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
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting12
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant12
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
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
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy9
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
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
Quantifying the Cost of Web Accessibility Barriers for Blind Users4
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
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
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