| Do smartphone usage scales predict behavior? |
34 |
| A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form |
33 |
| Strengthening gamification studies: Current trends and future opportunities of gamification research |
19 |
| A Taxonomy of Social Cues for Conversational Agents |
18 |
| Exploring susceptibility to phishing in the workplace |
15 |
| Effects of mixed-reality on players' behaviour and immersion in a cultural tourism game: A cognitive processing perspective |
13 |
| History and future of human-automation interaction |
13 |
| A social recommendation method based on the integration of social relationship and product popularity |
13 |
| Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ) |
12 |
| The users' perspective on the privacy-utility trade-offs in health recommender systems |
10 |
| Moodplay: Interactive music recommendation based on Artists' mood similarity |
10 |
| Revisiting collaboration through mixed reality: The evolution of groupware |
9 |
| Using protection motivation theory in the design of nudges to improve online security behavior |
9 |
| TrailCare: An indoor and outdoor Context-aware system to assist wheelchair users |
9 |
| Defining gameful experience as a psychological state caused by gameplay: Replacing the term 'Gamefulness' with three distinct constructs |
8 |
| I track, therefore I walk - Exploring the motivational costs of wearing activity trackers in actual users |
8 |
| Interrupted by my car? Implications of interruption and interleaving research for automated vehicles |
8 |
| Virtual reality in the application of heart rate variability biofeedback |
8 |
| From smart objects to smart experiences: An end-user development approach |
8 |
| Svevo tour: The design and the experimentation of an augmented reality application for engaging visitors of a literary museum |
8 |
| Keeping the driver in the loop: Dynamic feedback to support appropriate use of imperfect vehicle control automation |
7 |
| Stages of motivation for contributing user-generated content: A theory and empirical test |
7 |
| Cooperation or competition - When do people contribute more? A field experiment on gamification of crowdsourcing |
7 |
| Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective |
7 |
| Teaching digital literacy skills to the elderly using a social network with linear navigation: A case study in a rural area |
7 |
| Predicting susceptibility to social influence in phishing emails |
7 |
| A Cognitive Assistant for improving human reasoning skills |
6 |
| Confusion and information triggered by photos in persona profiles |
6 |
| Do consumers want to control their personal data? Empirical evidence |
6 |
| Empirical validation of the Gamification User Types Hexad scale in English and Spanish |
6 |
| Social snacking with a virtual agent - On the interrelation of need to belong and effects of social responsiveness when interacting with artificial entities |
6 |
| Is there an uncanny valley of virtual animals? A quantitative and qualitative investigation |
6 |
| Persuasion: How phishing emails can influence users and bypass security measures |
6 |
| Hedonic and pragmatic halo effects at early stages of User Experience |
5 |
| A user-centered design and analysis of an electrostatic haptic touchscreen system for students with visual impairments |
5 |
| Meanings of communication technology in virtual team meetings: Framing technology-related interaction |
5 |
| Too many passwords? How understanding our memory can increase password memorability |
5 |
| Wearable technology for posture monitoring at the workplace |
5 |
| A high-level semantic approach to End-User Development in the Internet of Things |
5 |
| Effect of experience sampling schedules on response rate and recall accuracy of objective self-reports |
5 |
| HCI for health and wellbeing: Challenges and opportunities |
5 |
| Linked open data-based explanations for transparent recommender systems |
5 |
| Building predictive models of emotion with functional near-infrared spectroscopy |
5 |
| The greatest battle is within ourselves: An experiment on the effects of competition alone on task performance |
5 |
| Proactive vs. reactive personalization: Can customization of privacy enhance user experience? |
5 |
| User perception of Bitcoin usability and security across novice users |
5 |
| Exploring spatially-aware cross-device interaction techniques for mobile collaborative sensemaking |
5 |
| Locomotion in virtual reality for room scale tracked areas |
5 |
| A Social-Aware Assistant to support individuals with visual impairments during social interaction: A systematic requirements analysis |
5 |
| Attention allocation for human multi-robot control: Cognitive analysis based on behavior data and hidden states |
4 |