Diane Watson is a PhD Candidate in the Cheriton School of Computer Science at the University of Waterloo. Her focus is on Gamification, in particular, how positive behaviours can be encouraged through games. She has been involved in the design of several games, including Reading Garden, a motivational game that encourages undergraduate students to participate in self-study activities such as reading the text book; and Above Water a mental health awareness game.
Watson, D., Hancock, M., Mandryk, R.L. 2013. Gamifying Behaviour the Leads to Learning. InGamification '13, 87-90.
Vortex Mountain is a classroom exergame that strives to deliver educational content as well as encourage short bursts of exercise. The game is geared towards Grade 7s. In the game, groups of students are unlocking computer stations to prevent a virus from destroying the world. To unlock a computer station they must solve a small word scramble through a variety of minigames. The word scramble question and answers are related to educational content (in our case we used English comprehension).
Our mini games used the Kinect and exerbikes to facilitate exercise. Students were required to run, do jumping jacks, crouch and pedal. We simulated the climb up Vortex Mountain by detecting aerobic step exercises using the Wii Fit Boards.
Watson, D., Mandryk, R.L., Stanley, K. 2013. The Design and Evaluation of a Classroom Exergame. In Gamification '13, 34-41.
Sample Publications and Presentations
In Proceedings of the First ACM SIGCHI Annual Symposium on Computer-human Interaction in Play, of CHI PLAY '14, pages 451--452, New York, NY, USA, 2014. ACM
Collectors often attach memories and stories to the objects they collect. These stories can be lost over time, and particularly when the collections are digitized. In this paper, we present semi-structured interviews with collectors of hockey memorabilia to inform a set of design guidelines for creating games and playful interfaces that support collectors. Our interviews highlighted the importance of narrative, organization, and authenticity to collection, and identified the need to support emergent behaviour. Our work provides an example of gameful design principles that could motivate collectors to digitize and share their collections.
In Proceedings of the Ninth ACM International Conference on Interactive Tabletops and Surfaces, of ITS '14, pages 375--380, New York, NY, USA, 2014. ACM
This work presents a design space in which personal devices are used as a means to facilitate "socially safe", ad-hoc interaction with large public displays. Unlike most existing work that focuses on facilitating content placement and transfer, this approach aims at minimizing the effort required to initiate, sustain, and withdraw from interaction with a large public display, and to communicate these capabilities to passersby. We identify barriers hindering this process, and offer advice on overcoming them based on existing work and our own experiences with these displays. We illustrate how this design concept can be applied, and motivate applications in other domains.
For more information and to contact her, see her personal website.