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 2021-07-01 to 2025-07-01.)
ArticleCitations
The Effect of Audio-Visual Smiles on Social Influence in a Cooperative Human–Agent Interaction Task95
Challenges and Opportunities for Multi-Device Management in Classrooms92
Examining Narrative Sonification: Using First-Person Retrospection Methods to Translate Radio Production to Interaction Design83
A Design Framework for Ingestible Play75
Un/Making Data Imaginaries: The Data Epics72
PLIERS67
Co-design Techniques for and with Children based on Physical Theatre Practice to promote Embodied Awareness65
The Partner Modelling Questionnaire: A validated self-report measure of perceptions toward machines as dialogue partners64
From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle60
Classifying Presence Scores: Insights and Analysis from Two Decades of the Igroup Presence Questionnaire (IPQ)58
RunMe: An adaptive sound system for running meditation58
How Creative Practitioners Use Tools to Capture Ideas: A Cross-Domain Study56
Mediating Human-Nature Relations Through Technology. A Scoping Review of Post-Anthropocentric Artifacts and Their Design Strategies55
Using Feedforward to Reveal Interaction Possibilities in Virtual Reality53
Crafting Trajectories of Smart Phone Use at the Opera48
Predictable Robots for Autistic Children—Variance in Robot Behaviour, Idiosyncrasies in Autistic Children’s Characteristics, and Child–Robot Engagement48
Linking Audience Physiology to Choreography47
Concurrent or Retrospective Thinking Aloud in Usability Tests: A Meta-Analytic Review46
Integrated Exertion—Understanding the Design of Human–Computer Integration in an Exertion Context46
Collaborating with Bots and Automation on OpenStreetMap46
Building Instructions You Can Feel: Edge-Changing Haptic Devices for Digitally Guided Construction46
Unmaking and HCI: Techniques, Technologies, Materials, and Philosophies beyond Making45
Whose Touch is This? : Understanding the Agency Trade-Off Between User-Driven Touch vs. Computer-Driven Touch45
Algorithmic Subjectivities44
CalMe: A Tangible Environment to Enhance Pupils Group Work Regulation43
CLERA: A Unified Model for Joint Cognitive Load and Eye Region Analysis in the Wild42
Protecting Privacy on Mobile Apps: A Principal–Agent Perspective41
Reconceptualizing Technology for Chronic Disease Management Activities in the Family: Supporting Collective Routines40
Investigating Usability and User Experience of Individually Verifiable Internet Voting Schemes38
Sense of Agency and User Experience: Is There a Link?38
A Multi-Factorial Comparative Analysis of Perceived Privacy Violations Caused by Smart Speakers in Germany and the UK37
A Design Vocabulary for Data Physicalization37
Blockchain and Beyond: Understanding Blockchains Through Prototypes and Public Engagement37
The Development and (Mis)appropriation of a Digital Kit for Jewellers36
Comparative Structured Observation36
“Protect Me Tomorrow”: Commitment Nudges to Remedy Compromised Passwords32
Experiences of user-centred design with agile development for clinically supported self-management of Long Covid30
Me, My Health, and My Watch: How Children with ADHD Understand Smartwatch Health Data30
Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI30
Awareness, Intention, (In)Action: Individuals’ Reactions to Data Breaches29
Visualizing Topics and Opinions Helps Students Interpret Large Collections of Peer Feedback for Creative Projects29
Examining Voice Community Use28
Dissecting Optional Micro-Decisions in Online Transactions: Perceptions, Deceptions, and Errors28
Prototyping and Evaluation of Emotionally Resonant Vibrotactile Comfort Objects as a Calming Social Anxiety Intervention28
Uncertainties as Generative Resources in Research through Design: Three Dynamics for Moving in a Design Space28
Towards a Unified and Efficient Command Selection Mechanism for Touch-Based Devices Using Soft Keyboard Hotkeys28
The AI Ghostwriter Effect: When Users do not Perceive Ownership of AI-Generated Text but Self-Declare as Authors28
Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback27
A Hybrid Prototype Method Combining Physical Models and Generative Artificial Intelligence to Support Creativity in Conceptual Design26
A Trade-off-centered Framework of Content Moderation25
Iterative Design and Prototyping of Computer Vision Mediated Remote Sighted Assistance24
Predicting Rating Distributions of Website Aesthetics with Deep Learning for AI-Based Research24
Increasing User Trust in Optimisation through Feedback and Interaction24
Post-growth Human–Computer Interaction23
Lessons Learnt from a Multimodal Learning Analytics Deployment In-the-Wild23
Collaboration, not Confrontation: Understanding General Practitioners’ Attitudes Towards Natural Language and Text Automation in Clinical Practice23
Assessing Human-AI Interaction Early through Factorial Surveys: A Study on the Guidelines for Human-AI Interaction23
Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and Research23
The Placebo Effect of Artificial Intelligence in Human–Computer Interaction22
Effect of Context on Smartphone Users’ Typing Performance in the Wild22
Prototyping with Uncertainties: Data, Algorithms, and Research through Design22
Between Rhetoric and Reality: Real-world Barriers to Uptake and Early Engagement in Digital Mental Health Interventions22
“What's Your Name Again?”: How Race and Gender Dynamics Impact Codesign Processes and Output22
It's Good to Talk: A Comparison of Using Voice Versus Screen-Based Interactions for Agent-Assisted Tasks22
A Virtual Reality Scene Taxonomy: Identifying and Designing Accessible Scene-Viewing Techniques22
EcoSanté Lifestyle Intervention: Encourage Reflections on the Connections between Health and Environment22
“We are Researchers, but we are also Humans”: Creating a Design Space for Managing Graduate Student Stress21
Malicious Selling Strategies in Livestream E-commerce: A Case Study of Alibaba’s Taobao and ByteDance’s TikTok21
“They Didn’t Buy Their Smart TV to Watch Me with the Kids”: Comparing Nannies’ and Parents’ Privacy Threat Models for Smart Home Devices20
FormA11y - A tool for remediating PDF forms for accessibility20
Unmaking Electronic Waste20
Remote VR Studies: A Framework for Running Virtual Reality Studies Remotely Via Participant-Owned HMDs19
“It’s Weird That it Knows What I Want”: Usability and Interactions with Copilot for Novice Programmers19
How Design Researchers Make Sense of Data Visualizations in Data-Driven Design: An Uncertainty-Aware Sensemaking Model19
A Decade of International Migration Research in HCI: Overview, Challenges, Ethics, Impact, and Future Directions19
A Unified Model for Haptic Experience19
Household Wattch: Exploring Opportunities for Surveillance and Consent through Families’ Household Energy Use Data18
GAVIN18
Conversational Breakdown in a Customer Service Chatbot: Impact of Task Order and Criticality on User Trust and Emotion18
Towards Individuated Reading Experiences: Different Fonts Increase Reading Speed for Different Individuals18
Managing Tasks across the Work–Life Boundary: Opportunities, Challenges, and Directions18
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