Alissa Antle



Associate Professor





Colleague and col­lab­o­ra­tor on var­i­ous projects.


Auditory Navigation Displays

Can spatial auditory cues enable us to remain oriented while navigating real or virtual environments? Non-visual navigation interfaces are crucial for the blind, who suffer great reductions in mobility because of the difficulty of navigating new environments. Sighted users may also benefit from these types of displays when they are navigating but can't see the screen of their mobile devi...

Sympathetic Guitar

Do humans response socially to abstract, expressive human-computer interfaces? To interact with the Sympathetic Guitar is to use a familiar and comfortable Western musical interface to feel an instant connection to musical culture and style of the East.  The prototype senses guitarists' hand motions and performance dynamics to augment a standard classical guitar with a digital drone...


Macaranas, A., Antle, A. N., & Riecke, B. E. (2012). Three Strategies for Designing Intuitive Natural User Interfaces. Extended Abstracts of the Designing Interactive Systems (ACM DIS) Conference.
Macaranas, A., Antle, A. N., & Riecke, B. E. (2012). Bridging the gap: attribute and spatial metaphors for tangible interface design. Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI ’12), 161–168.
Vidyarthi, J., Riecke, B. E., & Antle, A. N. (2011). Sympathetic guitar: humans respond socially to interactive technology in an abstract, expressive context. Proceedings of the International Symposium on Computational Aesthetics in Graphics, Visualization, and Imaging (ACM CAe ’11), 9–16.
Seaborn, K., Riecke, B. E., & Antle, A. N. (2010). Exploring the interplay of visual and haptic modalities in a pattern-matching task. Proceedings of the 9th IEEE International Symposium on Haptic Audio Visual Environments and Games, 61–66.
Vidyarthi, J., Antle, A. N., & Riecke, B. E. (2011). Sympathetic guitar: can a digitally augmented guitar be a social entity? Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems, 1819–1824.
Milne, A. P., Antle, A. N., & Riecke, B. E. (2011). Tangible and body-based interaction with auditory maps. Proceedings of the 2011 Annual Conference Extended Abstracts on Human Factors in Computing Systems, 2329–2334.
Warren, J., Antle, A. N., & Riecke, B. E. (2013). Issues Concerning the Design and Evaluation of Tangible User Interfaces for Learning. NCE-GRAND 2013 Conference, 1–4.
Macaranas, A., Antle, A. N., & Riecke, B. E. (2013). Design Guidance for Overcoming the Challenges of Natural User Interfaces. NCE-GRAND 2013 Conference, 1–4.
Milne, A. P., Riecke, B. E., & Antle, A. N. (2014, October). Exploring Maker Practice: Common Attitudes, Habits and Skills from the Maker Community. FabLearn Conference on Creativity and Fabrication in Education, Stanford University, CA, USA.
Warren, J. (2014). Exploring Context: Using Teacher Perspective to Guide Tangible Multi-Touch Tabletop Design (MSc Thesis). Simon Fraser University, Surrey, BC, Canada.
Macaranas, A., Antle, A. N., & Riecke, B. E. (2015). What is Intuitive Interaction? Balancing Users’ Performance and Satisfaction with Natural User Interfaces. Interacting with Computers, 27(3), 357–370.
Pang, C. E. (2013). Technology preferences and routines for distributed families coping with a chronic illness [MSc Thesis, Simon Fraser University].
Cole, A. W., Quesnel, D. T., Pekcetin, S., Gromala, D., O’Brian, H., Antle, A. N., & Riecke, B. E. (2017). Integrating Affective Responses and Gamification into Early Reading Acquisition Software Applications. CHI PLAY’17 Extended Abstracts, 73–85.
Cramer, E. (2015). A Code of Many Colours: A Rationale, Validation and Requirements for a Sound-Based Letter Colour-Code that Might Support Some Children with Dyslexia in Spelling Certain Words [MSc Thesis, Simon Fraser University].
Milne, A. P. (2014). What Makes a Maker: Common Attitudes, Habits and Skills from the Do-It-Yourself (DIY) Community [MSc Thesis, Simon Fraser University].
Sigurdarson, S. (2014). The Influence of Visual Structure and Physical Motion Cues on Spatial Orientation in a Virtual Reality Point-to-Origin Task [MSc Thesis, Simon Fraser University].
Feuereissen, D. (2013). Self-motion illusions (vection) in Virtual Environments: Do active control and user- generated motion cueing enhance visually induced vection? [MSc Thesis, Simon Fraser University].
Seaborn, K. (2011). A Guiding Hand: Augmenting Novice Gameplay With Haptic Feedforward Guidance [MSc Thesis, Simon Fraser University].
Wang, S. (2010). Comparing Tangible and Multi-Touch Interfaces for a Spatial Problem Solving Task [MSc Thesis, Simon Fraser University].
Freiberg, J. (2015). Experience Before Construction: Immersive Virtual Reality Design Tools for Architectural Practice [MSc Thesis, Simon Fraser University].
Macaranas, A. (2013). The Effects of Intuitive Interaction Mappings on the Usability of Body-based Interfaces [MSc Thesis, Simon Fraser University].