isbister
(A selected subset of my publications--for a more thorough listing, see cv.)

How Games Move Us: Emotion by Design
Isbister, MIT Press, 2016

Game Usability: Advice from the Experts for Advancing the Player Experience
Isbister and Schaffer, Editors, Morgan Kaufmann, 2008

Better Game Characters by Design: A Psychological Approach
Isbister, Morgan Kaufmann, 2006.

Journal Articles and Refereed Conference Proceedings

Isbister, K. (2016). Connecting through Play. Interactions Magazine 23(4) (Cover article).

Melcer, E. and Isbister, K. (2016). Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations. Proceedings of DiGRA/FDG 2016.

Karlesky, M. and Isbister, K. (2016). Understanding Fidget Widgets: Exploring the Design Space of Embodied Self-Regulation. Proceedings of NordiCHI 2016.

Isbister, K., Márquez Segura, E., Kirkpatrick, S., Chen, X., Salahuddin, S., Cao, G. and Tang, R. (2016). Yamove! A Movement Synchrony Game That Choreographs Social Interaction. Human Technology Special Issue on Human-Technology Choreographies: Body, Movement, and Space, Volume 12 (1):74-102.

Abe, K. and Isbister, K. (2016). Hotaru: The Lightning Bug Game. (Presented in Interactivity). CHI Extended Abstracts 2016: 277-280.

Isbister, K. and Mueller, F. (2015). Guidelines for the Design of Movement-Based Games and their relevance to HCI. Human Computer Interaction, special issue on Games and HCI, Volume 30, Issue 3-4, pages 366-399.

Robbins, H. and Isbister, K. (2014). Pixel Motion: A Surveillance Camera Enabled Public Digital Game, In Proceedings of Foundations of Digital Games 2014, Fort Lauderdale, Florida, USA.

Karleskly, M. and Isbister, K. (2014). Designing for the Physical Margins of Digital Workspaces: Fidget Widgets in Support of Productivity and Creativity. In Proceedings of TEI’14, Munich, Germany, pp. 14-19.

Sae-Bae, N., Memon, N. Isbister, K., and Ahmed, K. (2014). Multi-touch Gesture-based Authentication. IEEE Transactions on Information Forensics & Security April 9(4): 568-582.

Isbister, K. (2012). How to Stop Being a Buzzkill: Designing Yamove!, A Mobile Tech Mash-up to Truly Augment Social Play. Keynote presentation, abstract included in Proceedings of MobileHCI 2012, San Francisco, CA.

Sae-Bae, N., Ahmed, K., Isbister, K. and Memon, N. (2012). Biometric-Rich Gestures: A Novel Approach to Authentication on Multi-touch Devices. Proceedings of CHI 2012, Austin, TX.

Isbister, K., Karlesky, M., and Frye, J. (2012). Scoop! Using Movement to Reduce Math Anxiety and Affect Confidence. Interactivity exhibition at CHI 2012 (Short paper included in Conference Proceedings).

Isbister, K. (2011). Emotion and Motion: Games as Inspiration for Shaping the Future of Interface. Interactions, September/October 2011.

Isbister, Schwekendiek, Frye. (2011). Wriggle: An Exploration of Social and Emotional Effects of Movement. Work in Progress presented at CHI 2011. (Short paper included in Conference Proceedings).

Isbister, K., Flanagan, M., and Hash, C. (2010). Designing games for learning: Insights from conversations with designers, Proceedings of CHI (Conference on human factors in computing) 2010, Atlanta, GA, USA.

Isbister, K. and Höök, K. (2009). On being supple: In search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. Proceedings of ACM CHI (Conference on human factors in computing) 2009, Boston, MA, USA.

Isbister, K., Höök, K., Laaksolahti, J., & Sharp, M. (2007). Sensual evaluation instrument: Developing a trans-cultural self-report measure of affect. International journal of human-computer studies 65(4): 315-328.

Isbister, K., & Höök, K. (2007). Evaluating affective interactions. Introduction to special issue of International journal of human-computer studies 65(4): 273-274.

Nakanishi, H., & Isbister, K. (2007). Agent technology embedded in videogames. Information processing society of Japan journal 48(3): 250-256.

Isbister, K., Höök, K., Sharp, D., & Laaksolahti, J. (2006). The Sensual Evaluation Instrument: Developing an affective evaluation tool. Proceedings of ACM CHI (Conference on human factors in computing) 2006, Montréal, Québec, Canada.

Isbister, K. & Nass, C. (2000). Consistency of personality in interactive characters: Verbal cues, non-verbal cues, and user characteristics. International journal of human-computer studies 53(2), 251-267.

Isbister, K., Nakanishi, H., Ishida, T., & Nass, C. (2000). Helper Agent: Designing an assistant for human-human interaction in a virtual meeting space. Proceedings of ACM CHI 2000, 57-64. the Hague, Netherlands.

Isbister, K. & Ishida, T. (1999). Designing for social interaction in cyberspace. IPSJ (Information processing society of Japan) magazine 40(6), 569-574.

Book Chapters
Isbister, K. (2016). Character. In Guins, R. and Lowood, H. (eds), Debugging Game History: A Critical Lexicon. MIT Press.

Márquez Segura, E. and Isbister, K. (2015). Enabling Co-Located Physical Social Play: A Framework for Design and Evaluation. In Bernhaupt R. (ed), Evaluating User Experience in Games (2nd Edition), Springer.

Isbister, K. and Dimauro, C. (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. In Whole Body Interaction. D. England, ed. Springer, London.

Isbister, K. (2010). Enabling social play: A framework for design and evaluation. In Bernhaupt, R. (Ed.) Evaluating User Experiences in Games: Concepts and Methods, Springer.

Isbister, K. (2009). Parappa the Rapper: Or how I learned to love Rodney Alan Greenblat and Masaya Matsuura. In Davidson, D. (Ed.) Well Played, etc press.

Isbister, K. (2009). Step two: Understand social play. In Bateman, C. (Ed.) Beyond Game Design: Nine Steps Toward Creating Better Videogames, Charles River Media.

Isbister, K. 2008. Social Psychology and user research. In Isbister, K. and Schaffer, N. (Eds.) Game Usability: Advice from the Experts for Advancing the Player Experience, Morgan Kaufmann.

Isbister, K. and Doyle, P. 2004. The blind men and the elephant revisited: A multidisciplinary approach to evaluating conversational agents. In (Z. Ruttkay and C. Pelachaud, Eds.) From brows to trust: Evaluating embodied conversational agents, Volume 7, Human Computer Interaction series, Kluwer Press.

Isbister, K. (2004). Building bridges through the unspoken: Embodied agents to facilitate intercultural communication. In R. Trappl & S. Payr (Eds.), Agent culture: Designing virtual characters for a multi-cultural world. Lawrence Erlbaum Associates.