Positive Play
Designing Ludic Tools for Health
DOI:
https://doi.org/10.7557/7.7582Keywords:
Human-Centred DesignAbstract
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.
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Bruno Giesteira, Joana Silva, Teresa Sarmento, Paulo Abreu, Teresa Restivo. “Carnival Play: eHealth Solution to Evaluate, Rehabilitate, and Monitor Dexterity and Manual Strength”. In: Handbook of Research on Solving Modern Healthcare Challenges with Gamification (pp. 206-242). IGI Global. https://doi.org/10.4018/978-1-7998-7472-0.ch012
Pedro Cardoso, Viviane Peçaibes, Bruno Giesteira, Liliana Castro. “Positive Play: Games for Human Potential and the Yet Unexplored Case of Anorexia Nervosa”. In: Handbook of Research on Solving Modern Healthcare Challenges With Gamification (pp. 154-185). IGI Global. https://doi.org/10.4018/978-1-7998-7472-0.ch010
Viviane Peçaibes, Pedro Cardoso, Bruno Giesteira, “Speculative Design for Development of Serious Games: A Case Study in the Context of Anorexia Nervosa”. In: Brooks A., Brooks E., Sylla C. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT 2018, DLI 2018. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 265. Springer, Cham. https://doi.org/10.1007/978-3-030-06134-0_19
Bruno Giesteira & Eduardo Pereira. ”HCI4D Guidelines for Interactive Content”. In: Emerging Trends, Techniques, and Tools for Massive Open Online Course (MOOC) Management (pp. 49-77). IGI Global. https://doi.org/10.4018/978-1-5225-5011-2.ch003
Bruno Giesteira, Viviane Peçaibes, Guilherme Vila Maior, et al. "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". In: Proceedings of 15th International Conference on Education and New Learning Technologies, EDULEARN 2023
Bruno Giesteira, Andreia de Sousa. “Designing a multimodal application for people with brain injuries to manage their daily routine: A user-centred approach”. In: Proceedings of HCI International 2023
Ana Ferreira, Alena Hanchar, Vitória Menezes, Bruno Giesteira, Andreia Sousa, Micaela Fonseca. “VR for rehabilitation: the therapist interaction and experience”. In: Proceedings of HCI International. 24th international conference on Human-Computer Interaction, 2022
Isabella Barbosa, Pedro Cardoso, Bruno Giesteira. “Strategies of Intentional Friction in the User Interface of Digital Games”. In: Martins, N., Brandão, D. (eds) Advances in Design and Digital Communication III. DIGICOM 2022. Springer Series in Design and Innovation, vol 27. Springer, Cham. https://doi.org/10.1007/978-3-031-20364-0_5
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Copyright (c) 2024 Prof. Bruno Giesteira, Prof. Gerd Berge, Doctor Viviane Peçaibes
This work is licensed under a Creative Commons Attribution 4.0 International License.