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1. CReBot: Exploring interactive question prompts for critical paper reading.

2. IntersectionExplorer, a multi-perspective approach for exploring recommendations.

3. Audio-augmented paper for therapy and educational intervention for children with autistic spectrum disorder.

4. Designing audio-enhanced paper photos for older adult emotional wellbeing in communication therapy.

5. Investigating paper vs. screen in real-life hospital workflows: Performance contradicts perceived superiority of paper in the user experience

6. Designing interactive newsprint.

7. You, me, and HPV: Design research to explore attitudes towards cervical self-sampling.

8. Conversation-based hybrid UI for the repertory grid technique: A lab experiment into automation of qualitative surveys.

9. Using animation to develop a usability questionnaire: Scale development and psychological measurements.

10. Effects of context-sensitive distraction warnings on drivers' smartphone use and acceptance: A long-term naturalistic field study.

11. Selection as Tapping: An evaluation of 3D input techniques for timing tasks in musical Virtual Reality.

12. Developing and validating a scale for motivation in participating in time-bounded collaborative events.

13. Evaluating gesture user interfaces: Quantitative measures, qualitative scales, and method.

14. Towards the application of evidence accumulation models in the design of (semi-)autonomous driving systems – an attempt to overcome the sample size roadblock.

15. I'm not upset–I get it: Effects of co-workers' stress cues on help-seekers' social diction and empathy in telecommuting.

16. Estimating human sensitivity to curving of segmented paths within room-size environment.

17. From reader to experiencer: Design and evaluation of a VR data story for promoting the situation awareness of public health threats.

18. "It becomes more of an abstract idea, this privacy"—Informing the design for communal privacy experiences in smart homes.

23. Data transfer: A longitudinal analysis of clipboard and drag-and-drop use in desktop applications.

24. Talking about interaction*.

25. A sense of ice and fire: Exploring thermal feedback with multiple thermoelectric-cooling elements on a smart ring.

26. Collaborative Design Thinking (CoDeT): A co-design approach for high child-to-adult ratios.

27. Physical dimensions of children's touchscreen interactions: Lessons from five years of study on the MTAGIC project.

28. Towards the design of user-centric strategy recommendation systems for collaborative Human–AI tasks.

29. Leyenes: A gaze-based text entry method using linear smooth pursuit and target speed.

30. Dual-Thumb pointing and command selection techniques for tablets: Enhancing Distant Interaction with Large Displays using a Two-Handed Tablet.

31. Hey StepByStep! Can you teach me how to use my phone better?

32. Useful shortcuts: Using design heuristics for consent and permission in smart home devices.

33. Automatic generation of virtual architecture using user activities in metaverse.

34. Is reading under print and digital conditions really equivalent? Differences in reading and recall of expository text for higher and lower ability comprehenders.

35. BrainQuest: The use of motivational design theories to create a cognitive training game supporting hot executive function.

36. Exploring visual prompts for communicating directional awareness to kindergarten children.

37. User perception of Bitcoin usability and security across novice users.

38. Persuasion: How phishing emails can influence users and bypass security measures.

39. Pro-social behaviour in crowdsourcing systems: Experiences from a field deployment for beach monitoring.

40. Co-designing wearable devices for sports: The case study of sport climbing.

41. The effect of response complexity and media on user restatement with multimodal virtual assistants.

42. Attention allocation for human multi-robot control: Cognitive analysis based on behavior data and hidden states.

43. Predicting the need for XAI from high-granularity interaction data.

44. Design for social digital well-being with young generations: Engage them and make them reflect.

50. DeepThInk: Designing and probing human-AI co-creation in digital art therapy.