Interacting With Computers

Papers
(The TQCC of Interacting With Computers is 4. 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 2022-06-01 to 2026-06-01.)
ArticleCitations
Effects of Feedback Type on Touchscreen Navigation for Younger and Older Users62
Managing personal information: tactics, strategies, and outcomes48
Making work meaningful in Industry 5.0: institutional arrangements shaping blue-collar work47
Acceptability Study of Emotional Expressions of In-Vehicle Virtual Assistant31
Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps28
What’s missing from learning analytics? Challenging the assumption of neurotypicality18
Virtual Flipped Classroom in HCI Courses: Case Studies on the Experience of Brazilian Students17
Introduction to the Special Issue on HCI in Latin America16
The Ladder of Data Citizen Participation: A Sociotechnical Lens for Designing Democratic Digital Services in the Data Economy15
Introduction to the Special Issue on Human–Computer Interaction and the Coronavirus Pandemic12
Tangible Interfaces for Collaborative TV Control: Effects on Social Connectedness, Team Cohesion, and Social User Experience12
A collaborative approach to the evaluation of cognitive accessibility of a conversational agent for public healthcare12
Web API Usability: A Systematic Mapping Study10
In generative AI we trust: an exploratory study on dimensionality and structure of user trust in ChatGPT9
Global Virtual Team Working during the Covid-19 Pandemic9
Design and evaluation of a smart toy for home therapy for children with cerebral palsy9
Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting8
Speculative entanglement: toward a real-fictional interplay between a speculative kit and technology practitioners8
Defining Personas for Assistive Technology Development: Improving the Cognitive Support of Older Adults on the Dementia Continuum8
The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study8
Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks8
Using Eye-Tracking to Demonstrate Children’s Attention to Detail When Evaluating Low-Fidelity Prototypes7
What does generative AI mean for my professional competence? Insights into the perspectives of digital creative professionals7
Scaffolding a Design Process for Applying Calm Technology Design to Smart Toys7
Eye-Controlled Cursor Stabilization Technique Based on Optimal Estimation7
Using a Computational Cognitive Model to Understand Phishing Classification Decisions of Email Users7
Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports7
Vibrotactile versus visual stimulation in learning the piano6
Narratives of Blended Experience6
Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies6
Applying directed qualitative content analysis for data-driven persona creation: a case study on user-centered digital marketplace development6
Effects of user personality traits and usage scenarios on middle-aged and older women using voice assistants6
Learning Chinese Calligraphy in VR With Sponge-Enabled Haptic Feedback6
“We ended up having to make our own”: a case study of healthcare professionals’ design-in-use approach to a new electronic health record system6
Quantifying the Cost of Web Accessibility Barriers for Blind Users6
Towards a Research Agenda for Geopolitical Tensions in HCI6
Diving, Grabbing and Teleporting: Methods for Medical 3D Image Manipulation in VR5
Challenges to Meaningful Youth E-Participation in Political Decision-Making in Finland5
From Reflection to Action: Enhancing Workplace Well-Being Through Digital Solutions5
Toward Inclusive Practice: Opportunities to Involve Neurodivergent People in Business Software Developing SMEs5
The software testing community and IT stereotypes: a study with industry professionals5
Introduction to Volume 365
Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces5
GuidingBand: Evaluating Speed, Precision and Accuracy of a Vibrotactile Hand Guidance System4
The double-edged sword of artificial empathy: user resistance and acceptance in emotional vs. functional interactions4
Elaborating the Role of Narrative and Self-Determination Theory in Video Game Design Research4
Facilitating Interdisciplinary Collaboration in Large-Scale Research Networks: Tackling Uncertainties in Knowledge Building and the Designing of Robotic Systems in Healthcare4
Sentence Completion as a User Experience Research Method: Recommendations From an Experimental Study4
Suggested Prompts for Reflexivity: Navigating Intersectionality in HCI and CSCW Research4
Research Buddy—From a Framework for Overcoming Language Barriers to the Development of a Qualitative Citizen Science Platform4
A cinematographic approach to web design4
Pitfalls and Tensions in Digitalizing Talent Acquisition: An Analysis of HRM Professionals’ Considerations Related to Digital Ethics4
How COVID-19 Changed Self-Presentation on Instagram and its Relation to User Well-Being4
Beyond the ONE nose: lessons for smell care from lived and professional experiences4
Not just a number: a multidimensional approach to ageing in HCI4
CUXC: a collaborative user experience curve for evaluating digital technologies over time4
Working memory interference from authentication: comparing an alphanumeric password to a recognition-based graphical scheme4
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