Sorted by last name of first author.

Adlin, T., Pruitt, J., Goodwin, K., Hynes, C., McGrane, K., Rosenstein, A., and Muller, M. J. (2006). Putting personas to work. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Bannon, L. (2011). Reimagining HCI: toward a more human-centered perspective. ACM interactions.

Barrett, M., and Oborn, E. (2010). Boundary object use in cross-cultural software development teams. Human Relations.

Beyer, H., & Holtzblatt, K. (1997). Contextual design: defining customer-centered systems. Elsevier.

Beyer, H., & Holtzblatt, K. (1999). Contextual design. ACM interactions.

Bødker, S. (2000). Scenarios in user-centred design—setting the stage for reflection and action. Interacting with Computers.

Burgstahler, S. (2009). Universal design: Process, principles, and applications. DO-IT..

Burnett, M., Stumpf, S., Macbeth, J., Makri, S., Beckwith, L., Kwan, I., Peters, A., Jernigan, W. (2016). GenderMag: A method for evaluating software's gender inclusiveness. Interacting with Computers.

Burnett, M.M., Peters, A., Hill, C., and Elarief, N. (2016). Finding gender-inclusiveness software issues with GenderMag: A field investigation. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Carroll, J. M., & Rosson, M. B. (1992). Getting around the task-artifact cycle: how to make claims and design by scenario. ACM Transactions on Information Systems (TOIS).

Consolvo, S., Harrison, B., Smith, I., Chen, M. Y., Everitt, K., Froehlich, J., & Landay, J. A. (2007). Conducting in situ evaluations for and with ubiquitous computing technologies. International Journal of Human-Computer Interaction.

Costanza-Chock, S. (2020). Design justice: Community-led practices to build the worlds we need. MIT Press.

Coyne, R. (2005). Wicked problems revisited. Design Studies.

Cross, N. (1982). Designerly ways of knowing. Design Studies.

Csikszentmihalyi, M. (2014). Society, culture, and person: A systems view of creativity. Springer Netherlands.

Dell, N., Vaidyanathan, V., Medhi, I., Cutrell, E., & Thies, W. (2012). Yours is better! Participant response bias in HCI. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Dorst, K. and Cross, N. (2001). Creativity in the design process: co-evolution of problem-solution. Design studies.

Dourish, P. (2003). The appropriation of interactive technologies: Some lessons from placeless documents. Computer Supported Cooperative Work (CSCW).

Dow, S. P., Glassco, A., Kass, J., Schwarz, M., Schwartz, D. L., & Klemmer, S. R. (2010). Parallel prototyping leads to better design results, more divergence, and increased self-efficacy. ACM Transactions on Computer-Human Interaction (TOCHI).

Ericsson, K. A., & Simon, H. A. (1980). Verbal reports as data. Psychological Review.

Ericsson, K. A., Krampe, R. T., & Tesch-Ršmer, C. (1993). The role of deliberate practice in the acquisition of expert performance. Psychological Review.

Farooq, U. (2006). Eureka! past, present, and future of creativity research in HCI. ACM Crossroads.

Friedman, B., & Hendry, D. G. (2019). Value sensitive design: Shaping technology with moral imagination. MIT Press.

Gill, A. M., & Nonnecke, B. (2012). Think aloud: effects and validity. ACM International Conference on Design of Communication (SIGDOC).

Rex Hartson (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology.

Hoysniemi, J., Hamalainen, P., and Turkki, L. (2004). Wizard of Oz prototyping of computer vision based action games for children. Conference on Interaction Design and Children (IDC).

Hudson, S., Fogarty, J., Atkeson, C., Avrahami, D., Forlizzi, J., Kiesler, S., Lee, J. and Yang, J. (2003). Predicting human interruptibility with sensors: a Wizard of Oz feasibility study. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Edwin L. Hutchins, James D. Hollan, and Donald A. Norman (1985). Direct Manipulation Interfaces. Human-Computer Interaction.

Hutchinson, H., Mackay, W., Westerlund, B., Bederson, B. B., Druin, A., Plaisant, C., ... & Roussel, N. (2003). Technology probes: inspiring design for and with families. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Irandoust, H. (2006). The Logic of Critique. Argumentation.

John, B.E. and Kieras, D.E. (1996). The GOMS family of user interface analysis techniques: comparison and contrast. ACM Transactions on Computer-Human Interaction (TOCHI).

Jonassen, D. H. (2000). Toward a design theory of problem solving. Educational Technology Research and Development.

Kolko, J. (2010). Abductive thinking and sensemaking: The drivers of design synthesis. Design Issues.

Kowitz, B. (2014). The key to happy, productive designers: Teaching your team to critique. VentureBeat.

Kulkarni, C., Wei, K. P., Le, H., Chia, D., Papadopoulos, K., Cheng, J., ... & Klemmer, S. R. (2015). Peer and self assessment in massive online classes. Design Thinking Research.

Lehey, R. L. (2014). Letting go of sunk costs. Psychology Today.

Louridas, P. (1999). Design as bricolage: anthropology meets design thinking. Design Studies.

Muller, M. J., & Kuhn, S. (1993). Participatory design. Communications of the ACM.

Myers, B., Hudson, S. E., & Pausch, R. (2000). Past, present, and future of user interface software tools. ACM Transactions on Computer-Human Interaction (TOCHI).

Nathan, M. J., & Petrosino, A. (2003). Expert blind spot among preservice teachers. American Educational Research Journal.

Nesmith, M. (2016). Why we need universal design. TEDx Talks.

Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Norman, D. A. (2005). Human-centered design considered harmful. ACM interactions.

Norman, D. A. (1999). Affordance, conventions, and design. ACM interactions.

Olson, J. R., & Olson, G. M. (1990). The growth of cognitive modeling in human-computer interaction since GOMS. Human-Computer Interaction.

Peterson, M. (2016). The Problem with Personas. Prototypr.

Polson, P. G., Lewis, C., Rieman, J., & Wharton, C. (1992). Cognitive walkthroughs: a method for theory-based evaluation of user interfaces. International Journal of Man-Machine Studies.

Reiss, E. (2012). Usable usability: simple steps for making stuff better. John Wiley & Sons.

Riche, Y. (2016). A/B testing vs. User Experience Research. LinkedIn.

Rubin, H. J., & Rubin, I. S. (2011). Qualitative interviewing: The art of hearing data. Sage.

Sauer, J. and Sonderegger, A. (2009). The influence of prototype fidelity and aesthetics of design in usability tests: Effects on user behaviour, subjective evaluation and emotion. Applied Ergonomics.

Simon, H. A. (1969). The sciences of the artificial. MIT Press.

Carolyn Snyder (2004). Paper prototyping: The fast and easy way to design and refine user interfaces. Morgan Kaufmann.

Story, M. F. (1998). Maximizing usability: the principles of universal design. Assistive Technology.

Trufelman, A. (2016). On average. 99% Invisible.

Wobbrock, J. O., Kane, S. K., Gajos, K. Z., Harada, S., & Froehlich, J. (2011). Ability-based design: Concept, principles and examples. ACM Transactions on Accessible Computing (TACCESS).

Wolf, T. V., Rode, J. A., Sussman, J., & Kellogg, W. A. (2006). Dispelling "design" as the black art of CHI. ACM SIGCHI Conference on Human Factors in Computing (CHI).

Wright, P., & McCarthy, J. (2008). Empathy and experience in HCI. ACM SIGCHI Conference on Human Factors in Computing (CHI).