Hilda Hadan
Bio Hilda Hadan is a Ph.D. candidate in Systems Design Engineering, collaborating with Dr. Lennart E. Nacke and Dr. Leah Zhang-Kennedy. She is a member of HCI Games Group, and the Safe Interactions Lab. Hilda holds a Master'
The HCI Games Group conducts research in information and communication technologies, design, psychology, and human-computer interaction related to games and gamification. We are part of Waterloo HCI and located at the Stratford School of Interaction Design and Business and the Games Institute.
Our mission is to advance the exploration of human-computer interaction through innovative interdisciplinary research in gamification, games user research, and the impacts of rapidly-developing technology on humanity and societal growth. As part of Waterloo HCI, we strive to enhance digital interactions and user experience, improve human health and well-being, and explore the transformative potential of AI in diverse contexts, fostering a future where technology enriches lives.
At the HCI Games Group, we place interdisciplinary collaboration at the heart of all of our research. Through our diverse group consisting of scholars and researchers from multiple fields from Science and Engineering, the Humanities and Social Sciences, and Fine Arts, we produce research that incorporates perspectives, frameworks, and methodologies, yielding novel results to crucial problems impacting our communities locally, nationally, and globally.
Bio Hilda Hadan is a Ph.D. candidate in Systems Design Engineering, collaborating with Dr. Lennart E. Nacke and Dr. Leah Zhang-Kennedy. She is a member of HCI Games Group, and the Safe Interactions Lab. Hilda holds a Master'
Our survey of 464 XR users reveals that limited awareness of XR’s granular data collection restricts privacy-protective strategies, highlighting the need for better user education and transparent data practices in XR environments.
Social Virtual Reality (SVR) allows real individuals to communicate and engage in simulated physical environments and activities.
Social Virtual Reality (SVR) consists of multi-user digital platforms that afford various co-located activities and collaborations in simulated environments.
Early-career researchers often feel like small fish in a big pond, surrounded by towering giants of knowledge. However, considering this apparent drawback overlooks a potential opportunity for networking and collaboration.
Study reveals AI-assisted writing enhances readability but may miss critical insights, 'human touch'. It advocates for reviewers' focus on research quality and unbiased judgment, regardless of writing tools used.
Presence, as a psychological state, is typically assessed using questionnaires. While many researchers in this field assume that these self-report instruments are standardized, the reliability of such questionnaires remains uncertain.
This project aims to identify key factors influencing tabletop game purchasing decisions by conducting a qualitative analysis of player perspectives.
Video games face the challenge of providing onboarding that motivates new players to engage with a game beyond their initial experience.
In Social Virtual Reality (SVR), mediated social communication blends with simulated virtual environments and bodies.
Our study reveals nine deceptive design patterns in Overwatch's transition to free-to-play, emphasizing the need for balanced player investment, fairness, and transparent communication in the evolving games industry.
Tired of boring online meetings? We're testing video, audio, & avatars to find the perfect mix. Early results show avatars boost engagement. Stay tuned for our findings on how to make meetings awesome.