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Publicações

Publicações por Bruno Giesteira

2017

VISUAL DIGITAL ARCHIVES THE FIELD OF INFORMATION VISUALIZATION IN DIGITAL ARCHIVES

Autores
Fernandes, M;

Publicação
4th International Multidisciplinary Scientific Conference on Social Sciences and Arts SGEM2017, URBAN PLANNING, ARCHITECTURE AND DESIGN

Abstract

2018

HCI4D Guidelines for Interactive Content

Autores
Giesteira, B; Pereira, E;

Publicação
Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management - Advances in Educational Technologies and Instructional Design

Abstract
Fraunhofer AICOS, a research and development institute, and University of Porto made a joint venture with Mandela Metropolitan University and Eduardo Mondlane University in order to establish a set of guidelines based on an extensive research and experimental fieldwork to answer more efficiently to a user-centered design approach and focus on different users and different usage contexts. Those guidelines and this chapter provide recommendations to cope with cultural diversity, illiteracy, oral-based cultures, ergonomic factors, digital interface design, and social and environmental constraints, helping to understand problems and define strategic design actions in order to develop more user-centered solutions, focus on users' needs and expectations regarding their cultural, environmental, and technical contexts.

2021

Positive Play

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

Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
This chapter's first goal is to present the concept of Positive Play as an expression of play focused on social, psychological, and physical well-being and human potential. It presents some of its foundations in the form of eight maxims that emerged from an analysis on various games developed in the industry and in research settings. Afterwards, it demonstrates of how Positive Play can be integrated in different contexts of action, from diagnosis and intervention to contexts focused on prevention and promotion of awareness and knowledge in the scope of mental health, regarding treatment for Anorexia Nervosa, through a series of in-progress case studies in the form of game prototypes.

2019

VISUAL SCIENCE COMMUNICATION: A CASE STUDY ON PUBLISHED GRAPHICAL ABSTRACTS

Autores
Costa, A; Giesteira, B; Costa, E;

Publicação
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
Scientists spend huge efforts ensuring the highest standards of their research but fail in efforts to spread their achievements. They face time and effort constraints as they have to accomplish a myriad of tasks in their daily routines. If researchers on different disciplines have trouble communicating with each other around a specific topic of mutual interest, then cross-field collaborations will be problematic. Graphical Abstracts (GAs) are a specific type of infographics that summarize in one image what a research paper is about. Such visual communication tools convey facts, ideas and relationships more clearly and faster than written language. The usage and quality of GAs being produced for research papers, as well as the perception of their impact as a communication tool, is a growing topic of debate. We used i3S - one of the biggest biomedical research institutes in Europe - as a case study to build knowledge on that. A total of 994 scientific articles were analyzed, and 19% of the publications contain GAs while 26% neglected their use. With regard to graphic design principles, misuse of color is often encountered, as well as basic errors in space arrangement of the constituent elements of the graphic composition. Interestingly, it was observed that articles that use GAs have highest impact in terms of citations and readers but not in terms of tweets. In conclusion, the use of GAs falls short of their maximum potential as an inclusive and effective tool for communication between scientists.

2021

Carnival Play

Autores
Giesteira, B; Silva, J; Sarmento, T; Abreu, P; Restivo, MT;

Publicação
Advances in Medical Technologies and Clinical Practice - Handbook of Research on Solving Modern Healthcare Challenges With Gamification

Abstract
Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

2019

EMOTIONS AND BRANDING: THE EMOTIONAL DIMENSION OF BRANDS IN THE DIGITAL CONTEXT

Autores
Verissimo, A; Giesteira, B;

Publicação
DIGICOM 2019 - 3RD INTERNATIONAL CONFERENCE ON DESIGN AND DIGITAL COMMUNICATION

Abstract
The presence of brands in digital is a challenge and at the same time an opportunity. It is important to realize the extent to which emotion is a determining factor in digital, to create meaningful and memorable experiences. Assuming that adaptation to change is a basic factor for the survival of any brand, so branding must adapt to new realities. In this article, we reflects on how fleeting and momentary can be what thrills and binds us to a brand. Different authors emphasize the importance of emotions in the experience provided by the image of a brand, as well as the connections that are established with people. This study begins by making a state of the art about the role of emotions in the area of branding, subjecting a set of individuals to the visualization of a sample of visual identities, through qualitative methods, with the objective of collecting data, establishing comparisons and to analyze correlations between the emotional perception of individuals and the strategic vision of the brand and associated branding. This article arises in the context of a master's dissertation, still under investigation, and therefore it is not possible to present final statements, only partial considerations of the work developed so far. The results of this study, being in development, ends the purpose of being applied in the branding of a newly created brand.

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