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
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant9
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
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
Narratives of Blended Experience3
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions3
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
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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