| 2016 | Designing for diversity: connecting people, places, and technologies in creative community hubs. | Sarah Johnstone, Jaz Hee-jeong Choi, Jacina Leong |
| 2016 | Sentiment analysis and visualisation in a backchannel system. | Peerumporn Jiranantanagorn, Haifeng Shen |
| 2016 | Exploring callout design in selection task for ultra-small touch screen devices. | Akira Ishii, Buntarou Shizuki |
| 2016 | A field study of bridge inspection engineers for designing tools to support bridge inspection. | Junko Ichino, Tomonori Hashiyama, Toshie Ninomiya, Nobuyuki Ichikawa, Shoji Takeya |
| 2016 | Finding and building connections: moving beyond skill- based matchmaking in videogames. | Ella Horton, Daniel M. Johnson, Jo Mitchell |
| 2016 | Spreading word: author frequency of app user reviews. | Leonard Hoon, Milica Stojmenovic, Rajesh Vasa, Graham Farrell |
| 2016 | Interacting with laughter: a case study on audio-based interactivity of public projections. | Luke Hespanhol |
| 2016 | Retrieving radio news broadcasts in Danish: accuracy and categorization of unrecognized words. | Morten Hertzum, Haakon Lund, Rasmus Troelsgrd |
| 2016 | MelodicTap: fingering hotkey for touch tablets. | Seongkook Heo, Jin Gun Jung, Geehyuk Lee |
| 2016 | Autonomous mobile digital signage: persuasiveness of life-like behaviors on daily zodiac horoscope. | Dai Hasegawa, Satoshi Abiko, Hiroshi Sakuta |
| 2016 | The role of immersion during situated memory recall within virtual worlds. | Joel Harman, Ross Brown, Daniel M. Johnson |
| 2016 | Moving beyond "just tell me what to code": inducting tertiary ICT students into research methods with aboriginal participants via games design. | Dianna L. Hardy, Elizabeth Forest, Zoe McIntosh, Trina S. Myers, Janine Gertz |
| 2016 | Challenges and opportunities in user centric shipping: developing a human centred design approach for navigation systems. | Michelle Rita Grech, Margareta Ltzhft |
| 2016 | A process for non-expert user visualization design. | Phillip Gough, Tomasz Bednarz, Caitilin de Brigny Wall, Jessie Roberts |
| 2016 | Tangible cognition: bringing together tangible interaction and cognition in HCI. | Domnique van Gennip, Daniel Orth, Md. Athar Imtiaz, Elise van den Hoven, Beryl Plimmer |
| 2016 | Augmented exergaming: increasing exercise duration in novices. | Benjamin Geelan, Adam Zulkifly, Anthony Smith, Aran J. Cauchi-Saunders, Kristy de Salas, Ian J. Lewis |
| 2016 | Middle-out design: collaborative community engagement in urban HCI. | Joel Fredericks, Glenda Amayo Caldwell, Martin Tomitsch |
| 2016 | Stop procrastinating: TILT, time is life time, a persuasive application. | Anthony Foulonneau, Galle Calvary, ric Villain |
| 2016 | Using videogames to improve molecular graphics tools. | Zachary Fitz-Walter, Sen I. O'Donoghue, Benedetta Frida Baldi, James M. Hogan, Daniel M. Johnson, Margot Brereton |
| 2016 | Grids and networks: two exploratory approaches for visualising bibliometric data on very large displays. | Geremy Farr-Wharton, Daniel Filonik, Julian Origliasso, Damian Grasso, Markus Rittenbruch, Marcus Foth |
| 2016 | Designing a user-defined gesture vocabulary for an in-vehicle climate control system. | Hessam Jahani Fariman, Hasan J. Alyamani, Manolya Kavakli, Len Hamey |
| 2016 | Twitter out loud: connecting people in organisations. | Laurence D. Fairbairn, Mangalam Sankupellay |
| 2016 | SwimSight: supporting deaf users to participate in swimming games. | Don Samitha Elvitigala, Daniel Wessolek, Attila Victor Achenbach, Chanaka Singhabahu, Suranga Nanayakkara |
| 2016 | Psychological reactance in HCI: a method towards improving acceptance of devices and services. | Patrick Ehrenbrink, Stefan Hillmann, Benjamin Weiss, Sebastian Mller |
| 2016 | Implications of different feedback types on error perception and psychological reactance. | Patrick Ehrenbrink, Xin Guang Gong, Sebastian Mller |