Human-Computer Interaction

Propuesta de tesis Investigadores/as Grupo de investigación

User-centered interaction design

Human-computer interaction (HCI) is organized around three main elements: design, technology and people. It mainly focuses on the definition, design and evaluation of interactive products, tools and systems from a user-centered perspective. Interaction design researchers explore, design, build and test interactive products and systems with user-experience goals in mind. HCI provides a set of models, methods and techniques to user centered interaction design research that take into account the design process and key activities such as user research, ideation, interaction definition, prototyping and user testing. This line explores research around interaction design processes and methods, interaction co-design, conversational interfaces, gesture interfaces or tangible interaction.

Dr Enric Mor



Human computer interaction and e-learning

This research proposal pays special attention to the relationship between  HCI (Human-Computer Interaction) and Technology -Enhanced Learning (and online learning): how content and design of educational resources, tools and environments impact learners. Learning experiences can be advanced through greater mutually beneficial contact between learning, technology and design. In the particular case of HCI and e-learning, interactive and accessible e-learning environments, learning resources and educational tools are needed. Therefore, this research focuses on the technologies needed to make e-learning interactive and accessible, their impact on learners and the relationship between interaction design and learning experience.

Dr Ana Elena Guerrero

Dr Susanna Tesconi

Dr Enric Mor Pera





AR interfaces

Augmented and virtual reality are having an increasing presence in our personal and social contexts. These kinds of technologies introduce their own media, built mainly from video and audio streams. Since the information carried by these media has to be accessed by people, the interface plays a key role. This research aims to define the features that must be present in an AR interface depending on different use cases.

Dr Piere Bourdin  

Digital Making

Digital making’ is a keyword that is used regularly in discussions about technology education and it has a twofold meaning: “making digital things” and “making things using digital tools”.

Although the term is descriptive, creating artifacts with digital technology, the focus of its use encompasses everything from creating software and hardware using, through to designing and constructing physical objects using digital fabrication tools – CNC machines, 3D printers and laser cutters.

This research proposal pays special attention to the relationship between digital making and technical education for no STEM students, exploring the potential of digital making tools in order to nurture technical knowledge for digital creation such as creative coding, generative art and design and digital fabrication.


Dr Susanna Tesconi

Dr Enric Mor Pera


Use of new display technologies for eHealth applications

The phones and tablets that fit in our bags and pockets include technology that only a few years ago was not available to everyone. Technology such as digital cameras or high resolution displays are becoming more and more sophisticated, and have a great potential to be used in clinical applications. We are aiming to explore the possibilities to use these novel and affordable technologies as an alternative to some medical tests. At the moment, ophthalmologists need specific equipment for some common tests. This equipment may not be available to everyone, depending on socioeconomic factors.

In particular, in this project, we are interested in the use of immersive displays and pupil tracking technologies as an alternative for conventional ophthalmic equipment.

Dr David Merino

Dr Pierre Bourdin

Dr Laura Calvet


Empowering citizens through games and gamification

The use of games as a motivational tool to empower the user, going beyond pure entertainment products,  has been thoroughly researched in the literature. As a result, several subfields have developed, such as serious games, edutainment or gamification. Even though its application is mostly in the context of education, these principles could be used in many other contexts. For instance, some applications exist in some technical fields such as eHealth, computer security or smart cities.

This research line encompasses any research where the goal is to study the relationship between games and players, and how the use game-like elements can empower players beyond simple entertainment.

Dr Joan Arnedo KISON