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About

Bruno Giesteira is Professor at University of Porto, FBAUP, Design Department, lecturing classes of Design, Ergonomics and User Experience.

At R&D level, he is a Senior Researcher at INESC TEC, CSIG, having collaborated in the last decade on several R&D projects in the field of Human-Computer Interaction and User Experience.

Interest
Topics
Details

Details

  • Name

    Bruno Giesteira
  • Cluster

    Computer Science
  • Role

    Affiliated Researcher
  • Since

    01st July 2016
001
Publications

2021

Positive Play

Authors
Cardoso, P; Peçaibes, V; Giesteira, B; Castro, LCd;

Publication
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
This chapter's first goal is to present the concept of Positive Play as an expression of play focused on social, psychological, and physical well-being and human potential. It presents some of its foundations in the form of eight maxims that emerged from an analysis on various games developed in the industry and in research settings. Afterwards, it demonstrates of how Positive Play can be integrated in different contexts of action, from diagnosis and intervention to contexts focused on prevention and promotion of awareness and knowledge in the scope of mental health, regarding treatment for Anorexia Nervosa, through a series of in-progress case studies in the form of game prototypes.

2021

Carnival Play

Authors
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;

Publication
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

2020

How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa

Authors
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;

Publication
Springer Series in Design and Innovation - Advances in Design and Digital Communication

Abstract

2019

Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa

Authors
Peçaibes, V; Cardoso, P; Giesteira, B;

Publication
Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST

Abstract
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be used in focus groups and interviews. Anorexia is a complex and often fatal disease that has no cure, and by conceiving and playing these first prototypes we were able get a glimpse of the its context, making us more ready for this research’s next stages. © 2019, ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering.

2019

VISUAL SCIENCE COMMUNICATION: A CASE STUDY ON PUBLISHED GRAPHICAL ABSTRACTS

Authors
Costa, A; Giesteira, B; Costa, E;

Publication
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
Scientists spend huge efforts ensuring the highest standards of their research but fail in efforts to spread their achievements. They face time and effort constraints as they have to accomplish a myriad of tasks in their daily routines. If researchers on different disciplines have trouble communicating with each other around a specific topic of mutual interest, then cross-field collaborations will be problematic. Graphical Abstracts (GAs) are a specific type of infographics that summarize in one image what a research paper is about. Such visual communication tools convey facts, ideas and relationships more clearly and faster than written language. The usage and quality of GAs being produced for research papers, as well as the perception of their impact as a communication tool, is a growing topic of debate. We used i3S - one of the biggest biomedical research institutes in Europe - as a case study to build knowledge on that. A total of 994 scientific articles were analyzed, and 19% of the publications contain GAs while 26% neglected their use. With regard to graphic design principles, misuse of color is often encountered, as well as basic errors in space arrangement of the constituent elements of the graphic composition. Interestingly, it was observed that articles that use GAs have highest impact in terms of citations and readers but not in terms of tweets. In conclusion, the use of GAs falls short of their maximum potential as an inclusive and effective tool for communication between scientists.

Supervised
thesis

2020

O design e o Lúdico como Mecanismos no Tratamento da Anorexia Nervosa

Author
Viviane Peçaibes de Mello

Institution
UP-FBAUP

2020

Ciclo do erro na Gestão de Projetos: Framework Ágil para inclusão do Erro no Ciclo de Desenvolvimento do Produto

Author
Melissa Ferreira Costa

Institution
UP-FBAUP

2020

Designing User Interaction with Linked Data in Historical Archives

Author
Cláudia Raquel Amaral Conde Guedes

Institution
UP-FEUP

2020

A identidade corporativa no meio digital

Author
Afonso Emanuel Ribeiro Veríssimo

Institution
UP-FEUP

2020

Design as a passport? the role of Design as a tool used by European Union policies in the context of funding for creative industries organisations and their internationalisation

Author
Rui Miguel da Costa Monteiro

Institution
UP-FBAUP