Journal on Interactive Systems https://journals-sol.sbc.org.br/index.php/jis <p><span data-preserver-spaces="true">The Journal on Interactive Systems (JIS) covers all the aspects related to the design, development, evaluation, and use of interactive computing systems in different domains and their effects on society. Having its first Volume published in 2010, JIS is a publication of the Brazilian Computing Society (SBC) maintained and supported by the interest groups on Human-Computer Interaction, Games, and Virtual Reality. </span></p> <p><span data-preserver-spaces="true">JIS is an open-access journal, meaning all content is freely available to people or their institutions without charge. People are allowed to read, download, copy, distribute, print, search, or link to the full texts of the articles or use them for any other lawful purpose without asking the publisher's or the authors' prior permission.</span></p> <p><span data-preserver-spaces="true">JIS operates in a continuous flow process: when a paper is accepted, and the Editorial Committee approves its camera-ready version, it receives a DOI number and is published online. Authors retain the copyright and full publishing rights without restrictions. JIS adopts the best editorial practices and values open and free science!</span></p> <p>Follow JIS on <a href="https://www.linkedin.com/in/jis-journal-on-interactive-systems/" target="_blank" rel="noopener">LinkedIn</a> and <a href="https://www.instagram.com/jissbc" target="_blank" rel="noopener">Instagram</a>.</p> Brazilian Computer Society en-US Journal on Interactive Systems 2763-7719 <p><span data-preserver-spaces="true">JIS is free of charge for authors and readers, and all papers published by JIS follow the </span><a class="editor-rtfLink" href="https://creativecommons.org/licenses/by/4.0/" target="_blank" rel="noopener"><span data-preserver-spaces="true">Creative Commons Attribution 4.0 International (CC BY 4.0)</span></a><span data-preserver-spaces="true"> license.</span></p> Why Don’t You Let the Light In? Developing Radiant Patterns for a Critical Game Aiming Player Empowerment https://journals-sol.sbc.org.br/index.php/jis/article/view/5923 <p>The exponential growth of the digital games industry has intensified the use of Deceptive Patterns (DPs) – design strategies that, while profitable, undermine players’ psychological well-being by frustrating their needs for autonomy, competence, and relatedness, as defined by Self-Determination Theory (SDT). In response, ethical alternatives, such as Radiant Patterns (RPs), have been proposed; however, they have remained mainly theoretical. This study addresses this gap with a twofold contribution. First, it details the refinement and operationalization of the RPs concept, transforming it from an abstract idea into a structured framework for well-being-oriented design. Second, it presents the development and evaluation of The Good Dev (TGD), the first critical game to implement this refined framework. TGD was evaluated in two phases (Alpha and Beta tests) using a mixed-methods approach, including validated instruments and semi-structured interviews. Findings reveal that while players recognize DPs, they are unaware of the psychological impact these patterns have on player well-being. The game demonstrated high playability and engagement, proving effective in fostering critical reflection on design ethics. Ultimately, this study highlights the potential of combining the RP framework with critical gameplay to empower players and contribute to healthier digital gaming environments.</p> Luiz Santos Filho Nayana Carneiro Alairton Sousa Junior Ticianne Darin Copyright (c) 2026 Luiz Santos Filho, Nayana Carneiro, Alairton Sousa Junior, David Motta Miranda, Ticianne Darin http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 1 29 10.5753/jis.2026.5923 Conversational-Linguistic Politeness for Chatbot Design: an Evaluation of Parameters and Card-Based Approaches https://journals-sol.sbc.org.br/index.php/jis/article/view/5908 <p>Chatbots often find it challenging to meet user expectations by providing appropriate responses and engaging in natural dialogues. Previous research suggests that incorporating linguistic and conversational strategies, particularly those centered on politeness, can significantly enhance user satisfaction and interaction quality. However, current conversation design practices often lack clear guidance to support these strategies, leaving designers to rely on personal preferences. To enhance the design of polite chatbots, previous work has investigated the use of politeness parameters, which help in understanding how politeness is expressed in chatbot dialogues through language function variety and indirect communication. In this work, our initial focus is on assessing participants' perceptions when exposed to different uses of these parameters. To achieve this, three fictional scenarios were presented to six participants to assess the combined impact of various politeness parameters. Although participants acknowledged different polite design strategies, discussing the parameters during the interactions proved challenging. To investigate the use of these parameters during the design process, we instantiated them in a card-based tool with four categories. A workshop was conducted for evaluation where seven participants first designed polite dialogues without the cards. Then, the participants were presented with the cards to reflect on whether they could have supported the design process. Some benefits mentioned by participants included supporting tailored dialogues, guiding design decisions, and maintaining a consistent tone. In summary, our contributions involve evaluating the effectiveness of politeness parameters as design tools, introducing a set of four cards to assist in formulating politeness strategies (currently used in educational settings), and exploring user perceptions when presented with these cards.</p> Mateus de Souza Monteiro Vinícius Carvalho Pereira Luciana Cardoso de Castro Salgado Copyright (c) 2026 Mateus de Souza Monteiro, Vinícius Carvalho Pereira, Luciana Cardoso de Castro Salgado http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 30 47 10.5753/jis.2026.5908 Requirement Prioritization in Software Engineering: a Systematic Literature Review Update https://journals-sol.sbc.org.br/index.php/jis/article/view/5371 <p><em>Context</em>: Software requirements prioritization is the classification and ordering of requirements given their priority. This ordering can be done using prioritization techniques. Knowing the main prioritization techniques is essential for advancing research in Requirement Engineering. A Systematic Literature Review (SLR) published in 2021 presented evidence on requirements prioritization techniques, their limitations, a list of identified techniques, and the criteria used in<br />the prioritization process. An assessment of this SLR revealed the need for an update. <em>Purpose</em>: This study aims to update the previous SLR and contribute to the current state of research on this topic. <em>Method</em>: First, we conducted a tertiary study to identify other reviews addressing the same topic. Then, we applied the 3PDF framework to evaluate the feasibility of SLR updating, and finally, we updated the previous SLR. In this update, we consider new research questions and analyses of the extracted data. This update incorporates new research questions and additional analyses of the extracted data. <em>Results</em>: The updated SLR identified a total of 45 relevant studies between 2021 and June 2025, shedding new light on the evolution of requirements prioritization. We identified 32 distinct requirements prioritization techniques, with 23 of these being novel, adding a fresh perspective to the area. <em>Conclusion</em>: This updated SLR provides a comprehensive view of the continuous evolution in requirements prioritization. The review highlights significant advancements in the use of Machine Learning (ML) and Artificial Intelligence (AI) techniques, alongside the enduring popularity of traditional methods such as the Analytic Hierarchy Process (AHP) and MoSCoW. Understanding these trends is crucial for practitioners, as they reflect persistent challenges in decision-making, including the influence of individual preferences and domain knowledge on the prioritization process. </p> Renato Cesar Ais Érica Ferreira De Souza Alinne C. Correa Souza Copyright (c) 2026 Renato Cesar Ais, Erica Ferreira de Souza, Alinne C. Correa Souza http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 48 68 10.5753/jis.2026.5371 Evaluation of Immersion in the Flow State from the Variation of the Instagram Web Interface https://journals-sol.sbc.org.br/index.php/jis/article/view/4438 <p><em>Background</em>: Social media interfaces employ design strategies that encourage continuous engagement, which may influence users’ immersion and flow state. Investigating how interface design elements contributes to inducing a flow state in users is essential to promote ethical and mindful design practices. <em>Purpose</em>: This study aims to explore the impact of Instagram’s interface design on user behavior, with a particular focus on indications of the flow state. <em>Methods</em>: We developed a browser extension based on the Hook model to carry out interventions in the interface, aiming to remove triggers, reduce rewards, and limit user actions. A case study was conducted with undergraduate students who navigated both the modified and standard Instagram web interfaces. The Online Flow Questionnaire was used to measure flow state levels and, additionally, participants who used the extension took part in a brief interview to gather qualitative insights about their experience. <em>Results</em>: Findings indicate a subtle variation in the flow state between the modified and standard interfaces, suggesting that interface changes influence user’s flow state. Results also suggest that the device type can modulate the flow state and that individual factors, such as technological familiarity, can influence user interaction. <em>Conclusion</em>: Interface design elements encourage users to remain engaged for longer periods, providing an initial indication of the impact of design on user flow state. The findings reinforce the need for ethical design approaches that balance user retention with mental well-being.</p> Alice Cabral de Avelar Marques Humberto Torres Marques-Neto Copyright (c) 2026 Alice Cabral de Avelar Marques, Humberto Torres Marques-Neto http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 69 79 10.5753/jis.2026.4438 Prediction and Analysis of Cybersickness in VR Games Using Symbolic Machine Learning https://journals-sol.sbc.org.br/index.php/jis/article/view/5597 <p>Cybersickness (CS) is one of the main challenges for the adoption of Virtual Reality (VR), manifesting through symptoms such as nausea, dizziness, and eye strain, particularly in Head-Mounted Display (HMD) devices. Although subjective measures, such as questionnaires, are widely used to assess CS, they do not allow for real-time user feedback. This study investigates the role of biosignals in identifying the causes and indicators of CS in VR games, employing Symbolic Machine Learning (SML) to classify the most relevant factors. Our approach combines Electrocardiogram (ECG), Electrodermal Activity (EDA), and Accelerometer (ACC) data with game metrics and user profile attributes. Data were collected from two VR games: a car game and a flying game. Decision Trees and Random Forests were used to build interpretable models, and the results showed that integrating biosignals and game data significantly improves CS prediction, with Random Forest achieving an AUC of 0.95. The findings highlight that exposure time, motion intensity, and electrodermal activity are among the key predictors of CS, reinforcing the importance of physiological monitoring in VR research. Furthermore, the study demonstrates the potential of SML in creating explainable models, contributing to more effective strategies for mitigating CS.</p> Wedrey Nunes da Silva Thiago Porcino Carla Denise Castanho Ricardo Pezzuol Jacobi Copyright (c) 2026 Wedrey Nunes da Silva, Thiago Porcino, Carla Denise Castanho, Ricardo Pezzuol Jacobi http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 80 98 10.5753/jis.2026.5597 Network Modeling of Rational Value Systems Interaction: Justification of the Basic Principles and Methodology https://journals-sol.sbc.org.br/index.php/jis/article/view/4883 <p><em>Background</em>: the article is devoted to the study of the interaction of rational-value systems, thus being an integral part of the theory of rational systems. <em>Purpose</em>: the purpose of the article is to develop a methodology for network modeling of rational-value systems (RVS) based on the analysis of their interaction, proposing a classification of networks (egocentric, communicative, convergent and cause-and-effect) and substantiating their application. <em>Methods</em>: the main method of this work is network analysis used in social sciences. <em>Results</em>: the article substantiates the possibility of network modeling of rational-value communication. Both general principles and examples of a network model and a data window, as well as special cases in the form of network types are presented. The most promising include the egocentric and cause-and-effect network model. <em>Conclusion</em>: in the conclusion, conclusions and generalizations are made, further directions for the study of rational systems are formulated. This article briefly describes the basic principles of rational-value communication, provides an example of network modeling and windows of calculation data provided in a previously published article, but not included in it. In addition, this article expands the author’s ideas in the direction of network modeling options.</p> Konstantin S. Kondratenko Copyright (c) 2026 Konstantin S. Kondratenko http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 99 109 10.5753/jis.2026.4883 Gov.br Portal: Contrasting the Results of an Accessibility Assessment by Automated Tools with the Analysis of a Person with Low Vision https://journals-sol.sbc.org.br/index.php/jis/article/view/5357 <p>Governments worldwide have increasingly adopted centralized models for delivering public services to citizens. In 2019, Brazil launched the Gov.br portal, which consolidates the digital channels of all federal government agencies and provides unified access to information and services. This study aims to assess the accessibility of the Gov.br portal using three automated evaluation tools (ASES, AccessMonitor, and TAW) and a contrast verification tool (Contrast Checker), in addition to a manual evaluation conducted by a low vision web accessibility specialist. This qualitative and exploratory analysis reveals that, despite Gov.br achieving favorable scores in automated evaluations, significant challenges remain regarding the user experience of individuals with low vision. The most frequent issues identified include the portal’s lack of responsiveness when displayed at maximum zoom on smartphones, insufficient color contrast, and the absence of contextual information in links. As a contribution, the study proposes corrective measures to enhance the website’s accessibility, thereby promoting inclusive access for all users.</p> Ygor Barros Juliana Outão Carolina Sacramento Yndiana Gouveia Simone Bacellar Leal Ferreira Rodrigo Santos Mariano Pimentel Copyright (c) 2026 Ygor Barros, Juliana Outão, Carolina Sacramento, Yndiana Gouveia, Simone Bacellar Leal Ferreira, Rodrigo Santos, Mariano Pimentel http://creativecommons.org/licenses/by/4.0 2026-01-01 2026-01-01 17 1 110 125 10.5753/jis.2026.5357 A Digital Game to Motivate and Empower Women in Learning Algorithms for Computer Science https://journals-sol.sbc.org.br/index.php/jis/article/view/5626 <p><em>Background</em>: High dropout and failure rates in introductory Computer Science courses, such as Algorithms, represent a challenge, with dropout rates particularly high among female students. Traditional teaching methods do not always maintain engagement, highlighting the need for innovative approaches that promote motivation and learning. <em>Purpose</em>: This study proposes the development of ProgramADAs, a digital educational game to support female undergraduate students in Computer Science and related fields. The goal of the game is to stimulate interest in the Algorithms course by providing an engaging learning experience and contributing to the reduction of dropout and failure rates. <em>Methods</em>: ProgramADAs was developed by students who have previously taken Algorithms, allowing their experiences to shape the creation of an educational game aligned with the challenges faced by female students. The game is customizable and incorporates game elements to promote engagement. To evaluate its effectiveness, the authors conducted two studies: the first analyzed the game’s potential as a motivational strategy, and the second assessed its usability and player experience. <em>Results</em>: The results indicate that ProgramADAs has significant potential as a motivational teaching tool. The usability evaluation yielded positive scores, suggesting that the game is educationally relevant and effective in supporting the teaching and learning of Algorithms. <em>Conclusion</em>: The results suggest that ProgramADAs has the potential to increase female students’ engagement in Algorithms. Its interactive and customizable features make it a valuable resource for improving the learning experience and addressing challenges of motivation and retention in Computer Science.</p> Luana Lauschner Avilez Vilarinho Bárbara de Melo Quintela Luciano Jerez Chaves Pedro Henrique Dias Valle Alessandreia Marta de Oliveira Copyright (c) 2026 Luana Lauschner Avilez Vilarinho, Bárbara de Melo Quintela, Luciano Jerez Chaves, Pedro Henrique Dias Valle, Alessandreia Marta de Oliveira http://creativecommons.org/licenses/by/4.0 2026-01-22 2026-01-22 17 1 126 142 10.5753/jis.2026.5626 The MEG21 Unified Model for Modern Electronic Games of the 21st Century based on Electroencephalography-controlled Brain-Computer Interface https://journals-sol.sbc.org.br/index.php/jis/article/view/6337 <p>The rapid advancement of Brain-Computer Interface (BCI) technology has facilitated its employment in non-clinical contexts, including games. Electroencephalography (EEG)-controlled games merge the benefits of both fields, as they can be employed in both serious and entertainment contexts due to their ludic and engaging nature, in addition to being accessible to people with physical disabilities. Despite these benefits and the overlapping of different fields, there is still a lack of representational schemes for these games, as current theoretical models can only represent BCI systems and games separately. This work introduces a unified model for games that use EEG-based BCI controls, assisting researchers in effectively developing and analyzing such games by providing a framework for instantiating their abstract, structural and functional components. Its utility and representativeness were evaluated using a selection of EEG-controlled games from existing literature, which demonstrated the model’s effectiveness in classifying and detailing these games. Recurring attributes and descriptive values were also identified and organized based on the sample studies, showing how the components of the model could represent the functioning and structure of EEG-based games.</p> Gabriel Alves Mendes Vasiljevic Leonardo Cunha de Miranda Copyright (c) 2026 Gabriel Vasiljevic, Leonardo Cunha de Miranda http://creativecommons.org/licenses/by/4.0 2026-01-22 2026-01-22 17 1 143 163 10.5753/jis.2026.6337 AShE – A Shadow Estimator for Augmented Reality Systems on Mobile Platforms https://journals-sol.sbc.org.br/index.php/jis/article/view/6127 <p>This work presents a geometric method for estimating the directional light vector in a scene, enabling realistic shadow generation in augmented reality through image segmentation and inverse rendering. The solution is designed for mobile devices, eliminating the need for specialized hardware and machine learning-based algorithms. The method employs standard cameras and fiducial markers to project realistic shadows on virtual objects, ensuring coherent visual integration with the real environment. The experiments demonstrated that the proposed approach achieved an average angular error of 11.42° for synthetic datasets, effectively estimating scene illumination and generating visually convincing shadow projections. Qualitative tests indicate that the system performs well under various lighting conditions, although it faces limitations in scenarios with translucent objects or diffuse lighting. The results suggest that this solution can serve as an efficient and accessible alternative for augmented reality applications on mobile devices, enhancing immersion and realism without requiring complex computational infrastructure.</p> André Luís Braga Dutra Rodrigo Luis de Souza da Silva Copyright (c) 2026 André Luís Braga Dutra, Rodrigo Luis de Souza da Silva http://creativecommons.org/licenses/by/4.0 2026-01-23 2026-01-23 17 1 164 174 10.5753/jis.2026.6127 Innovations in Geometry Teaching with MiritiBoard VR 2.0 Glasses: Customizations and Usability Evaluation https://journals-sol.sbc.org.br/index.php/jis/article/view/5755 <p>The use of Virtual Reality (VR) headsets has rapidly expanded into various areas, going beyond entertainment and electronic games. These devices provide immersive experiences that simulate three-dimensional environments, allowing for greater user interaction and engagement. Given the growth of mobile VR, this study presents MiritiBoard VR, a low-cost headset made from miriti, a plant native to the Amazon, focusing on sustainability, promotion of the local bioeconomy, and geometry education for basic education students in Brazil. The device was used in the educational application GeoMeta, enabling the visualization of 360-degree content, Augmented Reality, and gamification for geometry teaching. In order to improve the user experience of the MiritiBoard VR, two prototypes with controllers were developed to offer more features and comfort to the glasses, as it has limitations in mobility and interactivity. One prototype has a control integrated into the viewer and the other uses an external GamePad, both connected via Bluetooth, which is housed inside the headset. The evaluation, conducted using the System Usability Scale (SUS), showed that although the conventional model achieved the highest overall score, the MiritiBoard with integrated control was the users' preferred choice. The results indicate that MiritiBoard VR offers an immersive experience comparable to more expensive devices, with potential for expansion through new sensors. In addition to contributing significantly to mathematics education, the project reinforces responsible consumption practices and supports the local Amazonian economy.</p> João Francisco Moreira de Carvalho Flávio Rafael Trindade Moura Lucas Gabriel do Carmo Pereira Leonardo da Conceição Estevam Waldemiro José Assis Gomes Negreiros André Vinícius Neves Alves Lyanh Vinicios Lopes Pinto André Jordan Santos dos Santos Walter dos Santos Oliveira Júnior Diego Lisboa Cardoso Marcos César da Rocha Seruffo Copyright (c) 2026 João Francisco Moreira de Carvalho, Flávio Rafael Trindade Moura, Lucas Gabriel do Carmo Pereira, Leonardo da Conceição Estevam, Waldemiro José Assis Gomes Negreiros, André Vinícius Neves Alves, Lyanh Vinicios Lopes Pinto, André Jordan Santos dos Santos, Walter dos Santos Oliveira Júnior, Diego Lisboa Cardoso, Marcos César da Rocha Seruffo http://creativecommons.org/licenses/by/4.0 2026-01-23 2026-01-23 17 1 175 192 10.5753/jis.2026.5755 Design and Pilot Implementation of a Management Model for the Information and Communication Technology (ICT) Infrastructure and Platform Management (IPM) Practice in Municipal Public Administration https://journals-sol.sbc.org.br/index.php/jis/article/view/7054 <p>This paper proposes an Information and Communication Technology (ICT) infrastructure management model tailored to the operational reality of municipal public administration and grounded in the Information Technology Infrastructure Library version 4 (ITIL 4) Infrastructure and Platform Management (IPM) practice. A research gap was identified through a structured literature search that found no studies specifically addressing the application of the ITIL 4 IPM practice in municipal environments. Using the Design Science Research method, the model was developed and documented in Business Process Model and Notation (BPMN), integrating item classification, prioritisation routines and procedures adapted to resource-constrained public settings. A pilot execution in a municipal health unit demonstrated its applicability, revealing gaps in asset data, contributing to a more structured infrastructure assessment and supporting decision-making processes related to monitoring, risk mitigation and planned replacement of equipment. The results provide initial evidence that the model offers structural support and supports more consistent infrastructure analysis within the pilot context, indicating its potential to support maturity assessment across successive assessment cycles.</p> Moisés de Sousa Galian José Eduardo Santana Felipe Dias Abrahão Vanessa Tavares de Oliveira Barros Rodolfo Miranda de Barros Copyright (c) 2026 Moisés de Sousa Galian, José Eduardo Santana, Felipe Dias Abrahão, Vanessa Tavares de Oliveira Barros, Rodolfo Miranda de Barros http://creativecommons.org/licenses/by/4.0 2026-01-29 2026-01-29 17 1 193 213 10.5753/jis.2026.7054