Interacting With Computers

Papers
(The TQCC of Interacting With Computers is 5. 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 2022-08-01 to 2026-08-01.)
ArticleCitations
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users77
Managing personal information: tactics, strategies, and outcomes61
Making work meaningful in Industry 5.0: institutional arrangements shaping blue-collar work50
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant40
What’s missing from learning analytics? Challenging the assumption of neurotypicality34
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students20
Introduction to the Special Issue on HCI in Latin America18
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps18
WellBe: Participatory design and development of a smartwatch application for neurodivergent adults’ emotional regulation18
Tangible Interfaces for Collaborative TV Control: Effects on Social Connectedness, Team Cohesion, and Social User Experience15
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks13
Design and evaluation of a smart toy for home therapy for children with cerebral palsy13
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic13
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum12
A collaborative approach to the evaluation of cognitive accessibility of a conversational agent for public healthcare11
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study10
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 Economy10
Global Virtual Team Working during the Covid-19 Pandemic10
Web API Usability: A Systematic Mapping Study10
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting10
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users8
Speculative entanglement: toward a real-fictional interplay between a speculative kit and technology practitioners8
The new social image: how AI competency and AI proactivity influence self- and peer-perceptions in the workplace8
Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys8
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes8
Narratives of Blended Experience7
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback7
Quantifying the Cost of Web Accessibility Barriers for Blind Users7
Vibrotactile versus visual stimulation in learning the piano7
Explainable AI for HCI: a systematic review of a decade of studies on XAI tools7
“We ended up having to make our own”: a case study of healthcare professionals’ design-in-use approach to a new electronic health record system7
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports7
What does generative AI mean for my professional competence? Insights into the perspectives of digital creative professionals7
Applying directed qualitative content analysis for data-driven persona creation: a case study on user-centered digital marketplace development7
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation7
Effects of user personality traits and usage scenarios on middle-aged and older women using voice assistants7
Introduction to Volume 366
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland6
Born-accessible design: moving from theory to developing a pragmatic methodological framework6
Suggested Prompts for Reflexivity: Navigating Intersectionality in HCI and CSCW Research6
Towards a Research Agenda for Geopolitical Tensions in HCI6
The software testing community and IT stereotypes: a study with industry professionals6
Toward Inclusive Practice: Opportunities to Involve Neurodivergent People in Business Software Developing SMEs6
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions6
Beyond the ONE nose: lessons for smell care from lived and professional experiences6
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies6
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces6
The double-edged sword of artificial empathy: user resistance and acceptance in emotional vs. functional interactions6
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR6
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System5
Facilitating Interdisciplinary Collaboration in Large-Scale Research Networks: Tackling Uncertainties in Knowledge Building and the Designing of Robotic Systems in Healthcare5
Not just a number: a multidimensional approach to ageing in HCI5
A cinematographic approach to web design5
Collaborative visual thinking: a qualitative method for research with autistic adults5
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being5
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform5
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research5
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study5
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