ACM Transactions on Computer-Human Interaction

Papers
(The TQCC of ACM Transactions on Computer-Human Interaction is 18. 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 2021-06-01 to 2025-06-01.)
ArticleCitations
Challenges and Opportunities for Multi-Device Management in Classrooms81
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task76
The Partner Modelling Questionnaire: A validated self-report measure of perceptions toward machines as dialogue partners75
Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness72
Un/Making Data Imaginaries: The Data Epics70
PLIERS67
A Design Framework for Ingestible Play63
From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle58
Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design58
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)56
Predictable Robots for Autistic Children—Variance in Robot Behaviour, Idiosyncrasies in Autistic Children’s Characteristics, and Child–Robot Engagement53
How Creative Practitioners Use Tools to Capture Ideas: A Cross-Domain Study53
RunMe: An adaptive sound system for running meditation53
Whose Touch is This? : Understanding the Agency Trade-Off Between User-Driven Touch vs. Computer-Driven Touch47
Crafting Trajectories of Smart Phone Use at the Opera47
Using Feedforward to Reveal Interaction Possibilities in Virtual Reality46
Linking Audience Physiology to Choreography45
Unmaking and HCI: Techniques, Technologies, Materials, and Philosophies beyond Making45
Concurrent or Retrospective Thinking Aloud in Usability Tests: A Meta-Analytic Review45
Building Instructions You Can Feel: Edge-Changing Haptic Devices for Digitally Guided Construction44
Integrated Exertion—Understanding the Design of Human–Computer Integration in an Exertion Context44
Collaborating with Bots and Automation on OpenStreetMap44
CLERA: A Unified Model for Joint Cognitive Load and Eye Region Analysis in the Wild43
Algorithmic Subjectivities40
Reconceptualizing Technology for Chronic Disease Management Activities in the Family: Supporting Collective Routines39
Protecting Privacy on Mobile Apps: A Principal–Agent Perspective38
Sense of Agency and User Experience: Is There a Link?38
Blockchain and Beyond: Understanding Blockchains Through Prototypes and Public Engagement37
CalMe: A Tangible Environment to Enhance Pupils Group Work Regulation37
The Development and (Mis)appropriation of a Digital Kit for Jewellers36
A Design Vocabulary for Data Physicalization36
Experiences of user-centred design with agile development for clinically supported self-management of Long Covid36
Investigating Usability and User Experience of Individually Verifiable Internet Voting Schemes36
“Protect Me Tomorrow”: Commitment Nudges to Remedy Compromised Passwords35
Visualizing Topics and Opinions Helps Students Interpret Large Collections of Peer Feedback for Creative Projects34
Comparative Structured Observation31
Dissecting Optional Micro-Decisions in Online Transactions: Perceptions, Deceptions, and Errors28
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI28
Me, My Health, and My Watch: How Children with ADHD Understand Smartwatch Health Data28
Awareness, Intention, (In)Action: Individuals’ Reactions to Data Breaches28
Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback27
Uncertainties as Generative Resources in Research through Design: Three Dynamics for Moving in a Design Space27
The AI Ghostwriter Effect: When Users do not Perceive Ownership of AI-Generated Text but Self-Declare as Authors27
Iterative Design and Prototyping of Computer Vision Mediated Remote Sighted Assistance27
Predicting Rating Distributions of Website Aesthetics with Deep Learning for AI-Based Research26
Prototyping and Evaluation of Emotionally Resonant Vibrotactile Comfort Objects as a Calming Social Anxiety Intervention26
Lessons Learnt from a Multimodal Learning Analytics Deployment In-the-Wild25
Increasing User Trust in Optimisation through Feedback and Interaction24
A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design24
Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research24
Towards a Unified and Efficient Command Selection Mechanism for Touch-Based Devices Using Soft Keyboard Hotkeys23
A Trade-off-centered Framework of Content Moderation23
Examining Voice Community Use23
Post-growth Human–Computer Interaction23
Assessing Human-AI Interaction Early through Factorial Surveys: A Study on the Guidelines for Human-AI Interaction23
Prototyping with Uncertainties: Data, Algorithms, and Research through Design22
Effect of Context on Smartphone Users’ Typing Performance in the Wild22
EcoSanté Lifestyle Intervention: Encourage Reflections on the Connections between Health and Environment22
Collaboration, not Confrontation: Understanding General Practitioners’ Attitudes Towards Natural Language and Text Automation in Clinical Practice22
Between Rhetoric and Reality: Real-world Barriers to Uptake and Early Engagement in Digital Mental Health Interventions22
Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTok21
“What's Your Name Again?”: How Race and Gender Dynamics Impact Codesign Processes and Output21
FormA11y - A tool for remediating PDF forms for accessibility21
The Placebo Effect of Artificial Intelligence in Human–Computer Interaction21
A Virtual Reality Scene Taxonomy: Identifying and Designing Accessible Scene-Viewing Techniques21
How Design Researchers Make Sense of Data Visualizations in Data-Driven Design: An Uncertainty-Aware Sensemaking Model21
It's Good to Talk: A Comparison of Using Voice Versus Screen-Based Interactions for Agent-Assisted Tasks21
“We are Researchers, but we are also Humans”: Creating a Design Space for Managing Graduate Student Stress20
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs20
Unmaking Electronic Waste19
Towards Individuated Reading Experiences: Different Fonts Increase Reading Speed for Different Individuals19
A Unified Model for Haptic Experience19
“They Didn’t Buy Their Smart TV to Watch Me with the Kids”: Comparing Nannies’ and Parents’ Privacy Threat Models for Smart Home Devices19
A Decade of International Migration Research in HCI: Overview, Challenges, Ethics, Impact, and Future Directions18
Managing Tasks across the Work–Life Boundary: Opportunities, Challenges, and Directions18
Household Wattch: Exploring Opportunities for Surveillance and Consent through Families’ Household Energy Use Data18
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers18
GAVIN18
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