| 2020 | Worth 1000 Words?: The Influence of Image Versus Text Content on the Book Selection Process. | Huiwen Zhang, Dana McKay, George Buchanan |
| 2020 | Usage and Effect of Eye Tracking in Remote Guidance. | Chun Xiao, Weidong Huang, Mark Billinghurst |
| 2020 | Online Dating Meets Artificial Intelligence: How the Perception of Algorithmically Generated Profile Text Impacts Attractiveness and Trust. | Yihan Wu, Ryan M. Kelly |
| 2020 | SketchingInterfaces: A Tool for Automatically Generating High-Fidelity User Interface Mockups from Hand-Drawn Sketches. | Christoph Wimmer, Alex Untertrifaller, Thomas Grechenig |
| 2020 | Losing our Place: A Foray into the Attenuated Non-spaces of Groupware and Back Again. | Viveka Weiley |
| 2020 | Exploring the Effects of User Control on Social Engagement in Virtual Reality. | Weijia Wang, Steven Baker, Andrew Irlitti |
| 2020 | Embedded assumptions in design and Making projects with children. | Leena Vent-Olkkonen, Marianne Kinnula, Heidi Hartikainen, Netta Iivari |
| 2020 | A Model for Pointing at Targets with Different Clickable and Visual Widths and with Distractors. | Hiroki Usuba, Shota Yamanaka, Homei Miyashita |
| 2020 | Smart Donations: Event-Driven Conditional Donations Using Smart Contracts On The Blockchain. | Ludwig Trotter, Mike Harding, Peter Shaw, Nigel Davies, Chris Elsden, Chris Speed, John Vines, Aydin Abadi, Josh Hallwright |
| 2020 | Participatory Sensing in the Speculative Smart City. | Steffen Hviid Trier, Tom Jenkins |
| 2020 | Action Units: Exploring the Use of Directorial Cues for Effective Storytelling with Swivel-chair Virtual Reality. | Lingwei Tong, Sungchul Jung, Richard Chen Li, Robert W. Lindeman, Holger Regenbrecht |
| 2020 | Analysis of The Motivational Effect of Gamified Augmented Reality Apps for Learning Geometry. | Pornpon Thamrongrat, Effie Lai-Chong Law |
| 2020 | How older adults respond to the use of Virtual Reality for enrichment: a systematic review. | Kong Saoane Thach, Reeva Lederman, Jenny Waycott |
| 2020 | Affording Enjoyment in VR Games: Possibilities, Pitfalls, and Perfection. | Penny Sweetser, Zane Rogalewicz |
| 2020 | GameFlow 2020: 15 Years of a Model of Player Enjoyment. | Penny Sweetser |
| 2020 | Investigating Electronic Nicotine Delivery System Use Habits and Contexts: Habits, Locations, and Situations. | Forest Sweeney, Moushumi Sharmin |
| 2020 | Embodying the Emotional Pregnancy: Design Explorations of a Prenatal Yoga Multi-Sensorial Environment. | Ida Kilias Svenningsen, Teresa Almeida |
| 2020 | ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults. | Sruti Subramanian, Yngve Dahl, Beatrix Vereijken, Dag Svans |
| 2020 | Rent-a-Watt: Rethinking energy use feedback. | Stephen Snow, Toby Guinea, Alexander Balson, Awais Hameed Khan, Mashhuda Glencross, Neil Horrocks |
| 2020 | Local Perspectives for Sharing Economy Design on a Remote Tourist Island. | Greicy Kelly Silva, Peter Lyle, Cludia Silva |
| 2020 | HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval Training. | Harrison She, Jared Young, Ofek Wittenberg, Patrick Poole, Alexander Mercer, Alex Shaw, Burkhard C. Wnsche |
| 2020 | Action Design Research Shaping University-Industry Collaborations for Wicked Problems. | Ben A. M. Schouten, Gwen Klerks, Marcel Den Hollander, Nicolai Brodersen Hansen |
| 2020 | Temporal Impact on Cognitive Distraction Detection for Car Drivers using EEG. | Eike Schneiders, Mikkel Bjerregaard Kristensen, Michael Kvist Svangren, Mikael B. Skov |
| 2020 | Using Video Games to Regulate Emotions. | Zhanna Sarsenbayeva, Benjamin Tag, Shu Yan, Vassilis Kostakos, Jorge Gonalves |
| 2020 | Relating to the Environment Through Photography: The Smartphone Camera as a Tool in Urban Farming. | Anton Poikolainen Rosn, Maria Normark, Mikael Wiberg |