Cookies Policy
The website need some cookies and similar means to function. If you permit us, we will use those means to collect data on your visits for aggregated statistics to improve our service. Find out More
Accept Reject
  • Menu
About

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
  • Role

    External Research Collaborator
  • Since

    01st July 2016
001
Publications

2025

Somatic Indicators on the Visceral, Behavioral and Reflective Dimensions of Emotional Design

Authors
Alves, T; Giesteira, B;

Publication
ADVANCES IN DESIGN AND DIGITAL COMMUNICATION V, DIGICOM 2024

Abstract
Building on the work carried out in the context of both the master's thesis and the EUGLOH Tromso Idea Camp 2024, this paper proposes to explore somatic relationships that could help to develop a grammar of practical applicability that specifies which properties pertain to each the three dimensions of Emotional Design presented by Donald Norman. Thus, a proto-ontology affecting some of these factors is presented. The validity of this proposal was methodologically tested mainly through the use of Cultural Probes, along with other methodological tools, which were used to collect emotionally relevant artifacts owned by the participants. This data was submitted through both Content Analysis and Artifact Analysis in order to determine which properties of the artifacts made them meaningful to the users. Different preliminary data related to the three dimensions of Emotional Design emerged: in the first visceral dimension, elements of a perceptual-sensory nature; in the behavioral dimension, some preliminary factors relating to the prevalence of both feedback and image schemas stood out; lastly, the reflective aspect proved to be the one where the most properties were determined, mainly related to symbolic properties.

2025

Drawing for Social Re-Connectivity Through Collaborative and Digital Environments. Preliminary Drawing Activities

Authors
Penedos Santiago, E; Simões, S; Amado, P; Giesteira, B;

Publication
Lecture Notes in Networks and Systems

Abstract
This research aims to leverage digital drawing as a non-verbal language to transcend the communication barriers faced by individuals with partial to complete locked-in syndrome (LIS). It will explore the possibility of using the human body as an interface, through assistive technology, in accordance with its limitation in functionality, to facilitate social reconnection and emotional expression through drawing. This approach is grounded in the understanding that creative expression and communication are fundamental human needs and can significantly impact the well-being and quality of life of individuals with severe motor impairments. This paper will focus on the development of the drawing activities. These activities will run under a mixed reality set that can be tailored by caregivers or therapists to the end-user's needs and preferences, ensuring functionality and user satisfaction through an accessible, enriching, and emotionally rewarding experience. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2024

JANE DOE’S MISSION: A SERIOUS-CRITICAL DIGITAL GAME FOR WEB DESIGNERS AND DEVELOPERS TO TRAIN WEB ACCESSIBILITY FOR SCREEN READERS

Authors
Vila Maior, G; Giesteira, B; Peçaibes, V;

Publication
ICERI Proceedings - ICERI2024 Proceedings

Abstract

2024

Positive Play

Authors
Giesteira, B; Berge, G; Peçaibes, V;

Publication
Septentrio Reports

Abstract
This book results from an initiative by the European university consortium EUGLOH - European University Alliance for Global Health - between the University of Porto, Portugal (U.P.), and the University of the Arctic, Norway (UiT). To support the activity consisting of a three-day masterclass and workshop at UiT, designated as “Tromsø Idea Camp 2024 - Developing ideas through co-creation using human-centred design,” which had as its motto: . “Identify the needs and expectations of Vardesenteret’s patients before, during, and after treatment, considering their and volunteers’ points of view and creating projectual answers that foster empathy and communication”, a handbook was created, which later formed the basis of this book. It has three sections dedicated to Person-Centred Design in the Context of Health and Well-being. The first section— ”Reported Experience”, — Relates to the doctoral project “Ludic Activities in Health Context: An Anorexia Nervosa Case in the Hospital Environment,” which systematizes Ludic methods and tools created in and for a clinical context to support the treatment and monitoring of Anorexia Nervosa. Part of the project stems from collaborative work with São João Central Hospital, Portugal, in a group dedicated to treating eating disorders. The second section - “Documented Experience” — Explores the concept of Positive Play, coined by Giesteira, B., Cardoso, P., and Peçaibes, V. in various papers and book chapters from 2021 onwards. It presents a group of methods and tools created by the authors in recent years, such as the SEED Toolkit - “SomaEsthetics for Enabling Designers” (Giesteira, B. 2023) and the ANgame Collab (Cardoso, P., Peçaibes, V., Giesteira, B. 2022). The first tool aims to work on the concept of Somaesthetics, promoting empathy and contributing to identifying feelings and sensations interdependent on body activities and movements. The second tool aims to mediate playful sessions of Participatory Design, especially in the ‘user research’ phase. Other tools and methods were selected because, based on the aforementioned authors’ experience, they are most suitable for applied research in Health Technology Design. The third section - “Lived Experience” — Records the three days of the workshop dedicated to the themes: “Emotional Design and Somaesthetics”; “Human-Centered and Participatory Design”; “Ideation, Lateral Thinking, and Prototype.” In addition to the aforementioned themes, the different phases of development of the participants' projects from the various universities of the EUGLOH university consortium are recorded, which, in a Participatory Design approach, involved the collaboration of volunteers and oncology patients from Vardesenteret. This section shares the tools used to support each phase of product or service design and the final results of the low-fidelity prototypes.

2024

Inclusivity Play

Authors
Giesteira, B; Peçaibes, V; Cardoso, P; Maior, GV; Quaresma, I;

Publication
Advances in Educational Marketing, Administration, and Leadership - Exploring Educational Equity at the Intersection of Policy and Practice

Abstract
“Portal for sharing teaching experience in the inclusion of diversity” corresponds to axis 4.2. of the project Skills for the Next Generation of the University of Porto by supporting the development of innovative and inclusive pedagogical resources, sharing information, experience about inclusivity and ludic tools to cope with the individual differences integrated with the university's information system. This project is intended to contribute to the achievement of the inclusive priorities defined at the European level through a web platform capable of deliverable informative content and gamified resources (serious and critical games) to give adequate support for the university academy, not only to cope with the difference but to take advantage of it, dealing with human differences and specificities as an asset to the community, unlike shortcomings.

Supervised
thesis

2022

Intentional Friction in the User Interface of Digital Games

Author
Isabella Barbosa Silva

Institution
UP-FBAUP

2022

Ludificação da Realidade Virtual com Biofeedback para o Tratamento de Fobias Situacionais de Carácter Ambiental e Espacial

Author
Luis Fernando Castro e Costa

Institution
UP-FBAUP

2022

Contribuições e limitações do Designer em Contextos de Sensibilização e Mobilização Cívica na Atualidade: relato da experiência de estágio na U. DREAM

Author
Joana Catarina Mota Figueiredo

Institution
UP-FBAUP

2022

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

2022

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

Author
Viviane Peçaibes de Mello

Institution
UP-FBAUP