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Detalhes

Detalhes

  • Nome

    Bruno Giesteira
  • Cargo

    Investigador Colaborador Externo
  • Desde

    01 julho 2016
001
Publicações

2025

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

Autores
Alves, T; Giesteira, B;

Publicação
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

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

Publicação
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

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

Autores
Giesteira, B; Alves, T;

Publicação
AHFE International - Human Interaction and Emerging Technologies (IHIET 2025)

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: a domain in interaction design that aims to create experiences fostering self-actualization and self-transcendence and which relates directly to the ideas of the sublime or awe. The methodological Preferred Reporting Items for Systematic Reviews and Meta Analyses (PRISMA) Statement was used to conduct the current review. The scientific multidisciplinary databases used for the search were SCOPUS and Web of Science. The initial search resulted in the collection of a total of 448 articles from the two aforementioned databases, of which 408 were included after the English language criterion had been applied. After eliminating duplicate studies, 304 articles remained. Here, the initial screening phase was based on reading the respective abstracts and titles, and from this excluding noticeably irrelevant studies based on the inclusion/exclusion criteria, resulting in a total of 71 articles. Of these, and after the full-text reading, 49 papers were considered eligible for inclusion in this research context.The work 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. Indeed, VR seems to be explored through it´s particular phenomenological affordances as a means to advance the two fundamental dimensions of Transformative Experience Design: perceptual vastness, on one hand, and need for accommodation, on the other.Concerning the first dimension of perceptual vastness in VR experiences, different properties stood out. Firstly, the typology of the perceptual stimuli used was found to be mainly concealed between the representation of natural scenarios, and, most importantly, Earth´s view from outer space. It was also noted that environments that present an almost exaggeratedly extensive structure and where greater horizontality prevails are those that, according to this data, appear to have the best chance of fostering awe. Rather more interestingly, it has been revealed that the design of spaces and paths that present a dynamic and dramatic structure is where the sensations of awe are most prevalent, based, above all, on a feeling of surprise.On the other hand, the more epistemic dimension of need for accommodation appears to be based upon the exploration of paradoxical, supernatural, uncanny elements, mainly founded on the violation of the laws of reality and that beg for the accommodation within our current mental schemata. Truly, VR design allows for a complete inversion of these laws, and the use of fantastic and unreal elements thus finds fertile soil to then develop an experience that is deeply transformative.These results are then systematized and discussed, and further possibilities are then suggested within this context.

2024

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

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

Publicação
ICERI Proceedings - ICERI2024 Proceedings

Abstract

2024

Positive Play

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

Publicação
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.

Teses
supervisionadas

2022

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

Autor
Viviane Peçaibes de Mello

Instituição
UP-FBAUP

2022

Arte & ciência; Como a Tecnologia CRISPR pode ser utilizada para que estas áreas, com percursos históricos diversos coalesçam num objeto que assuma na sua natureza a dimensão artística e a dimensão científica, renunciando a sua grandeza representativa.

Autor
Ana Paula Oliveira Rosas

Instituição
UP-FBAUP

2022

Intentional Friction in the User Interface of Digital Games

Autor
Isabella Barbosa Silva

Instituição
UP-FBAUP

2022

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

Autor
Luis Fernando Castro e Costa

Instituição
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

Autor
Joana Catarina Mota Figueiredo

Instituição
UP-FBAUP