Topics for PhD, Masters and Undergraduate research (2025-2026)

In this post, you’ll find several possible research topics to explore under my supervision at the PhD, Master’s, or undergraduate level. If any of them interest you, think about a research question and get in touch 🙂

MEC RED Social Network

MEC RED is a social network designed to allow Brazilian teachers to share digital educational resources, create collections, find other professionals, and interact in various ways. This social network was chosen by the Ministry of Education (MEC) as the country’s primary solution for offering high-quality digital resources to public schools. Therefore, there are numerous work opportunities in this project (Action Research), including but not limited to:

  • Accessibility: implementation and evaluation of features to improve accessibility for the widest possible range of users, taking into account universal design principles and accessibility guidelines.
  • Gamification: implementation and evaluation of strategies to engage users and promote the positive and productive participation of teachers in the network.
  • Recommendation Systems: implementation and evaluation of features to recommend relevant objects (e.g., digital resources, other users) to the users.
  • Social Network Features: specification, implementation, and evaluation of new social network features to improve interaction possibilities among users.
  • UX Evaluation: application of different UX evaluation methods to improve the system’s quality for its users.

To understand the MEC RED context read the papers [1][2][3][4] listed in the references section below.

Socially Aware Systems Design (SAwD)

SAwD refers to a framework conceived to support the responsible design of interactive computing systems. The framework has been developed and applied for decades to inform the design of computing systems in different domains. Read [5] and [6] to understand the approach. Therefore, this topic also encompasses a wide range of applications, including but not limited to:

  • Deceptive Patterns: investigation of solutions to support the identification, analysis, and study of these interface and interaction design patterns, and to help designers and users become aware of them. Investigations of deceptive patterns in specific domains are also welcome (e.g., betting platforms, language apps, dating apps, e-commerce solutions, cookie banners, etc.). Related readings: [7][8]
  • Game Design: design and evaluation of games aligned with socially aware design principles and practices. This topic includes the creation, application, and replication of game design artifacts; the design and evaluation of games; and the study of existing games for specific purposes. Analyzing and evaluating existing games are also relevant, especially when focusing on concepts such as bias, cultural issues, ethics, and human values. Related readings: [9][10]
  • Computing Education: design and evaluation of interactive computing solutions to support computing education, particularly in the Introduction to Computing course offered by the Department of Informatics. This course presents various challenges, a dystopian narrative, and gamification features to promote computational thinking and discussions of sensitive topics, such as professional responsibilities, ethics, social impact, and soft skills. Works exploring Extended and Virtual Realities, games, and gamification are welcome. Related readings: [11][12].
  • Human-Data Interaction (HDI): design and analysis of interaction with data from an inclusive and socially aware perspective, covering different stages of the data life cycle — from data production and gathering to data visualization and interaction. Investigating HDI in specific domains is also encouraged, such as AI-based systems, health, education, etc. Related readings: [13][14].
  • AI and Socially Aware Design: the socially aware design of AI systems and the use of AI in socially aware design practices are both relevant and challenging topics. Possible projects include AI-based solutions to improve user experience [16], the use of LLMs as co-designers, analysis of the social impact of AI-based systems (e.g., sustainability, prompting and bias), and evaluation of impacts on different stakeholders. Related readings: [15][17].

Open Science

This theme covers various topics related to open science practices and systems, as well as the study of open-access scientific journals. Projects investigating specific cases, implementing solutions to practical problems, or producing empirical knowledge are equally welcome. Examples include, but are not limited to:

  • Journal and Authors’ Metrics: exploration and development of open solutions to analyze and represent alternative metrics that reflect research impact. This topic also includes the analysis of existing initiatives such as OpenAlex, Altmetrics, and DOAJ.
  • Journal on Interactive Systems: this scientific journal was launched by the Brazilian Computer Society 15 years ago. Several research questions may be addressed by systematically analyzing the articles published in this journal. For example: Do situated research articles apply situated design methods? How is accessibility understood, grounded, designed, and evaluated? How is the concept of Player eXperience considered? Is science truly open?
  • Bias in Science: investigation of whether and how existing social biases (e.g., gender, race, nationality) manifest in published science. Citation practices, reporting styles, authorship order, and characterization of participants are potential indicators of bias.
  • Grand Research Challenges in HCI in Brazil: in 2024, the Brazilian HCI community launched seven research challenges for the 2025–2035 period. Research exploring these topics in the scientific literature is especially welcome.

Suggested readings: [18][19].

References

[1] K. Menezes, J. Guerra, R. Ferreira, T. Todt, M. Sauer, G. Frehse, L. Bernardt, and R. Pereira, “Plataforma MEC Red: Uma rede social do Ministério da Educação para compartilhamento e disponibilização de recursos educacionais digitais,” Congresso Brasileiro de Informática na Educação (CBIE), SBC, 2024, pp. 221–224. DOI: https://doi.org/10.5753/cbie_estendido.2024.244451

[2] K. Menezes, D. P. S. Junior, J. Guerra, R. Ferreira, E. Todt, R. Reis, L. Bona, A. P. Gonçalves, and R. Pereira, “Redesign da plataforma MEC Red: Um estudo informado por diferentes métodos,” Simpósio Brasileiro de Informática na Educação (SBIE), SBC, 2024, pp. 1321–1335. DOI: https://doi.org/10.5753/sbie.2024.242477

[3] K. M. L. Menezes, J. S. Ortiz, and R. Pereira, “Avaliando a acessibilidade a partir de uma perspectiva inclusiva: o caso da plataforma MEC de recursos educacionais digitais,” Simpósio Brasileiro de Informática na Educação (SBIE), SBC, 2023, pp. 1018–1029. DOI: https://doi.org/10.5753/sbie.2023.234693

[4] K. M. L. Menezes and R. Pereira, “META: Um método para avaliação de tecnologias educacionais acessíveis,” Congresso Brasileiro de Informática na Educação (CBIE), SBC, 2022, pp. 52–61. DOI: https://doi.org/10.5753/cbie_estendido.2022.226355

[5] M. C. C. Baranauskas, R. Pereira, and R. Bonacin, “Socially aware systems design: A perspective towards technology-society coupling,” AIS Transactions on Human-Computer Interaction, vol. 16, no. 1, pp. 80–109, 2024. doi: https://doi.org/10.17705/1thci.00201

[6] R. Pereira and M. C. C. Baranauskas, “A value-oriented and culturally informed approach to the design of interactive systems,” International Journal of Human-Computer Studies, vol. 80, pp. 66–82, 2015. DOI: https://doi.org/10.1016/j.ijhcs.2015.04.001

[7] L. A. Baroni, A. A. Puska, L. C. de Castro Salgado, and R. Pereira, “Dark patterns: Towards a socio-technical approach,” Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems, 2021, pp. 1–7. Link.

[8] L. A. Baroni and R. Pereira, “Deceptive patterns under a sociotechnical view,” Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems, 2024, pp. 1–13. Link.

[9] B. Ferrari, D. P. da Silva Junior, C. M. Oliveira, J. S. Ortiz, and R. Pereira, “Socially aware design of games: An early workshop for game designers,” Journal on Interactive Systems, vol. 11, no. 1, pp. 92–109, 2020. DOI: https://doi.org/10.5753/jis.2020.757

[10] C. Carvalho, L. Teran, M. Mota, and R. Pereira, “Technologies to support adaptable game design: A systematic mapping study,” Journal of the Brazilian Computer Society, vol. 30, no. 1, pp. 69–101, 2024. DOI: https://doi.org/10.5753/jbcs.2024.3090

[11] R. Pereira, R. Reis, G. A. Derenievicz, L. M. Peres, and F. Silva, “Sua jornada começa aqui: gamificando uma disciplina introdutória de computação com uma narrativa distópico-crítica,” Revista Brasileira de Informática na Educação, vol. 31, pp. 1128–1164, 2023. DOI: https://doi.org/10.5753/rbie.2023.3553

[12] R. Pereira, L. Peres, and F. Silva, “Hello world: 17 habilidades para exercitar desde o início da graduação em computação,” Simpósio Brasileiro de Educação em Computação (EDUCOMP), SBC, 2021, pp. 193–203. DOI: https://doi.org/10.5753/educomp.2021.14485

[13] H. Hornung, R. Pereira, M. C. C. Baranauskas, and K. Liu, “Challenges for human-data interaction – a semiotic perspective,” Human-Computer Interaction: Design and Evaluation – 17th International Conference, HCI International 2015, Los Angeles, CA, USA, August 2–7, 2015, Proceedings, Part I (17), Springer, 2015, pp. 37–48. DOI: https://doi.org/10.1007/978-3-319-20901-2_4

[14] M. R. Strey, R. Pereira, and L. C. de Castro Salgado, “Human data-interaction: A systematic mapping,” Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems, 2018, pp. 1–12. Link.

[15] C. Carvalho, D. S. Junior, and R. Pereira, “Incluir é preciso: Análise de requisitos de adaptação para o redesign de um jogo da memória,” Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos (WIPlay), SBC, 2024, pp. 12–24. DOI: https://doi.org/10.5753/wiplay.2024.245481

[16] R. E. de Oliveira Schultz Ascari, L. Silva, and R. Pereira, “MyPGI – A methodology to yield personalized gestural interaction,” Universal Access in the Information Society, vol. 23, no. 2, pp. 795–820, 2024. DOI: https://doi.org/10.1007/s10209-022-00965-w

[17] C. Carvalho, D. Junior, L. Teran, M. Mota, and R. Pereira, “Explorando o uso do ChatGPT na identificação de requisitos sociotécnicos para o redesign de um jogo,” Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), SBC, 2024, pp. 131–143. DOI: https://doi.org/10.5753/sbgames.2024.241352

[18] R. Pereira, T. Darin, and M. S. Silveira, “GrandiHCI-BR: Grand research challenges in Human-Computer Interaction in Brazil for 2025–2035,” Proceedings of the XXIII Brazilian Symposium on Human Factors in Computing Systems, 2024, pp. 1–24. Link.

[19] K. Felizardo, C. Flach, R. Pereira, and E. Oliveirajr, “Surveying the audience effect in open peer review of a software engineering workshop,” Proceedings of the XXXVI Brazilian Symposium on Software Engineering, 2022, pp. 446–451. DOI: https://doi.org/10.1145/3555228.3555271