Cookies
O website necessita de alguns cookies e outros recursos semelhantes para funcionar. Caso o permita, o INESC TEC irá utilizar cookies para recolher dados sobre as suas visitas, contribuindo, assim, para estatísticas agregadas que permitem melhorar o nosso serviço. Ver mais
Aceitar Rejeitar
  • Menu
Publicações

Publicações por Bruno Giesteira

2021

How Do I Feel When… A Card-Based Communication Game to Stimulate Empathy Among Family Members with Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Castro, L; Giesteira, B; Lopes, L; Junqueira, C;

Publicação
Springer Series in Design and Innovation

Abstract
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex disease. The objective of this paper is to present the initial process of design and development of a card-based game called How do I feel when… Its purpose consists of stimulating empathy among family members of patients with anorexia nervosa. Play sessions are to be mediated by health professionals and are supposed to occur in the context of support and therapeutic groups for family members of people suffering from eating disorders or in clinical consultations. Preliminary tests and expert reviews showed that the game is effective in establishing free association of subjects in players’ reasonings, and in inciting the externalisation and sharing of players’ feelings. It also demonstrated that, because players usually read the cards in accordance to their life experience, the game is able to circumscribe and personalise the subjects to be discussed. © 2021, The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG.

2022

Designing User Interaction with Linked Data in Historical Archives

Autores
Guedes, C; Giesteira, B; Nunes, S;

Publicação
ACM JOURNAL ON COMPUTING AND CULTURAL HERITAGE

Abstract
In this article, we present solutions to visualize and interact with linked data in historical archives considering three different scenarios: search, individual record view, and creation of relationships. The created solutions were designed using nonfunctional mockups and were based on the CIDOC-CRM model, a model created and applied in the museums community liable to be extended to other cultural heritage institutions, being our solutions an application of this model to archives. A sample of 20 archival professionals was selected to evaluate the elements included in the proposed solutions. The evaluation sessions consisted in structured interviews supported by an introductory video and a survey. The think-aloud protocol was applied during the sessions. We conducted both a quantitative and qualitative analysis to the collected answers. From this analysis, we conclude that the majority of the participants showed great receptivity to the solutions presented and recognized many benefits in the application of linked data. Our contributions also include an exploratory study of some existing linked data systems, giving particular attention to their visualization and interaction modes.

2023

O design e o Lúdico como instrumentos para a prevenção e tratamento da Anorexia Nervosa

Autores
Peçaibes, V; Cardoso, P; Giesteira, B; Castro, L;

Publicação
?III SEVEN INTERNATIONAL CONGRESS OF HEALTH

Abstract
A anorexia nervosa é uma perturbação mental que afeta diferentes áreas da vida do indivíduo, impactando o seu bem-estar físico, social e mental. A população-alvo desta doença são jovens. Os jogos são atrativos para estes, e tem recentemente havido um crescimento no uso de jogos como ferramentas de apoio ao tratamento de diferentes doenças mentais. Porém, a prevenção e tratamento da anorexia nervosa possui poucos jogos que contemplem a complexidade da doença. Neste contexto, este resumo refere-se a uma tese de doutoramento que propõe o desenvolvimento de princípios para o design de jogos para a prevenção e tratamento da anorexia nervosa.

2025

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

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

Publicação
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).

2023

Designing a Multimodal Application for People with Brain Injuries to Manage Their Daily Routine: A User-Centered Approach

Autores
Giesteira, B; de Sousa, AP; dos Santos, TS; Vaz-Pires, C;

Publicação
UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION, UAHCI 2023, PT II

Abstract
Centro de Reabilitacao Profissional de Gaia (CRPG) is a Portuguese public association that promotes the social, educational, occupational, and rehabilitation aspects of people with disabilities. The CRPG project presented in this paper is directly related to the Rehabilitation and reintegration of labor accidents and occupational diseases (RAC/LCA) victims. The solution presented in this paper heavily relied on user research of the institution's procedures and the patients themselves. Their habits, goals, needs, and mental models allowed a better understanding of the heterogeneity of patient's injuries, which usually affected memory, motion, and cognition in different ways and severity. The User Centered-Design methodological approach also encompasses a comparative analysis of mobile applications in Google Play and Apple App Store related to disabilities and features some main features identified by CRPG; interviews with patients and with CRPG stakeholders; personas and contextual scenarios development, requirements, and features definition, workflow, wireflows, lo and high fidelity prototype, formative evaluation with end users. The usability and accessibility test results suggest the viability and efficacy of multiple interaction modalities in improving the accessibility of the application, ensuring a broader reach to the CRPG community with future implications as good practices in the inclusiveness of applications in other contexts.

2017

Visual archives in digital newspapers: an aproach to visual lexicon in an information visualization prototype

Autores
Fernandes, Marta; Giesteira, Bruno;

Publicação
Designa 2016 Erro(r) Proceedings

Abstract
By rethinking how digital information and media have evolved, we intend to discuss how Information Visualization is performing an essential role in the field of newspapers, and how it can evolve with particular emphasis on content archiving for future access. The presence of new visual structures used in fields such as digital archiving, have questioned digital methods of preservation and how the interrelation between information and access to knowledge is revealed. In digital newspapers, the development of access and information retrieval processes has become an essential part of their duties, but it is still in it’s infancy and dependent on text search rather then content awareness. By outlining the links between Visual Archives and Information Visualization, with focus on online press, we venture in a path of trial and error. This is present by the recognition of lack of efficient articulation between different types of contents, as well as between the user interaction and the contents outcomes. Thus proposing a visual lexicon that can adjust to the constraints of technology, different user devices, and the promptitude of publication that a Web context demands it is utmost relevant. A combination of fields, with attention to visual perception and arbitrary conventions in relation to image and content awareness, grants the association of concepts such as big data and thick data description, being part of the outcomes of this research a proposal to a theoretical model grounded on prototyping testing in a newsroom office.      This empirical methodological approach is supported by a low-fidelity prototype, for iterative formative evaluations, fostering field’s observations with potential users in order to identify the best visual components of a digital visual archive for online newspapers. The challenge is to develop visual structures that preserve and present the interconnections of news, information and knowledge to be seen, accessed and linked. By making use of a lo-fi prototype of a visual digital archive we aimed, to test, re-test, and find responses in dialogue, failure and retrial. The body of work shown here presents the practical outcomes of the theoretical model.

  • 3
  • 6