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Publications

Publications by HumanISE

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.

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.

2025

Yama's Liberation: Co-designing a ludic educational system to support teens' group therapy

Authors
Peçaibes, V; Cardoso, P; Giesteira, B; Castro, L; Lima, L;

Publication
INTERACTION DESIGN AND ARCHITECTURES

Abstract
Digital media can contribute to emergence of eating disorders by reinforcing idealised body standards, generating dissatisfaction with body image and encouraging conditions such as anorexia nervosa. Excessive use of the internet intensifies self-control difficulties, such as impulsivity, hyperactivity and behavioural problems, aggravating the situation. In this context, games can act as effective tools for prevention and treatment, stimulating self-knowledge, communication, behavioural change, and understanding of the disease. In anorexia, wellbeing is impaired by the demands of the disorder, which affects various life's dimensions. This article presents the co-design process to the creation and playtesting of a board game called Yama's Liberation, developed with patients and health professionals. The game was useful in promoting self-control, empathy, collective reflection, and flexibility of thought, contributing to mental, social, and digital wellbeing. While the game does not directly address the pathology itself, it has the potential to encourage adoption of positive behaviours among players.

2025

Stuck! Stalling in Computer Games

Authors
Cardoso, P; Carvalhais, M;

Publication
Springer Series in Design and Innovation

Abstract
Games are commonly designed to assist players in their progression, maintaining their attention and motivation until they achieve closure while presenting challenges that need to be overcome to progress. But not all games are designed with this in mind, and players do not always play to progress. When that happens, we call it stalling. In computer games, stalling is when players or the game system try to maintain a particular state, impeding player progression and the game from developing. This chapter explores stalling as an act of players and, alternatively, as an act of the game itself that can be designed or result from emergent behaviours. It presents a model composed of two axes—Player/Game and Transitory/Permanent—that generate four types of stalling: Squandering, Casting-off, Lingering, and Taunting. This model leads to the conclusion that stalling is a legitimate playing tactic and versatile strategy for the design of games. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2025.

2025

Exploring Interactivity and Interpassivity in Digital Narratives: A Critical Examination

Authors
Monteiro, AC; Carvalhais, M; Torres, R;

Publication
ADVANCES IN DESIGN, MUSIC AND ARTS III, EIMAD 2024, VOL 1

Abstract
The interaction between code and language shapes emergence and innovation in computational systems, turning them not merely into a series of connected structures but into narrative spaces. Interactive Digital Narratives (IDNs) are characterized by a tension between the control exerted by the system to engage readers and the autonomy that readers desire over the narrative's direction. This results in a ludic paradox, where the role of the narrative system is to enable and facilitate play while simultaneously being capable of communicating the outcomes of the readers' actions. On the other hand, the reader must be able to participate actively by playing along the system's rules. Based on the notion of interpassivity, which refers to the delegation of the cognitive activity to the object, thus transforming the reader into a passive observer of the system's interactions, this paper aims to explore the interplay between interpassivity and interactivity. As we navigate IDNs, we engage with narratives that challenge and empower readers, that create immersive and enriching experiences, and transform their relationships with the computational system. This contributes to understanding the pleasure of playing and the reader's role. Based on the premise that readers can derive pleasure from automation but also yearn for control over the narrative, we can investigate the playful interaction between humans and machines. This paper will analyze Emissaries (2015-2017), defined by its creator, Ian Cheng, as a video game that plays itself, and where the reader can seemingly only visualize the work. In this case study, we will look for narrative mechanics and the specificity of the medium in which the IDN is instantiated. We will discuss how the computational system actively shapes the narrative without direct reader input and consequently propose a reconceptualization of the concept of interpassivity and its relationship with interactivity.

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