Interacting With Computers

Papers
(The TQCC 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 2021-05-01 to 2025-05-01.)
ArticleCitations
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students18
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps17
Card Sorting for User Experience Design14
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling14
Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes9
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users9
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant9
Introduction to the Special Issue on HCI in Latin America8
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting8
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum7
Web API Usability: A Systematic Mapping Study6
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study6
Global Virtual Team Working during the Covid-19 Pandemic5
Facilitating Implicit Emotion Regulation in Online News Commenting—An Experimental Vignette Study5
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic5
Tangible Interfaces for Collaborative TV Control: Effects on Social Connectedness, Team Cohesion, and Social User Experience5
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks5
Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys4
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy4
Addressing Values in Co-Design Projects: Lessons Learned From Two Case Studies in Sensitive Contexts4
Speculative entanglement: toward a real-fictional interplay between a speculative kit and technology practitioners4
The Reflection Object: An Activity-Theory Informed Concept for Designing for Reflection4
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users4
Correction to: Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling4
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes4
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports4
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research3
Participatory Data Design: Managing Data Sovereignty in IoT Solutions3
Suggested Prompts for Reflexivity: Navigating Intersectionality in HCI and CSCW Research3
Quantifying the Cost of Web Accessibility Barriers for Blind Users3
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation3
Introduction to Volume 363
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces3
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System3
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR3
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies3
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback3
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland3
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform3
Older Adults’ Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games3
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability3
Vibrotactile versus visual stimulation in learning the piano3
Towards a Research Agenda for Geopolitical Tensions in HCI3
Narratives of Blended Experience3
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions3
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being2
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study2
Utopian Design Space: Practical Concerns and Transformative Ambitions2
File Search: A Contrast Between Beliefs and Behavior2
Exploration of UCD Practice Limitations2
Experiences of Extensive User Involvement through Vision Seminars in a Large IT Project2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
The Perception of the Utility of Social Media by Caregivers of Persons with Autism Spectrum Disorders during a Period of Home Quarantine2
Tainted Love: a Systematic Literature Review of Online Romance Scam Research2
What Constitutes Experiences of Autonomy in Digital Technology Use? A (Computational) Scoping Review Through the Lens of Self-Determination Theory2
You’re Not the Boss of me, Algorithm: Increased User Control and Positive Implicit Attitudes Are Related to Greater Adherence to an Algorithmic Aid2
SIM-SR—Semiotic Inspection Method Mediated by Screen Reader: Analysing the Benefits of Bringing Communicability to the Accessibility Evaluation Table2
Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics2
Facilitating Interdisciplinary Collaboration in Large-Scale Research Networks: Tackling Uncertainties in Knowledge Building and the Designing of Robotic Systems in Healthcare2
Enricommender: Business Intelligence for User Interface Design2
Identifying Students’ Group Work Problems: Design and Field Studies of a Supportive Peer Assessment2
Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences2
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