Interacting With Computers

Papers
(The TQCC of Interacting With Computers is 3. 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 2021-11-01 to 2025-11-01.)
ArticleCitations
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users35
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps24
Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes13
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students13
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant12
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting12
Introduction to the Special Issue on HCI in Latin America11
In generative AI we trust: an exploratory study on dimensionality and structure of user trust in ChatGPT10
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy9
Tangible Interfaces for Collaborative TV Control: Effects on Social Connectedness, Team Cohesion, and Social User Experience9
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks9
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic8
A collaborative approach to the evaluation of cognitive accessibility of a conversational agent for public healthcare8
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study7
Global Virtual Team Working during the Covid-19 Pandemic7
Web API Usability: A Systematic Mapping Study7
Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study6
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum6
Speculative entanglement: toward a real-fictional interplay between a speculative kit and technology practitioners5
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes5
Correction to: Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling5
Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys5
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users5
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation5
Quantifying the Cost of Web Accessibility Barriers for Blind Users4
Towards a Research Agenda for Geopolitical Tensions in HCI4
Introduction to Volume 364
Narratives of Blended Experience4
Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts4
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback4
Vibrotactile versus visual stimulation in learning the piano4
Suggested Prompts for Reflexivity: Navigating Intersectionality in HCI and CSCW Research4
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports4
Effects of user personality traits and usage scenarios on middle-aged and older women using voice assistants4
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies4
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland4
Working memory interference from authentication: comparing an alphanumeric password to a recognition-based graphical scheme3
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study3
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being3
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces3
Older Adults’ Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games3
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research3
A cinematographic approach to web design3
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform3
The software testing community and IT stereotypes: a study with industry professionals3
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System3
Participatory Data Design: Managing Data Sovereignty in IoT Solutions3
Not just a number: a multidimensional approach to ageing in HCI3
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR3
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions3
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