Human-Computer Interaction

Papers
(The TQCC of Human-Computer Interaction is 6. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2020-08-01 to 2024-08-01.)
ArticleCitations
“Now i can see me” designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns35
Bridging social distance during social distancing: exploring social talk and remote collegiality in video conferencing28
How does working from home during COVID-19 affect what managers do? Evidence from time-Use studies25
Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic23
Extending a Theory of Slow Technology for Design through Artifact Analysis18
Avoiding adverse autonomous agent actions17
Designing for interpersonal motor synchronization16
Remote work mindsets predict emotions and productivity in home office: A longitudinal study of knowledge workers during the Covid-19 pandemic16
A “beyond being there” for VR meetings: envisioning the future of remote work15
Wearable technologies as extensions: a postphenomenological framework and its design implications15
Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect14
Corporate hackathons, how and why? A multiple case study of motivation, projects proposal and selection, goal setting, coordination, and outcomes14
HCI and deep time: toward deep time design thinking14
Introduction to the special issue on time and HCI14
Goldilocks conditions for workplace gamification: how narrative persuasion helps manufacturing workers create self-directed behaviors13
The IBM natural conversation framework: a new paradigm for conversational UX design12
Sharing biosignals: An analysis of the experiential and communication properties of interpersonal psychophysiology12
The new normals of work: a framework for understanding responses to disruptions created by new futures of work12
Intertextual design: the hidden stories of Atari women11
Contesting control: journeys through surrender, self-awareness and looseness of control in embodied interaction11
Introduction to this special issue: the future of remote work: responses to the pandemic11
Exploring the effectiveness of persuasive games for disease prevention and awareness and the impact of tailoring to the stages of change10
Toward a design theory for virtual companionship8
Decentering Through Design: Bridging Posthuman Theory with More-than-Human Design Practices6
A sensemaking system for grouping and suggesting stories from multiple affective viewpoints in museums6
Existential time and historicity in interaction design6
Envisioning, designing, and rapid prototyping heritage installations with a tangible interaction toolkit6
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