Technological advances related to multimedia frameworks have transformed the ways in which users interact with and access all types of content. More recently, specific solutions related to augmented and mixed reality have also played a role in multimedia frameworks. As a consequence, increasingly more powerful and portable devices serve a variety of purposes, including leisure, social relations, education, medicine, or access to information [1]. These transformations in a user's interactions with the surrounding world necessitate evaluating and optimizing both applications and their uses. When we focus on the evaluation of the user experience, we find uncounted resources that are primarily focused in professional sectors (studies of accessibility and usability) [2]. More recently, it has been found that in the educational framework, it is necessary to evaluate how to integrate new Information Technologies to improve the participation and motivation of all educational levels [3,4]. On the other hand, digital content, services, systems, and methodologies have been studied over the last several decades to improve and generate new models and methods for accessing content (rules and recommendations), thereby adapting those contents to all types of users and devices [5]. These efforts are dynamic, particularly considering the constant technological revolution that continuously transforms these devices and their capabilities. Substantial effort is exerted to adapt the content on mobile devices, since their growing popularity and cost decrement have afforded mobile devices a significant presence in our society. In particular, aspects such as security [6] and adaptation and communication with older users [7] or users with disabilities [8] are perhaps the most developed fields within design or multimedia studies. These aspects are the main disciplines in the effort to generate applications that are accessible to all types of users, with customizable and usable interactions adapted to basic navigation rules. Digital workflows have improved problems of navigation and communication and university students (digital natives) are often able to work more efficiently than many experienced professionals who are unable to use the new technologies. This special issue focuses on research work related to the design, development, evaluation, and use of new interaction media/applications and their combinations, as well as approaches focused on assessing the motivation and the degree of use satisfaction in these interactions. The issue focuses on the visualization of complex data, both two-dimensional and three-dimensional [9