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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.

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).

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

Teses
supervisionadas

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

2022

Design as a passport? the role of Design as a tool used by European Union policies in the context of funding for creative industries organisations and their internationalisation

Autor
Rui Miguel da Costa Monteiro

Instituição
UP-FBAUP