Welcome to the Stratford School of Interaction Design and Business community.

This community and it’s collections are organized using the University of Waterloo's Faculties and Academics structure. In this structure:

  • Communities are Faculties or Affiliated Institutions
  • Collections are Departments or Research Centres

Research outputs are organized by type (eg. Master Thesis, Article, Conference Paper).

New collections following this structure will be created UPON REQUEST .

Collections in this community

Recent deposits

  • A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education 

    Zhang-Kennedy, Leah; Chiasson, Sonia (ACM, 2021-01-02)
    We conduct a comprehensive review covering academic publications and industry products relating to tools for cybersecurity awareness and education aimed at non-expert end-users developed in the past 20 years. Through our ...
  • From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats 

    Zhang-Kennedy, Leah; Mekhail, Christine; Abdelaziz, Yomna; Chiasson, Sonia (ACM, 2016-06-21)
    The rise in mobile media use by children has heightened parents' concerns for their online safety. Through semi-structured interviews of parent-child dyads, we explore the perceived privacy and security threats faced by ...
  • Teaching with an Interactive E-book to Improve Children's Online Privacy Knowledge 

    Zhang-Kennedy, Leah; Chiasson, Sonia (ACM, 2016-06-21)
    We designed the Cyberheroes interactive e-book and conducted a preliminary user study to test its effectiveness in educating children aged 7 to 9 about online privacy risks. Children and parents found the book to be fun ...
  • Cyberheroes: An Interactive Ebook for Improving Children’s Online Privacy 

    Zhang-Kennedy, Leah; Chiasson, Sonia (Scienceopen, 2017-07)
    We designed, illustrated, and developed Cyberheroes, an educational interactive ebook that teaches children about online privacy. The ebook was evaluated with children and parents, and had positive effects on children’s ...
  • Secure Comics: An Interactive Comic Series for Improving Cyber Security and Privacy 

    Zhang-Kennedy, Leah; Biddle, Robert; Chiasson, Sonia (Scienceopen, 2017-07)
    We designed, illustrated, and developed Secure Comics, an online educational interactive comic series about cyber security and privacy. The three-part comic was evaluated with adults and children, and had positive effects ...
  • Engaging Children About Online Privacy Through Storytelling in an Interactive Comic 

    Zhang-Kennedy, Leah; Baig, Khadija; Chiasson, Sonia (Scienceopen, 2017-07)
    Children’s privacy is put at risk through online sharing of location-based information. We study the effectiveness of an educational interactive comic on improving 11- to 13-year-old children’s privacy knowledge and behaviour ...
  • You’re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness 

    MacArthur, Cayley; Grinberg, Arielle; Harley, Daniel; Hancock, Mark (ACM, 2021-05-06)
    While multiple studies suggest that female-identified participants are more likely to experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR publications (59 studies and 12 surveys) ...
  • Tunnel Divisions: Interactive Sound Mapping of Transitory Public Spaces 

    MacArthur, Cayley; Trothen, Stephen; Hancock, Mark (ACM, 2016-11-06)
    We present Tunnel Divisions, an interactive musical installation designed for ephemeral interaction in public spaces. Informed by concepts from cultural and media studies along with existing literature on interactive public ...
  • Makers and Quilters: Investigating Opportunities for Improving Gender-Imbalanced Maker Groups 

    MacArthur, Cayley; Wong, Caroline; Hancock, Mark (ACM, 2019-11)
    Recent efforts to diversify participation in STEM (Science, Technology, Engineering & Math) activities through informal learning environments, such as hackathons and makerspaces, confirm a real desire for inclusion among ...
  • Curioscape: A Curiosity-driven Escape Room Board Game 

    Tu, Joseph; Durmanova, Ekaterina (CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020-11-02)
    Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule ...
  • Financial Literacy through Gameful Design 

    Cen, Jian-Lan Andrew (University of Waterloo, 2021-01-29)
    Canadians have been found to have little to no expendable income and find debt management difficult. Alongside the growing push towards digital service platforms replacing traditional brick and mortar solutions within the ...
  • Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs 

    Landers, Richard; Tondello, Gustavo F.; Kappen, Dennis L.; Collmus, Andrew; Mekler, Elisa D.; Nacke, Lennart (Elsevier, 2019-07)
    Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined ...
  • Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App 

    Bomfim, Marcela C.C.; Kirkpatrick, Sharon I.; Nacke, Lennart; Wallace, James R. (ACM, 2020-04-25)
    Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized ...
  • Dynamic Personalization of Gameful Interactive Systems 

    Fortes Tondello, Gustavo (University of Waterloo, 2019-07-17)
    Gameful design, the process of creating a system with affordances for gameful experiences, can be used to increase user engagement and enjoyment of digital interactive systems. It can also be used to create applications ...
  • Empirical validation of the Gamification User Types Hexad scale in English and Spanish 

    Fortes Tondello, Gustavo; Mora, Alberto; Marczewski, Andrzej; Nacke, Lennart (Elsevier, 2018-10-13)
    Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase ...
  • A Theory of Gamification Principles Through Goal-Setting Theory 

    Fortes Tondello, Gustavo; Premsukh, Hardy; Nacke, Lennart (Hawaii International Conference on System Sciences, 2018-01-03)
    Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement ...
  • Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types 

    Orji, Rita; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2018-04-21)
    Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to ...
  • Towards a Trait Model of Video Game Preferences 

    Fortes Tondello, Gustavo; Valtchanov, Deltcho; Reetz, Adrian; Wehbe, Rina Renee; Orji, Rita; Nacke, Lennart (Taylor & Francis, 2018-04-19)
    Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, ...
  • Positive Gaming: Workshop on Gamification and Games for Wellbeing 

    Fortes Tondello, Gustavo; Orji, Rita; Vella, Kellie; Johnson, Daniel; Van Dooren, Marierose; Nacke, Lennart (Association for Computing Machinery, 2017-10-15)
    Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational ...
  • Recommender Systems for Personalized Gamification 

    Fortes Tondello, Gustavo; Orji, Rita; Nacke, Lennart (ACM, 2017-07-09)
    Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized ...

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