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Publications

Publications by Bruno Giesteira

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

2013

Places: plataforma de Acessibilidade

Authors
Bruno Giesteira;

Publication

Abstract

2022

A Collaborative Strategy for the Construction and Graphic Representation of A Cultural Ecosystem Involving Participatory Design in the Academic and Business Context

Authors
Mergener, D; Cardoso, P; Giesteira, B;

Publication
ECADE Official Conference Proceedings - – The European Conference on Arts, Design and Education 2022 Official Conference Proceedings

Abstract

2021

Current Issues in Design Policies: Balancing Tensions

Authors
Monteiro, R; Giesteira, B; Boddington, A; Farinha, C;

Publication
ADVANCES IN DESIGN, MUSIC AND ARTS, EIMAD 2020

Abstract
Deriving from the scholarly debate surrounding design policies in the past 25 years, this paper proposes a novel triangulation of fundamental issues which remain unsolved, by highlighting them and analyzing how they relate to each other. The issues under analysis are innovation policies, the role of design in research, development and innovation and the multiplicity of design definitions. These are intrinsically linked with Design policies, but their interconnections are not well established or visible, leading to conflicting perspectives and tensions. Ultimately, this approach provides new insights on the rationale and construction of Design policies, towards prospective interpretations for their role and aspirations.

2022

Reflections on the Design Ecosystem Model

Authors
Monteiro, R; Giesteira, B; Boddington, A; Farinha, C;

Publication
Springer Series in Design and Innovation

Abstract
This paper aims to undertake a closer examination of the design ecosystem model, considering it has recently emerged to justify and support the implementation of design policies within the systems failure theory. It does so by identifying and analyzing diverse perspectives and some of the gaps in the literature, and to propose adaptations in the model by looking at design capabilities as its substance, and as well to identify avenues for further research. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.

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.

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