Interacting With Computers

Papers
(The median citation count of Interacting With Computers is 2. 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 2022-05-01 to 2026-05-01.)
ArticleCitations
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students59
What’s missing from learning analytics? Challenging the assumption of neurotypicality46
Making work meaningful in Industry 5.0: institutional arrangements shaping blue-collar work40
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps28
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users28
Managing personal information: tactics, strategies, and outcomes18
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant16
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy15
Introduction to the Special Issue on HCI in Latin America15
Tangible Interfaces for Collaborative TV Control: Effects on Social Connectedness, Team Cohesion, and Social User Experience12
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study12
A collaborative approach to the evaluation of cognitive accessibility of a conversational agent for public healthcare11
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks10
Web API Usability: A Systematic Mapping Study9
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic9
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting8
Design and evaluation of a smart toy for home therapy for children with cerebral palsy8
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum8
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation7
In generative AI we trust: an exploratory study on dimensionality and structure of user trust in ChatGPT7
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes7
What does generative AI mean for my professional competence? Insights into the perspectives of digital creative professionals7
Global Virtual Team Working during the Covid-19 Pandemic7
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users7
Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys7
Speculative entanglement: toward a real-fictional interplay between a speculative kit and technology practitioners7
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies6
Effects of user personality traits and usage scenarios on middle-aged and older women using voice assistants6
Towards a Research Agenda for Geopolitical Tensions in HCI6
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports6
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback6
Vibrotactile versus visual stimulation in learning the piano6
Quantifying the Cost of Web Accessibility Barriers for Blind Users6
Applying directed qualitative content analysis for data-driven persona creation: a case study on user-centered digital marketplace development5
“We ended up having to make our own”: a case study of healthcare professionals’ design-in-use approach to a new electronic health record system5
Suggested Prompts for Reflexivity: Navigating Intersectionality in HCI and CSCW Research5
Introduction to Volume 365
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR5
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions5
Narratives of Blended Experience5
The software testing community and IT stereotypes: a study with industry professionals5
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces5
Beyond the ONE nose: lessons for smell care from lived and professional experiences4
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System4
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being4
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study4
A cinematographic approach to web design4
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform4
Facilitating Interdisciplinary Collaboration in Large-Scale Research Networks: Tackling Uncertainties in Knowledge Building and the Designing of Robotic Systems in Healthcare4
Working memory interference from authentication: comparing an alphanumeric password to a recognition-based graphical scheme4
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research4
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland4
Not just a number: a multidimensional approach to ageing in HCI4
Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics4
Utopian Design Space: Practical Concerns and Transformative Ambitions3
The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine3
CUXC: a collaborative user experience curve for evaluating digital technologies over time3
Conversational signatures: structural patterns in human–AI interaction across models and platforms3
Inferior, Yet Transformative: the User Experience with Robotic Vacuum Cleaners3
Social Justice in HCI: Current Streams, Considerations, and Ways Forward3
Tainted Love: a Systematic Literature Review of Online Romance Scam Research3
File Search: A Contrast Between Beliefs and Behavior3
Experiences of Extensive User Involvement through Vision Seminars in a Large IT Project3
What Constitutes Experiences of Autonomy in Digital Technology Use? A (Computational) Scoping Review Through the Lens of Self-Determination Theory3
Towards a Human-Centred Digital Society3
Identifying Students’ Group Work Problems: Design and Field Studies of a Supportive Peer Assessment3
Perceived Usability and User Experience in Augmented Reality Tools for the Treatment of Spider Phobia3
SIM-SR—Semiotic Inspection Method Mediated by Screen Reader: Analysing the Benefits of Bringing Communicability to the Accessibility Evaluation Table3
Enricommender: Business Intelligence for User Interface Design3
Correction to: HCI methods supporting urban design evaluation using virtual environments3
Exploration of UCD Practice Limitations3
You’re Not the Boss of me, Algorithm: Increased User Control and Positive Implicit Attitudes Are Related to Greater Adherence to an Algorithmic Aid3
Introduction to the special issue Selected Papers at INTERACT 2023 Conference3
HCI methods supporting urban design evaluation using virtual environments2
Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control2
Designing Adaptive, Mixed-Mode HCI Research for Resilience2
‘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 Loyalty2
Using the Smileyometer to measure UX with children2
Exploring Household Preferences for Visualising Consumption Information: Towards Data Physicalizations to Promote Sustainable Practices2
Toward accounting for the effects of gender socialization in quantitative research in human–computer interaction2
Evaluating Visual Analytics for Relevant Information Retrieval in Document Collections2
Designing and Evaluating Aventura Marina: A Serious Game to Promote Visitors’ Engagement in a Science Museum Exhibition2
Development of the Empathy in Design Scale: Measuring Employees’ Empathy Toward Users in Service Design2
Correction to: Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform (published as OpenDesign of Scientific Research in Pandemic Context)2
Evaluating Target Expansion for Eye Pointing Tasks2
Prescriptive and Semantic Analysis of an Automatic Sign Language Translation: Cases on VLibras Avatar Translation Using Video Interviews and Textual Interactions With a Chatbot2
Widespread yet Unreliable: A Systematic Analysis of the Use of Presence Questionnaires2
Correction to: Are Video Games and School Conflictual or Complementary Contexts for Affording Psychological Need Fulfillment? Implications for Adolescents’ Problematic Gaming and School Adjustment2
The Basic Needs in Games Model of Video Game Play and Mental Health2
The Witness Experience Inventory2
Digital Distraction, Non-Digital Distraction and Psychological Bearing of Remote Workers2
Explicit vs. Implicit Auditory Displays for Managing People Flow in a Pandemic: An Exploratory Study2
Exploration of Novelty as Part of the Player Experience of Need Satisfaction in Games2
Moving with method: using cards in movement-based design2
Developing Technologies in an Ethical and Participatory Approach. Guidelines for Participatory Technology Design with People with Disabilities2
Technical Understanding from Interactive Machine Learning Experience: a Study Through a Public Event for Science Museum Visitors2
Codesigning AI with End-Users: An AI Literacy Toolkit for Nontechnical Audiences2
Knowledge Graph-Based Integration of Conversational Advisors and Faceted Filtering2
Fostering co-design readiness in South Africa2
More than Foodsaving Machines: Insights from Communities Fighting Food Waste in the Digital Age2
A Step Toward Formalising Visual Data Analysis Practices in Human Computer Interaction2
Gesture interaction for smart vehicle control: a study of the possible use of American sign language and gender differences in preferences2
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing2
Does Serendipity Affect Democratic Consequences? Examining the Role of Algorithmic Awareness, Intolerance of Uncertainty in Incidental News Exposure and Online Political Participation2
Humanizing Chatbots for Political Campaigns: How Do Voters Respond to Feasibility and Desirability Appeals from Political Chatbots?2
Is common ground built during human-system dialogue device-specific? examining knowledge transfer in multidevice systems2
TRANSforming Design Through Emotion: An Application to Support Brazilian Transgender Student Women2
Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities2
Happy Click!: Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention2
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