Katie Seaborn : Curriculum Vitae

Antle, A. N., Bevans, A., Tanenbaum, J., Seaborn, K., & Wang, S. (2011). Futura: Design for collaborative learning and game play on a multi-touch digital tabletop. In Proceedings of the 5th International Conference on Tangibles and Embedded Interaction (pp. 93–100). Portugal: ACM. https://doi.org/10.1145/1935701.1935721
Antle, A. N., Tanenbaum, J., Tanenbaum, K., Bevans, A., Wang, S., & Seaborn, K. (2011). Balancing act: Enabling public engagement with sustainability issues through a multi-touch tabletop collaborative game. In Proceedings of INTERACT’11 (Vol. 6947, pp. 194–211). Lisbon, Portugal: Springer Berlin / Heidelberg. Retrieved from http://dx.doi.org/10.1007/978-3-642-23771-3_16
Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. I. (2015). Guilds, die rolls, and leaderboards: Gamification of two undergraduate multimedia and social media courses. In Proceedings of the Conference on Information Systems and Computing Education (p. paper n3460). Wilmington, NC.
Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. I. (2016). Edugamifying media studies: Student engagement, enjoyment, and interest in two multimedia and social media undergraduate classrooms. Information Systems Education Journal, 14(6), 55–72. Retrieved from http://isedj.org/2016-14
Edey, J., Seaborn, K., Branje, C., & Fels, D. I. (2014). Powered to Play: A mixed reality game for people driving powered chairs. In Proceedings of the IEEE Games, Entertainment, and Media Conference (pp. 1–8). Toronto, ON: IEEE. https://doi.org/10.1109/GEM.2014.7048101
Lee, N., Seaborn, K., & Hiyama, A. (2018). Evaluating a smartphone-based social participation app for the elderly. In Proceedings of Human Aspects of IT for the Aged Population (Vol. 26, p. in press). Las Vegas, NV: Springer.
Liu, C., Bengler, B., Di Cuia, D., Seaborn, K., Nunes Vilaza, G., Gallacher, S., … Rogers, Y. (2018). Pinsight: A novel way of creating and sharing digital content through “things” in the wild. In DIS ’18 (p. in press). Hong Kong: ACM.
Narazani, M., Seaborn, K., Chien-Hsu, C., Hiyama, A., & Inami, M. (2018). StepSync: Wearable skill transfer system for real-time foot-based interaction. In Proceedings of the 23rd Annual Conference of the Virtual Reality Society in Japan. Sendai, Tohoku, Japan: VRSJ.
Pennefather, P., Seaborn, K., & Fels, D. I. (2016). Framework Synthesis for Guiding Design of a Personal Record of Eudaimonic Flourishing and Enhanced Resilience (PREFER) for people with complex chronic conditions. In Proceedings of the Annual Meeting of the Society for Social Neuroscience 2016 (p. B36). San Diego, CA.
Pennefather, P., Seaborn, K., & Fels, D. I. (2018). Systematic design principles for promoting eudaimonic flourishing through the use of healthcare flourishment records. In P. Jones & K. Kijima (Eds.), Systemic Design (p. in press). London, UK: Springer.
Seaborn, K. (2011). A guiding hand: Augmenting novice gameplay with haptic feedforward guidance (M.Sc. Thesis). Simon Fraser University, Surrey, BC, Canada.
Seaborn, K. (2012a). Mobility games: Towards a framework of multi-player mixed reality gameplay for mobility device users. In Proceedings of the 13th Annual Inter-University Workshop. Toronto, ON.
Seaborn, K. (2012b). Towards a semiotics of visual texture in touch-based interaction. In Proceedings of the 37th Annual Meeting of the Semiotics Society of America (Vol. 1, pp. 43–52). Toronto, ON.
Seaborn, K. (2016a). Evaluating well-being motives in human-computer interaction. In Proceedings of the 18th International Conference, HCI International 2016 (Vol. 9735, pp. 494–500). Toronto, ON: Springer. https://doi.org/10.1007/978-3-319-40397-7_47
Seaborn, K. (2016b). Mixed reality gaming for older powered chair users: A human factors model of well-being and engagement (Ph.D. Dissertation). University of Toronto, Toronto, ON.
Seaborn, K. (2018). Visionary gerontechnological praxis in Japan: Pathways to augmenting the hyperageing society. International Conference presented at the BAJS, Sheffield, UK.
Seaborn, K., & Antle, A. N. (2010). The Tiresias Effect: Light versus temperature in a tangible user interface. In Proceedings of the 28th international conference extended abstracts on Human factors in computing systems (pp. 3427–3432). Atlanta, Georgia, United States: ACM. Retrieved from http://dl.acm.org/citation.cfm?id=1753996
Seaborn, K., & Antle, A. N. (2011a). Designing a wearable vibrotactile feedforward wrist display for novice gameplay. In Proceedings of the 10th International Conference on Entertainment Computing (Vol. 6972, pp. 379–382). Vancouver, British Columbia, Canada: Springer. https://doi.org/10.1007/978-3-642-24500-8
Seaborn, K., & Antle, A. N. (2011b). Gauntlet Guide: Designing a wearable vibrotactile feedforward display for novice gameplay. In Proceedings of GRAND Annual Conference 2011. Vancouver, British Columbia, Canada.
Seaborn, K., Edey, J., Dolinar, G., Whitfield, M., Gardner, P., Branje, C., & Fels, D. I. (2016). Accessible play in everyday spaces: Mixed reality gaming for adult powered chair users. ACM Transactions on Computer-Human Interaction (TOCHI), 23(2), Article 12. https://doi.org/10.1145/2893182
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Seaborn, K., Fels, D. I., Bajko, R., & Hodson, J. (2017). Gamifying the media classroom: Instructor perspectives and the multidimensional impact of gamification on student engagement. International Journal of Game-Based Learning, 7(4), 22–49. https://doi.org/10.4018/IJGBL.2017100102
Seaborn, K., Fels, D. I., & Pennefather, P. (2015a). A cooperative game for older powered chair users and their friends and family. In Proceedings of the 7th IEEE Consumer Electronics Society Games, Entertainment, Media conference (pp. 52–55). Toronto, ON: IEEE. https://doi.org/10.1109/GEM.2015.7377242
Seaborn, K., Fels, D. I., & Pennefather, P. (2015b). Eudaimonia in human factors research and practice: Foundations and conceptual framework applied to older adult populations. In Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and e-Health (pp. 313–318). Lisbon, Portugal: SCITEPRESS. https://doi.org/10.5220/0005473003130318
Seaborn, K., Fels, D. I., & Pennefather, P. (2016). "Learn what we’re going through": Attitudes of older powered chair users towards mixed reality games that involve power mobility. Universal Access in the Information Society, 15(4), 699–711. https://doi.org/10.1007/s10209-015-0450-z
Seaborn, K., Lee, N., Narazani, M., Chien-Hsu, C., Hiyama, A., & Inami, M. (2018). Design and evaluation of a shared action game for empathy. In Proceedings of the 23rd Annual Conference of the Virtual Reality Society in Japan. Sendai, Tohoku, Japan: VRSJ.
Seaborn, K., Pennefather, P., & Fels, D. I. (2013). Reimagining leaderboards: Towards gamifying competency models through social game mechanics. In Proceedings of Gamification 2013: Gameful Design, Research, and Applications (pp. 107–110). Stratford, Ontario: ACM. https://doi.org/10.1145/2583008.2583026
Seaborn, K., Riecke, B. E., & Antle, A. N. (2010). Exploring the interplay of visual and haptic modalities in a pattern-matching task. In Proceedings of the 9th IEEE International Symposium on Haptic Audio Visual Environments and Games (pp. 61–66). Phoenix, Arizona, USA: IEEE.
Seaborn, K., Satoh, Y., & Fels, D. I. (2016). Usability and safety of a head-up display during powered chair navigation: A pilot study. In Proceedings of the 10th International Conference on Universal Access in Human-Computer Interaction (UAHCI 2016), HCI International 2016 (Vol. 9739, pp. 628–638). Toronto, ON: Springer. https://doi.org/10.1007/978-3-319-40238-3_60
Seaborn, K., Seif El-Nasr, M., Milam, D., & Yung, D. (2012). Programming, PWNed: Using digital game development to enhance learners’ competency and self-efficacy in a high school computing science course. In Proceedings of the 43rd ACM technical symposium on Computer science education (pp. 93–98). Raleigh, North Carolina: ACM.
Seaborn, K., & Silver, C. (2013). Embodied Gaming as Interdisciplinary Praxis: Reflections and Visions. Round Table presented at the Theory, Practice & Praxis: 2013 iSchool Graduate Student Conference, Toronto, ON.
Tanenbaum, J., Antle, A. N., Seaborn, K., Tanenbaum, K., Bevans, A., & Wang, S. (2010a). Designing multi-touch tabletops for sustainability. In Proceedings of GRAND Annual Conference 2010. Ottawa, Ontario, Canada.
Tanenbaum, J., Antle, A. N., Seaborn, K., Tanenbaum, K., Bevans, A., & Wang, S. (2010b). Futura: A case study in the design of an educational multi-touch tabletop game. In Proceedings of Games, Learning and Society Conference 6.0. Madison, Wisconsin.