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Vanessa Cesário

Vanessa Cesário
Interactive Technologies Institute (ITI/LARSyS)

HCI Postdoctoral researcher & Professor

About

31
Publications
10,688
Reads
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135
Citations
Introduction
Vanessa Cesário is a Research Scientist, holding a PhD in Digital Media, and a very enthusiastic Professor. She's focused on Human-Computer Interaction (HCI) research in cultural heritage sites and participatory design methods. Her scientific work has been published in many international conferences in the fields of HCI, Museums, and Interaction Design and Children.

Publications

Publications (31)
Article
Full-text available
While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This article describes a set of findings that aids in designing enjoyable interactive experiences inside natural history museums for teenagers (15–19 years old). For this research, 223 teenagers have been involved through co-desig...
Article
Full-text available
We believe that challenging times demand HCI education to pay attention to current real-life, complex, systemic problems. Therefore, we suggest an integrated framework for teaching HCI that involves combining the transition design framework, which suggests long-term, future-oriented design on a large scale toward more sustainable lifestyles, and sp...
Chapter
Full-text available
We present a case study to understand how migrant communities embrace and connect with their host city’s cultural heritage. To achieve this, we deployed a study with ten adult migrants (first- and second-generation Lisbon dwellers) articulated into two stages: (i) a five-day photo-challenge involving storytelling elucidated by pictures and short te...
Article
Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but none that are specifically targeted to teenagers. The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. This paper c...
Chapter
Full-text available
The current pandemic situation leads researchers to reflect on conducting qualitative research, completely changing how they conduct participatory research. As it became clear that the pandemic would last many months, researchers started to redesign their planned research in digital spaces through social media channels and participatory online tool...
Chapter
Full-text available
Teenagers are a large pool of potential museum audiences. This age group is identified as an audience group that is often excluded from a museum’s curatorial strategies [1] and appears to be generally disinterested in what museums might offer [2]. Without some degree of digital interactivity, it is challenging for a museum to remain interesting and...
Chapter
Full-text available
Memories of Carvalhal’s Palace – Haunted Encounters is an Augmented Reality (AR) location-based game which involves players in uncovering the mystery behind the haunted aspects of a museum premises. The game deployed at the Natural History Museum of Funchal makes use of mobile interactive AR and gaming strategies to promote the engagement of teenag...
Conference Paper
Full-text available
To contribute in filling in the gap regarding experiences targeted at and evaluated by teenagers in museums, we involved 78 teenagers aged 16-19 to test three different gamified tours developed by cultural heritage professionals from the Natural History Museum of Funchal, Portugal. The digital tours can be described as follows: 1) expositive - thro...
Chapter
Full-text available
This submission describes the analysis of an evaluation of 155 teenagers (15–19 years old) who took part in a co-design session centred around how mobile technology might enhance their own experiences in a natural history museum. At the end, participants were required to make a word association to evaluate the session. An analysis of how teen parti...
Chapter
Full-text available
While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15–19) are still identified as an audience group that is often excluded from a museum’s curatorial strategies. As consequence, this audience appears to be generally disinterested in what museums might off...
Conference Paper
Full-text available
While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This PhD research in Digital Media explores how digital technologies can facilitate natural history museums in creating immersive museum experiences for teenagers (15-18 years old), especially through digital storytelling and gami...
Chapter
Full-text available
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some technique...
Conference Paper
Full-text available
While gaming and storytelling are considered to be common approaches to engage audiences with a museum’s collections, a formal comparison of the two has not been found in literature. While gaming and storytelling are considered to be common approaches to engage audiences with a museum’s collections, a formal comparison of the two has not been found...
Conference Paper
Full-text available
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media explores how digital technologies can facilitate Natural History and Science Museums in fostering and creating immer...
Conference Paper
Full-text available
This paper describes a user-driven innovation study conducted with teenagers of Madeira Island to probe their desires for technology aided experiences inside a natural history museum. After gathering the results of the sessions with 43 teens (15-17 years old), such results were shown to 17 students of museum curatorship course at the local universi...
Conference Paper
Full-text available
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially the “net generation”. According to the Falk model of visitor user experience, the visitor uses their visit experience to improve and change their sense of identity an...
Conference Paper
Full-text available
The use of mobile interactive technology, in museum settings, has the potential of providing young audiences engaging and enjoyable learning activities. As museum visitors are increasingly looking for entertaining experiences inside museums, the dichotomy between learning and entertainment is blurring. In this paper, we present the Ocean Game, a tr...
Conference Paper
Full-text available
In this poster, we are addressing the topic of “system’s evaluation” from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15–17 years. The currently tested experience was ideally designed for children 9–10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this...
Conference Paper
Full-text available
The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that has been designed to involve users in the ideation of interpretive experiences for a local museum. Working in co...
Conference Paper
Full-text available
In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children’s engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment in a museum with 25 children from a school (9-10 years old) in order to discover if there was any effect of the u...
Conference Paper
Full-text available
In this paper, we present a novel computer vision based game which exploits multiple game gateways that enable different roles, different multiplayer experiences and also the transition from the traditional on-screen display to the mobileVR in single or multi-player mode while preserving the continuity of the immersive gaming experience. A detailed...
Conference Paper
Full-text available
This paper introduces ClueKing, a children’s pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent involvement, the basic pedagogical model, and mobile learning and pervasive games as the technological framework....
Conference Paper
Full-text available
Crescendo is an ongoing project aimed to provide children with High Functioning Autism, their teachers and carers with a communication tool that bridges them. Crescendo guides carers in teaching and immersing their child in a virtual environment that mimics the real world, helping them to make sense of it and interact with objects and places in ord...
Conference Paper
Full-text available
In this paper we present a study through which we intended to understand children's preference towards book formats, in particular digital or paper ones. To accomplish this, we created an original story (Ritinha) illustrated by two children. The traditional book format was composed by static images and text. The digital format had animated images,...
Thesis
Full-text available
This Master's Dissertation is presented for obtaining a Masters Degree in Cultural Management from the University of Madeira. The purpose of this dissertation focused on making a brief review of the theoretical literature in printed books (paper) and digital books. In the course of this research were addressed concepts such as hypertext, hypermedia...

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