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

Dr Joan Soler-Adillon



Human-Computer Interaction and e-Learning

This research proposal is focused on the relationship between HCI (Human-Computer Interaction) and TEL (Technology-Enhanced Learning): how design and technology impact students and their learning. Interaction design and human-centered design can transform learning experiences and provide e-learning environments, learning resources and educational tools that take into account learners’ needs, wants and limitations. Therefore, this research proposal focuses on design, technology and learning in order to provide interactive and user-centered technology-enhanced learning. 

This research topic includes:

  • Interactive learning tools. CodeLab is an ongoing project that provides a laboratory learning tool for non-STEM students to learn to code where students learn by doing: they have a learning itinerary, explore how to solve problems, complete activities can discuss solutions and problems with peers or with teachers.
  • Conversational interfaces and chatbots for teaching and learning. How to design conversational interfaces for educational contexts? What should be the chatbot anatomy and behavior for teaching and learning settings? 
  • Embodied interaction in technology enhanced learning. How to design embodied interactive learning experiences in the context of e-learning and asynchronous and distance learning?

Dr Ana Elena Guerrero


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



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 GAME

Critical Interaction Design, Artifacts and Interactive Art

This research proposal focuses on critical interaction design in order to explore functional, non-functional, aesthetic, cultural, speculative and political dimensions of interfaces. 

Speculative, critical and discursive design constitute the methodological approaches to explore critical interaction design. The research in this area includes discursive, contextual and analytical research and also prototyping, development and building artifacts as means to test ideas and validate hypotheses.

This research topic includes interactive media archaeology; interaction for social good and justice vs. dark patterns and surveillance capitalism; measuring agency on interactive artifacts and/or conversational interfaces; user-centered interaction design in interactive media art.

Dr Enric Mor Pera

Dr Joan Soler-Adillon



Interactive documentary and immensive technologies

In recent years, the field of interactive documentary has been shifting towards the use of immersive technologies, both in the form of 360 video and Virtual Reality. The successive introduction of VR headsets, and its likely commodification in the immediate future, are creating the context for these practices to consolidate. At the same time, however, the global health crisis could trigger a return to the screen-based projects. This research line aims at exploring and mapping this use of immersive technologies in the field of interactive documentary, in the broader context of interactive media and documentary. Design strategies, interaction design and storytelling will be among the key elements of study, along with the approaches to practice-based research that are strongly embedded in the field.

Dr Joan Soler-Adillon DARTS