Skip to main content
REDES – Research & Education in Design TENDA
← Back to the list
dt_faul_2022_trindade

Design de Jogos Digitais

A narrativa santomense como elemento estruturante

Name
Yanick Trindade
Year
2022
Institution
Lisbon School of Architecture Universidade de Lisboa
Supervisors
Francisco Rebelo
Discipline
Design
Scope
Game Design
Taxonomy
Praxiology
Type
Theoretical
Language
Portuguese
Wordcount / Pagecount
62,810 / 240
Joint supervision
No

Human-centered VR game design for cultural heritage engagement and dissemination

Research Process (9 methods)

1. Literature review N = x
Exploratory Qualitative

x

2. Questionnaire N = 78
Exploratory/Generative Qualitative

Potential tourists from both CPLP (Community of Portuguese Language Countries) and non-CPLP countries

3. CoDesign N = 44
Exploratory/Generative Qualitative

5th-grade students at the Portuguese School of São Tomé and Príncipe (EPSTP)

4. Face reading N = 7
Generative Qualitative

Testing the sensitivity of non-intrusive facial recognition tools to measure emotional reactions

5. Prototype testing N = 6
Generative/Evaluative Design process

A 3D environment prototype of a Hostel in São Tomé

6. Prototype testing N = 31
Generative/Evaluative Design process

University students in Portugal and students in São Tomé

7. Prototype testing N = 74
Generative/Evaluative Design process

Three age-distinct groups: Children/Adolescents (STP), Youth (STP), and Adults (Portugal)

8. Expert panel N = unspecified
Evaluative Qualitative

Representatives from the General Directorate of Culture and the General Directorate of Tourism and Hospitality of São Tomé and Príncipe

9. Case study N = x
Generative Both Participatory

Capturing geometric data and textures of Santomean landmarks

Knowledge Transfer & Exchange

Knowledge Exchange (PhD Process): Produced with input

IK&T Academia Design Practice Society
Context No No No
Vision No Yes No
Means No No No

Recommendations (5)

R673 Methodological Dissemination & Knowledge Mobilization Priority: High

Adapt the UCD4VR framework to domains beyond digital games while preserving the use of virtual reality and reconfiguring the cultural context.

Scope:
Macro
Time Horizon:
Long
Evidence Strength:
Exploratory
Feasibility:
Medium
R674 Methodological Evaluation, Monitoring & Impact Priority: High

Integrate eye-tracking and facial-tracking technologies in VR in order to apply Face-Reading directly within immersive environments.

Scope:
Meso
Time Horizon:
Medium
Evidence Strength:
Indicative
Feasibility:
Medium
R675 Artifact, System & Service Design Methodological Priority: Medium-High

Redesign emotional-evaluation instruments used in VR so that they are easier to understand, more visually appealing, and themselves engaging to participants.

Scope:
Meso
Time Horizon:
Short → Medium
Evidence Strength:
Exploratory
Feasibility:
High
R676 Artifact, System & Service Design Evaluation, Monitoring & Impact Priority: Medium-High

Create a unified and visually attractive evaluation tool that aggregates multiple emotional and interaction measures into a single instrument using contemporary interaction media.

Scope:
Meso
Time Horizon:
Medium
Evidence Strength:
Exploratory
Feasibility:
Medium
R677 Methodological Artifact, System & Service Design Priority: Medium

Use richer narrative structures—such as the proposed three-act flow model—to balance engagement and concentration in VR game experiences.

Scope:
Meso
Time Horizon:
Medium
Evidence Strength:
Indicative
Feasibility:
High