Interacting With Computers

Papers
(The median citation count of Interacting With Computers is 0. 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 2021-02-01 to 2025-02-01.)
ArticleCitations
Start with the Human, Technology Comes Later: Values for the Digital Transformation of Peacekeeping20
User Engagement in an Online Digital Health Intervention to Promote Problem Solving16
An Interactive Design Framework for Children’s Apps for Enhancing Emotional Experience14
Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes12
Examining the Impact of Digital Jury Moderation on the Polarization of U.S. Political Communities on Social Media9
Post-Pandemic HCI—Living Digitally: Well-Being-Driven Digital Technologies6
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students6
Correction to: Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform (published as OpenDesign of Scientific Research in Pandemic Context)6
Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control5
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform5
Flow State Requires Effortful Attentional Control but Is Experienced Effortlessly by Video Game Players4
Usability Problem Identification Based on Explainable Neural Network in Asynchronous Testing Environment4
Development of the Empathy in Design Scale: Measuring Employees’ Empathy Toward Users in Service Design4
Making It Work—Experiences of Women Who Engage in Technological Making at Home4
Card Sorting for User Experience Design4
Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities4
Happy Click!: Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention4
Buttons, Devices, and Adults: How Preschool Children Designed an IoT Programming Tool4
Behind a Digital Mask: Users’ Subjective Experience of Animated Characters and Its Effect on Source Credibility3
Usable Cybersecurity: a Contradiction in Terms?3
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System3
Embodied Conversational Agents in eHealth: How Facial and Textual Expressions of Positive and Neutral Emotions Influence Perceptions of Mutual Understanding3
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant3
Technical Understanding from Interactive Machine Learning Experience: a Study Through a Public Event for Science Museum Visitors3
Analysis of the Impact of Knowledge on Sustainable Travel Choices: an Empirical Study with Informational Videos and Gamified Quizzes3
The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research3
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps3
A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships3
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research2
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study2
Global Virtual Team Working during the Covid-19 Pandemic2
Let’s Work Together! Wikipedia Language Communities’ Attempts to Represent Events Worldwide2
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability2
Knowledge Graph-Based Integration of Conversational Advisors and Faceted Filtering2
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users2
Participatory Data Design: Managing Data Sovereignty in IoT Solutions2
Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic2
Adaptive E-Learning and Dyslexia: an Empirical Evaluation and Recommendations for Future Work2
Evaluating User Engagement and Preference in Virtual Reality and Augmented Virtuality for Interactive Storytelling2
Social Media Use and COVID-19 Vaccination Intent: An Exploratory Study on the Mediating Role of Information Exposure2
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting2
HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead2
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis2
TRANSforming Design Through Emotion: An Application to Support Brazilian Transgender Student Women2
Harnessing Virtual Reality Nature to Promote Well-Being2
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling2
Experts’ View on the Future Outlook on the Materialization, Expectations and Implementation of Digital Twins in Healthcare2
Social Interventions to Encourage Co-Located Collaborative Learning in a Tangible User Interface1
A Novel Gaze Input System Based on Iris Tracking With Webcam Mounted Eyeglasses1
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks1
Correction to: Codesigning AI with End-Users: An AI Literacy Toolkit for Nontechnical Audiences1
Evaluating Visual Analytics for Relevant Information Retrieval in Document Collections1
Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences1
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum1
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being1
Web API Usability: A Systematic Mapping Study1
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control1
Validation and Prioritization of Design Options for Accessible Player Experiences1
A Step Toward Formalising Visual Data Analysis Practices in Human Computer Interaction1
Introduction to the Special Issue on HCI in Latin America1
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study1
Shared Gaze Visualizations in Collaborative Interactions: Past, Present and Future1
Enricommender: Business Intelligence for User Interface Design1
SIM-SR—Semiotic Inspection Method Mediated by Screen Reader: Analysing the Benefits of Bringing Communicability to the Accessibility Evaluation Table1
File Search: A Contrast Between Beliefs and Behavior1
Introducing the INSPIRE Framework: Guidelines From Expert Librarians for Search and Selection in HCI Literature1
Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study1
Exploring the Landscape of UX Subjective Evaluation Tools and UX Dimensions: A Systematic Literature Review (2010–2021)1
Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics1
From Metrics to Experiences: Investigating How Sport Data Shapes the Social Context, Self-Determination and Motivation of Athletes1
User Interface Evaluation of Design Alternatives of the Emotion-Libras—An Emotional Self-Report Instrument for Sign Language Users1
Facilitating Interdisciplinary Collaboration in Large-Scale Research Networks: Tackling Uncertainties in Knowledge Building and the Designing of Robotic Systems in Healthcare1
Identifying Distractors for People with Computer Anxiety Based on Mouse Fixations1
The Second Wave of Attention Economics. Attention as a Universal Symbolic Currency on Social Media and beyond1
Utopian Design Space: Practical Concerns and Transformative Ambitions1
Spatial Audio for Multimodal Location Monitoring1
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy1
Correction to: Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling1
Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition1
VIARS: An Intelligent Voice Agent to Prevent Inappropriate Content Display for Restricted Users1
Digital Confessions: The Willingness to Disclose Intimate Information to a Chatbot and its Impact on Emotional Well-Being1
Supporting Safe and Independent Living: Findings, Themes and Concept Designs from a User-Centred Study on Digital Telecare0
Measuring Users’ Trust in VIA Responses: The Age and Response Forms Perspective0
Does Serendipity Affect Democratic Consequences? Examining the Role of Algorithmic Awareness, Intolerance of Uncertainty in Incidental News Exposure and Online Political Participation0
Older Adults’ Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games0
Web Augmentation for Well-Being: the Human-Centred Design of a Takeaway Food Ordering Digital Platform0
The Basic Needs in Games Model of Video Game Play and Mental Health0
The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine0
Digital Distraction, Non-Digital Distraction and Psychological Bearing of Remote Workers0
Designing and Evaluating Iconic Gestures for Child-Robot Second Language Learning0
Investigating Technology Concepts to Support Rohingya Refugees in Malaysia0
Designing a Stress and Anxiety Support Tool to Help Young Adults with Autism in Daily Living0
Toward Inclusive Digital Mobility Services: a Population Perspective0
What I Don’t Like about You?: A Systematic Review of Impeding Aspects for the Usage of Conversational Agents0
The Efficacy Potential of Cyber Security Advice as Presented in News Articles0
Set Players to Stun: Inducing Basic Psychological Need Frustration in a Casual Video Game0
What Constitutes Experiences of Autonomy in Digital Technology Use? A (Computational) Scoping Review Through the Lens of Self-Determination Theory0
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions0
Augmented Placemaking: Urban Technologies, Interaction Design and Public Spaces in a Post-Pandemic World0
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports0
‘Hi Chatbot, let’s Talk about Politics!’ Examining the Impact of Verbal Anthropomorphism in Conversational Agent Voting Advice Applications (CAVAAs) on Higher and Lower Politically Sophisticated Users0
‘I Did Digital Tidying up for a More Adult Stage of Life’: Ritualistic Technology Appropriations During Life Transitions0
Exploration of UCD Practice Limitations0
‘Hey Siri, You’re Dumb!’: Investigating Blurting Instances of Voice-Based Assistants0
Computational Thinking and Mental Models: Promoting Digital Culture in the Youth and Adult Education0
Narratives of Blended Experience0
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot0
Widespread yet Unreliable: A Systematic Analysis of the Use of Presence Questionnaires0
Unboxing Manipulation Checks for Voice UX0
Information Visualization Dashboard to Proctor Test-Takers During an Online Language Proficiency Test0
Children’s and Parents’ Perspectives on the Effects of Children’s Digital Technology Use0
Perceived Fairness Concerns Within Pandemic Response Technology0
AugIR Meets GestureCards: A Digital Sketching Environment for Gesture-Based Applications0
Priming Effect of Colour on Aiding the Attentional Reorientation in Sequential Presentations of Temporal Data Visualization: Evidence From Eye-Tracking0
UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios0
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland0
Exploration of Novelty as Part of the Player Experience of Need Satisfaction in Games0
Professors Need Not Be Just a Pretty Face: How Faculty Directories Can Decrease the Opportunity for Bias and Better Support Users by Directly Providing Semantic Information0
How Motivation, Nomophobic Design and Environmental Demands Predict Students’ Media Multitasking when Participating in Online Courses During COVID-19: An Empirical Study with a HCI Time and Temporalit0
Effects of the Font Size and Line Spacing of Simplified Chinese Characters on Smartphone Readability0
Tainted Love: a Systematic Literature Review of Online Romance Scam Research0
Identifying Students’ Group Work Problems: Design and Field Studies of a Supportive Peer Assessment0
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes0
‘I Feel Like I’m with You; Therefore, I’m Having Fun’: The Effects of Social Comparison and Belongingness on Continuous Play Intention for Online Games and Loyalty0
Adapting Codesign Techniques for the Construction of a Learning Environment of a Written Second Language for the D/deaf0
Performance of the Rotation Gesture Based on Electrostatic Tactile Feedback Devices0
Time and Temporality in HCI Research0
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR0
Exploring the Extent of Usability for Augmented Profile Interfaces in Enhancing Conversation Experiences0
Inferior, Yet Transformative: the User Experience with Robotic Vacuum Cleaners0
Correction to: Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment0
Towards a Research Agenda for Geopolitical Tensions in HCI0
Quantifying the Cost of Web Accessibility Barriers for Blind Users0
Exploring the Impact of Matching E-Training Material to Arabic Dyslexia Type on Learners’ Reading Performance, Satisfaction and Behaviour0
Introduction to Volume 360
Talking with an IoT-CA: Effects of the Use of Internet of Things Conversational Agents on Face-to-Face Conversations0
The Reflection Object: An Activity-Theory Informed Concept for Designing for Reflection0
Talk or Text? The Role of Communication Modalities in the Adoption of a Non-directive, Goal-Attainment Coaching Chatbot0
Design and Evaluation of an Authoring Platform for Therapeutic Digital Games0
Codesigning AI with End-Users: An AI Literacy Toolkit for Nontechnical Audiences0
You’re Not the Boss of me, Algorithm: Increased User Control and Positive Implicit Attitudes Are Related to Greater Adherence to an Algorithmic Aid0
Unraveling the Role of Social Media on Adolescents’ Daily Goals and Affect: The Interplay Between Basic Psychological Needs and Screen Time0
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces0
Learning in Pyjamas: What Their Use of Webcams Reveals about Students’ Self-Presentation in Online Learning Activities0
Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts0
Why Pandemics and Climate Change Are Hard to Understand and Make Decision-Making Difficult0
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing0
Enriching Cultural Heritage Communities: New Tools and Technologies0
Is Time on Smartphones Well Spent?0
Dead Users’ Profiles on Facebook: Limited Interaction Beyond Human Existence0
Evaluating Target Expansion for Eye Pointing Tasks0
Self-regulation and Autonomy in the Job Search: Key Factors to Support Job Search Among Swiss Job Seekers0
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users0
Audio-Visual Mixed Reality Representation of Hazard Zones for Safe Pedestrian Navigation of a Space0
Humanizing Chatbots for Political Campaigns: How Do Voters Respond to Feasibility and Desirability Appeals from Political Chatbots?0
Designing for Autonomy: A Process-Oriented Approach Based on Organismic Integration Theory0
Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment0
Using an Immersive Video Environment to Assess Pedestrians’ Compliance With COVID Distance Keeping Interventions0
Design for Emergency: How Digital Technologies Enabled an Open Design Platform to Respond to COVID-190
More than Foodsaving Machines: Insights from Communities Fighting Food Waste in the Digital Age0
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies0
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation0
Design Strategies for Collaborative Learning in Tangible Tabletops: Positive Interdependence and Reflective Pauses0
Iteratively Digitizing an Analogue Syllable-Based Reading Intervention0
Exploring Household Preferences for Visualising Consumption Information: Towards Data Physicalizations to Promote Sustainable Practices0
Experiences of Extensive User Involvement through Vision Seminars in a Large IT Project0
Cultural Viewpoint Metaphors Resignification to Teach Programming0
Towards a Human-Centred Digital Society0
Playing With Embodied Social Interaction: A Thematic Review of Experiments on Social Aspects in Gameful Virtual Reality0
Competition and Digital Game Design: a Self-Determination Theory Perspective0
Designing Adaptive, Mixed-Mode HCI Research for Resilience0
Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia0
Identifying the Importance of UX Dimensions for Different Software Product Categories0
Paintings, Not Noise—The Role of Presentation Sequence in Labeling0
IIVRS: an Intelligent Image and Video Rating System to Provide Scenario-Based Content for Different Users0
The ‘New’ New Normal—Digitalization and Hybridization of Work and Education Before, during and after the Covid-19 Pandemic0
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback0
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