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Publicações

Publicações por Bruno Giesteira

2024

Inclusivity Play

Autores
Giesteira, B; Peçaibes, V; Cardoso, P; Maior, GV; Quaresma, I;

Publicação
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.

2023

THE SOCIAL ROLE OF DIGITAL DESIGN IN INCLUSION AND DIVERSITY: A REFLECTION-IN-ACTION APPROACH IN THE CONTEXT OF THE SKILLS FOR A NEXT GENERATION PROJECT

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

Publicação
EDULEARN Proceedings - EDULEARN23 Proceedings

Abstract

2024

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

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

Publicação
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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