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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

2026

Challenges and Opportunities for Designing Digital Communication Interfaces for Persons with Partial Locked-In Syndrome

Authors
Amado, P; Penedos-Santiago, E; Lima, C; Simoes, S; Giesteira, B; Peçaibes, V;

Publication
ARTSIT, INTERACTIVITY AND GAME CREATION, ARTSIT 2024, PT II

Abstract
This integrative literature review synthesizes insights from multiple disciplines to address the challenges and opportunities in designing digital communication interfaces for persons with Locked-In Syndrome (LIS). The paper highlights the importance of a multidisciplinary approach that includes ethical co-design, visual design principles, and Human-Computer Interaction (HCI). It emphasizes how important it is to have user-friendly, visually appealing, and accessible interfaces to help persons with LIS to communicate more effectively. Important technologies are evaluated for their potential to improve communication, including Augmented and Virtual Reality (AR & VR), Eye Tracking, and Brain-Computer Interfaces (BCI). To guarantee that the emerging technologies are both efficient and considerate of user demands, the review emphasizes the significance of ethical considerations and patient-centered design. This study intends to direct future design-based action research in constructing functional digital communication systems, using head-mounted Extended Reality (XR) technologies, by combining the various research findings from the review.

2026

Before the Interface

Authors
Giesteira, B; Santiago, E; Sousa, A; Amado, P; Gonçalves, F;

Publication
Reshaping Health Promotion and Disease Prevention Through Digital Innovation

Abstract
This chapter explores the innovative development and integration of tailored user research instruments to inform digital health solutions for People Living with Amyotrophic Lateral Sclerosis (PALS) exhibiting characteristics of partial Locked-In Syndrome (LIS). Addressing the complex interplay of motor, cognitive, and emotional impairments typical of this population, the study proposes a synergistic framework combining three adapted instruments: the ALS Functional Rating Scale-Revised (ALSFRS-R/EX), the User Experience Questionnaire Plus (UEQ+), and a bespoke Cognitive-Motor-Emotional (CME) Observation Grid. These instruments were tailored to detect subtle variations in user function, affect, and interaction. Results show how embodied and sensory drawing participatory methods and customisation of instruments, along with semi-structured questionnaire and interviews with caregivers, can yield actionable insights for designing a model for solutions in neurodegenerative or communication-limiting contexts beyond Augmentative and Alternative Communication (AAC).

2026

Ikigai Play

Authors
Giesteira, B; Souza, T; Sousa, A; Rodrigues, L; Maior, GV;

Publication
Reshaping Health Promotion and Disease Prevention Through Digital Innovation

Abstract
This chapter is grounded in the results of the ERASMUS+ funded project SmartAgeCare, which investigated active and healthy ageing strategies across eight European countries. The project aims to foster digital inclusion, civic participation, and psychosocial well-being among older adults by exploring innovative models of engagement. This chapter introduces the concept of 'Ikigai Play' as a transdisciplinary framework rooted in a meta-narrative review and inspired by the Japanese philosophy of Ikigai—meaning 'reason for being'. Synthesising evidence from national studies and digital ageing strategies, the chapter identifies regional disparities, psychosocial drivers, and the transformative potential of inclusive technologies. 'Ikigai Play' is proposed as a culturally adaptive model to support autonomy, well-being, and digital health equity.

2025

Bridging Emotional Design with mobile technology: Towards the needs of Dementia informal caregivers

Authors
Teixeira, J; De Sousa, AP; Giesteira, B;

Publication
Procedia Computer Science

Abstract
Informal caregiving for People Living with Dementia (PLD) presents multifaceted challenges encompassing emotional, practical, and societal dimensions. This study explores the experiences of informal caregivers in Portugal and investigates the potential role of technology, particularly mHealth solutions, in addressing their needs. A mixed-methods approach incorporating questionnaire surveys and semi-structured interviews gathered insights regarding participants' caregiving experiences and technology usage. Findings reveal prevalent emotional challenges, practical limitations, and societal stigmas caregivers face, underscoring the need for enhanced support systems. Moreover, the study identifies deficiencies in mobile apps designed for caregivers and highlights the potential of Emotional Design (ED) principles to address these shortcomings. Future research should focus on validation, longitudinal studies, and co-design approaches to develop targeted interventions that support informal caregivers of PLD in Portugal and beyond. This study deepens understanding of informal caregiving and highlights the need to integrate emotional considerations into mHealth solutions to enhance caregiver wellbeing and dementia care outcomes. © 2025 The Author(s).

2025

Towards the Design of Transformation: A Review of Transformative VR Experiences

Authors
Giesteira, B; Alves, T;

Publication
Applied Human Factors and Ergonomics International

Abstract
Within the context applied to Virtual Reality research, the present work focuses on a literature review within the emerging field of Transformative Experience Design. The review focuses on studies that have adopted a strongly empirical, phenomenological and qualitative approach to the creation and evaluation of transformative experiences in VR, with the purpose of finding out not only how these are being created, but also which are the main factors that enable a transformative dimension in this type of experiences. The results present a number of possible stimuli regarding the most prominent dimensions of awe and the sublime found in the literature: perceptual vastness and need for accommodation. These results are then systematized and discussed, and further possibilities are then suggested within this context. © 2025. Published by AHFE Open Access. All rights reserved.