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 2021-04-01 to 2025-04-01.)
ArticleCitations
An Interactive Design Framework for Children’s Apps for Enhancing Emotional Experience14
Start with the Human, Technology Comes Later: Values for the Digital Transformation of Peacekeeping14
Encountering Cover Versions of Songs Derived from Personal Music-Listening History Data: a Design and Field Trial of Musée in Homes14
Explicit vs. Implicit Auditory Displays for Managing People Flow in a Pandemic: An Exploratory Study14
Examining the Impact of Digital Jury Moderation on the Polarization of U.S. Political Communities on Social Media7
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
Behind a Digital Mask: Users’ Subjective Experience of Animated Characters and Its Effect on Source Credibility5
Corrigendum to: Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control5
Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities5
Card Sorting for User Experience Design5
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant4
Happy Click!: Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention4
The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research4
Technical Understanding from Interactive Machine Learning Experience: a Study Through a Public Event for Science Museum Visitors4
Development of the Empathy in Design Scale: Measuring Employees’ Empathy Toward Users in Service Design4
Buttons, Devices, and Adults: How Preschool Children Designed an IoT Programming Tool4
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps4
Usable Cybersecurity: a Contradiction in Terms?4
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform3
Analysis of the Impact of Knowledge on Sustainable Travel Choices: an Empirical Study with Informational Videos and Gamified Quizzes3
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users3
A Longitudinal Study of Self-Disclosure in Human–Chatbot Relationships3
Narrating by Doing: A Bridging Concept for Understanding and Informing the Design of Tangible Interfaces for Storytelling3
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research3
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System3
User Engagement in an Online Digital Health Intervention to Promote Problem Solving3
Moving with method: using cards in movement-based design3
Making It Work—Experiences of Women Who Engage in Technological Making at Home3
Flow State Requires Effortful Attentional Control but Is Experienced Effortlessly by Video Game Players3
Social Media Use and COVID-19 Vaccination Intent: An Exploratory Study on the Mediating Role of Information Exposure3
Knowledge Graph-Based Integration of Conversational Advisors and Faceted Filtering3
Gaps Between Continuous Measurement Methods: A Longitudinal Study of Perceived Usability3
VIARS: An Intelligent Voice Agent to Prevent Inappropriate Content Display for Restricted Users2
Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform2
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting2
Information Architecture: Using K-Means Clustering and the Best Merge Method for Open Card Sorting Data Analysis2
User Interface Evaluation of Design Alternatives of the Emotion-Libras—An Emotional Self-Report Instrument for Sign Language Users2
HCI Research Experiences During the Pandemic: Lessons Learned for the Road Ahead2
Global Virtual Team Working during the Covid-19 Pandemic2
Introduction to the Special Issue on HCI in Latin America2
Digital Confessions: The Willingness to Disclose Intimate Information to a Chatbot and its Impact on Emotional Well-Being2
“Who Wants to Know all this Stuff?!”: Understanding Older Adults’ Privacy Concerns in Aged Care Monitoring Devices2
Experts’ View on the Future Outlook on the Materialization, Expectations and Implementation of Digital Twins in Healthcare2
Toward User Experience in ATC: Exploring Novel Interface Concepts for Air Traffic Control2
Introducing the INSPIRE Framework: Guidelines From Expert Librarians for Search and Selection in HCI Literature2
Let’s Work Together! Wikipedia Language Communities’ Attempts to Represent Events Worldwide2
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy2
TRANSforming Design Through Emotion: An Application to Support Brazilian Transgender Student Women2
A Step Toward Formalising Visual Data Analysis Practices in Human Computer Interaction2
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