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Publications

Publications by HumanISE

2024

ESG in Advertising Narratives: Case Analysis of Golden Lion Winning Campaigns at Cannes 2022

Authors
de Araújo, DL; Garcia, JE; da Fonseca, MJS; Andrade, JG;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2023

Abstract
The key question that will be addressed in this research is whether advertising narratives feature initiatives within the ESG - Environment, Social and Governance - framework. Investors increasingly value companies that promote sustainable impact actions, something that the promoting companies report in detail in their ESG reports directed at corporate stakeholders. To identify and understand how brands present such initiatives to the consumer market, we checked campaigns awarded with the Golden Lion of Advertising at Cannes 2022. The methodological cut involved three award categories, being analyzed 19 campaigns from 10 different countries. Besides the bibliographical survey on discourse analysis and content analysis, this exploratory qualitative and quantitative research had the inductive method to direct the individual analysis of each campaign. As a result, we identified that more than half of the campaigns address aspects related to ESG initiatives, being the social scope addressed by most of the campaigns. A result that provokes new hypotheses and possibilities of research continuity.

2024

The Digitalization of the Event Industry - Mobile and Internet Applications as a Tool to Improve Event Communication and Experiences: A Case Study of a French Event App Start-Up

Authors
Cardoso, A; Garcia, JE; Pereira, MS; Nasri, S;

Publication
INFORMATION SYSTEMS AND TECHNOLOGIES, VOL 4, WORLDCIST 2023

Abstract
Following the lack of existing studies about the applications development and use in the event industry, this research aims to analyze the use of applications as a tool to improve event communication. The methodology used includes an exploratory method. This research methodology is based on a review of the literature, a semi-structured interview with the CEO of the company and a case study with participant observation of the French start-up Invent App which provides event applications. The study demonstrate that the event app use allows to ease the event organization, to improve the event communication but also the interactivity and the participant engagement. All of this, increasing the customer experience but also having a part in the customer digital experience improvement. Event applications could be thus considered as amarketing and event communication tool. The research has the limitation to its application within a single company in France. Furthermore, the point of viewadopted is the one of the event organizers and not the event participant one. This research helped to better understand the role that event applications can have in the event industry and particularly in the communication around an event. In addition, this made it possible to understand the perception of market requirements and the characteristics expected of an event application.

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.

2024

Friction Firestarter: A Toolkit for Designing Meaningful Friction in Game User Interfaces

Authors
Silva, I; Cardoso, P; Giesteira, B;

Publication
Springer Series in Design and Innovation

Abstract
Despite the prevailing paradigm of user-friendliness and enjoyment in mainstream game design and user interface design, intentional friction in game user interfaces that can be used to create meaningful experiences and to encourage reflection in players. This work aims to explore such use of intentional friction, providing designers with a valuable resource to generate unconventional game interfaces. As a starting point, we previously identified six strategies for intentional friction: (1) exploit memory shortcomings; (2) faulty feedback; (3) mismatched mental models; (4) impairment of ability; (5) deliberate inefficiency; and (6) oppressive constraints. Afterwards, to help operationalise these strategies and identify others, we ran co-creation workshops with game and UI designers, which lead to the development of a tool composed of three decks of cards, combining additional friction strategies, intentions, emotions, and ideation triggers, and enabling designers to create expressive game interfaces that intentionally incorporate friction as a design strategy. The Friction Firestarter toolkit is intended to inspire designers to explore various options and think creatively about friction in UI design. © The Author(s), under exclusive license to Springer Nature Switzerland AG 2024.

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