Vanessa Cesário


Biography
Vanessa Cesário, a PhD holder in Digital Media, is a postdoctoral researcher and a passionate Professor who teaches “Technology and Society”: her goal is to provide students with an understanding of the ethical implications that arise from the development and use of information technology products and services.
Vanessa’s research uses participatory design to create immersive and engaging experiences in cultural heritage sites. She combines game design and storytelling to break down barriers and make heritage accessible to all. Participatory design is uncovering new ways to engage people with cultural heritage, promoting empathy, understanding, and preservation. These experiences are delivered through virtual reality, interactive exhibits, or mobile apps, encouraging active participation in preserving history and traditions. Vanessa’s work has been published in international journals and conferences in Human-Computer Interaction, Museum Management, and Interaction Design.
Related Projects
Publications
2023
Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative Autoethnography Inproceedings
In: Schmidt, Albrecht; Väänänen, Kaisa; Goyal, Tesh; Kristensson, Per Ola; Peters, Anicia; Mueller, Stefanie; Williamson, Julie R.; Wilson, Max L. (Ed.): Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023, Hamburg, Germany, April 23-28, 2023, pp. 771:1–771:19, ACM, 2023.
Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies Journal Article
In: ACM Journal on Computing and Cultural Heritage, vol. 16, no. 2, pp. 1–20, 2023.
Empowering cultural heritage professionals: designing interactive exhibitions with authoring tools Journal Article
In: Museum Management and Curatorship, pp. 1–15, 2023.
2022
Design Implications for Interactive and Analogue Technologies supporting Distance Education: A Longitudinal Mixed-Method Study during the Pandemic Journal Article
In: IxD&A, vol. 52, pp. 6–22, 2022.
Designing with teenagers: A teenage perspective on enhancing mobile museum experiences Journal Article
In: Int. J. Child Comput. Interact., vol. 33, pp. 100454, 2022.
A Co-Design Method for Museums to Engage Migrant Communities with Cultural Heritage Inproceedings
In: DRS2022: Design Research Society, 2022.
Designing mobile museum experiences for teenagers Journal Article
In: Museum Management and Curatorship, pp. 1–21, 2022.
Enabling Genuine Connections in a Digital Learning Environment for Students Through Information Communication Technologies Inproceedings
In: International Conference on ArtsIT, Interactivity and Game Creation, pp. 563–575, Springer Nature Switzerland Cham 2022.
2021
Collecting Qualitative Data During COVID-19 Proceeding
Springer, Cham, vol. 12936, 2021, ISBN: 978-3-030-85607-6.
Promoting Social Inclusion Around Cultural Heritage Through Collaborative Digital Storytelling Inproceedings
In: Proceedings of EAI ArtsIT 2021 – 10th EAI International Conference: ArtsIT, Interactivity & Game Creation, pp. 145–150, Springer, Karlsruhe, Germany, 2021.
People-Place Interactions: From Pictures and Stories to Places and Sense of Place Inproceedings
In: Proceedings of the Ninth Congress of the International Association of Societies of Design Research, pp. 145–150, Springer, Hong-Kong, China, 2021.
Impalpable Narratives: How to capture intangible cultural heritage of migrant communities Inproceedings
In: Proceedings of the 10th International Conference on Communities & Technologies-Wicked Problems in the Age of Tech, pp. 109–120, 2021.
2020
A Natural History Museum Experience: Memories of Carvalhal’s Palace – Turning Point Proceeding
Springer, Cham, vol. 12497, 2020, ISBN: 978-3-030-62515-3.
Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums Inproceedings
In: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems, pp. 1-13, Association for Computing Machinery, New York, NY, USA, 2020, ISBN: 9781450367080.
Enhancing museum experiences for teenagers through gamification and storytelling frameworks Journal Article
In: PhD thesis in Digital Media, 2020.
2019
Augmented Reality Museum’s Gaming for Digital Natives: Haunted Encounters in the Carvalhal’s Palace Proceeding
Springer, Cham, vol. 11863, 2019, ISBN: 978-3-030-34643-0.
Memories of Carvalhal’s Palace: Haunted Encounters, a Museum Experience to Engage Teenagers Proceeding
Springer, Cham, vol. 11749, 2019, ISBN: 978-3-030-29389-5.
Word Association: Engagement of Teenagers in a Co-design Process Journal Article
In: vol. 11749, pp. 693-697, 2019, ISBN: 978-3-030-29389-5.
Association for Computing Machinery, New York, NY, United States, 2019, ISBN: 978-1-4503-5971-9.
"This Is Nice but That Is Childish": Teenagers Evaluate Museum-Based Digital Experiences Developed by Cultural Heritage Professionals Inproceedings
In: CHI PLAY (Companion), pp. 159–169, ACM, 2019.
2018
Analysing Texts and Drawings: The Teenage Perspective on Enjoyable Museum Experiences Conference
32nd British Human-Computer Interaction Conference (BHCI textquoteright18), 2018.
Co-Designing Gaming Experiences for Museums with Teenagers Conference
07th EAI International Conference: ArtsIT, Interactivity and Game Creation (ArtsIT textquoteright18), 2018.
Cultural Heritage Professionals Developing Digital Experiences Targeted at Teenagers in Museum Settings: Lessons Learned Conference
32nd British Human-Computer Interaction Conference (BHCI textquoteright18), 2018.
Design Patterns to Enhance Teenstextquoteright Museum Experiences Conference
32nd British Human-Computer Interaction Conference (BHCI textquoteright18), 2018.
2017
Enhancing Museums' Experiences Through Games and Stories for Young Audiences Conference
International Conference on Interactive Digital Storytelling (ICIDS 2017), Springer Springer, Funchal, Portugal, 2017, ISBN: 978-3-319-71026-6 978-3-319-71027-3.
Gaming Versus Storytelling: Understanding Children's Interactive Experiences in a Museum Setting Conference
International Conference on Interactive Digital Storytelling (ICIDS 2017), Springer Springer, Funchal, Portugal, 2017, ISBN: 978-3-319-71026-6 978-3-319-71027-3.
Teenagers as Experience Seekers Regarding Interactive Museums Tours Conference
International Conference on Design and Digital Communication 2017, PCA - Instituto Politécnico do Cávado e do Ave PCA - Instituto Politécnico do Cávado e do Ave, Barcelos, Portugal, 2017, ISBN: 978-989-99861-5-2.
An Unlikely Seamless Combination - Future Curators Designing Museum Experiences Towards the Desires of Actual Teenagers Conference
DIGICOM - International Conference on Design and Digital Communication, PCA - Instituto Politécnico do Cávado e do Ave PCA - Instituto Politécnico do Cávado e do Ave, Barcelos, Portugal, 2017.
2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, Fun and Games and Gamification (CHIPLAY EA '17), ACM ACM, Amsterdam, 2017.
Audio Guides and Human Tour Guides: Measuring Children's Engagement & Learning at a Museum Setting Conference
The 12th Biannual Conference of the Italian SIGCHI Chapter (CHITALY '17), CEUR-WS.org CEUR-WS.org, Cagliari, Italy, 2017.
The 16th International Conference on Human-Computer Interaction (INTERACT textquoteright17), Springer Springer, Mumbai, India, 2017.
Shifting from the Children to the Teens' Usability: Adapting a Gamified Experience of a Museum Tour Conference
The 16th International Conference on Human-Computer Interaction (INTERACT textquoteright17), Springer Springer, Mumbai, India, 2017.
Designing Multi-Gateway Interactions In A Multi-Player Strategy Game Proceeding
ACM, New York, NY, USA, 2017, ISBN: 978-1-4503-4656-6.
The Ocean Game: Measuring children’s engagement and factual learning with an indoor location treasure-hunt game in a museum setting Inproceedings
In: ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, pp. 99–109, ACM 2017.
2016
Children's Books: Paper VS Digital, What Do They Prefer? Conference
Interaction Design and Children 2016, ACM ACM, Manchester, United Kingdom, 2016.
ClueKing: Allowing Parents to Customize an Informal Learning Environment for Children Proceeding
Springer, Cham, Porto, Portugal, 2016.
Crescendo: Routine Learning App for Children with Autism Spectrum Disorders Conference
Interaction Design and Children 2016, 2016.
2015
Ler, ver e ouvir: estudos sobre narrativas infanto-juvenis em suporte impresso e em suporte digital (e-book e áudio-livro) Masters Thesis
University of Madeira, Funchal, 2015.