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Dissertation Topics for Interaction/Digital Design (including Wicked Problems)
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1. Adaptive Interfaces for Neurodiverse Users
- Designing interaction patterns that dynamically adjust to sensory and cognitive differences.
- Wicked angle: balancing personalization with fairness, privacy, and stigma.
2. Ethical AI Explainability in Consumer Interfaces
- Interaction techniques that make algorithmic decisions transparent and actionable.
- Wicked angle: trade-offs among explanation completeness, usability, and commercial secrecy.
3. Designing for Digital Well‑being in Always‑On Environments
- Interaction systems that reduce distraction and promote attention management without harming productivity.
- Wicked angle: conflicting stakeholder goals (users, employers, platforms).
4. Multimodal Interaction for Low‑Resource Languages
- Speech, gesture, and visual designs to support communities lacking digital text resources.
- Wicked angle: cultural appropriateness, scalability, and resource constraints.
5. Privacy‑Preserving UX for Smart Home Devices
- Interaction models that let users understand and control data flows in IoT ecosystems.
- Wicked angle: hidden data flows, manufacturer incentives, and usability.
6. Designing Trustworthy Remote Collaboration Tools
- Interaction affordances that foster trust, accountability, and social presence across distributed teams.
- Wicked angle: balancing transparency with privacy and differing cultural norms.
7. Inclusive AR/VR Interfaces for Aging Populations
- Interaction techniques that accommodate mobility, vision, and cognitive changes in immersive systems.
- Wicked angle: accessibility vs. commercial aesthetics and cost barriers.
8. Interaction Design for Climate‑Smart Consumption
- Digital nudges and interfaces that encourage sustainable consumer behavior without moralizing.
- Wicked angle: effectiveness vs. autonomy, rebound effects, and corporate greenwashing.
9. Crisis Communication Interfaces for Urban Resilience
- Designing real‑time interaction systems that coordinate citizens and authorities during emergencies.
- Wicked angle: reliability under degraded infrastructure, misinformation, and equity.
10. Designing for Digital Identity and Belonging in Online Communities
- Interaction strategies that support authentic self‑presentation and reduce harassment.
- Wicked angle: moderation trade‑offs, anonymity vs. accountability.
11. Negotiable Automation: Human‑Control Boundaries in Interaction
- Interfaces that let users fluidly negotiate control with autonomous systems (e.g., driving, home robots).
- Wicked angle: liability, user competence variation, and over/under‑reliance.
12. Data Visualization Interactions for Public Policy Literacy
- Interactive visualizations that improve public understanding of complex policy data (health, budgets).
- Wicked angle: framing effects, misinformation risks, and differing numeracy levels.
13. Designing for Sensory Substitution and Augmentation
- Interaction models for devices that translate or augment sensory inputs (e.g., tactile display for vision).
- Wicked angle: long‑term embodiment, accessibility ethics, and identity impacts.
14. Gamified Behavior Change without Manipulation
- Interaction frameworks that leverage game mechanics ethically to promote healthy habits.
- Wicked angle: addictive design vs. motivation, consent, and long‑term effectiveness.
15. Cross‑Cultural Interaction Design Frameworks
- Methods for creating digital interactions that scale across diverse cultural norms and values.
- Wicked angle: universalization vs. local specificity and power imbalances.
References / Starting points:
- Buchanan, R. (1992). Wicked problems in design thinking. Design Issues.
- Rittel, H. W. J., & Webber, M. M. (1973). Dilemmas in a General Theory of Planning.
- Norman, D. A. (2013). The Design of Everyday Things.
- Friedman, B., Kahn, P. H., & Borning, A. (2006). Value Sensitive Design.
If you want, I can expand any of these into a 1‑page proposal with research questions, methods, and key literature.
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