USER EXPERIENCE

Research / Studies / Evaluation

PROFESSIONAL WORK

My UX research focuses on understanding users across interactive experiences, including games and virtual reality. At ErgoUX, I conducted qualitative and quantitative studies addressing usability, user engagement, emotional response, and facial-expression analysis. More recently, at the Interactive Technologies Institute, I collaborated on HCI research exploring connections with the marine environment, alongside Carnegie Mellon University’s Center for Transformational Play, eGamesLab, Loga Culture, and the Natural History Museum of Funchal. Close collaboration with museum experts, followed by user testing, enabled us to identify stakeholder needs and translate them into a focused VR experience informed by research evidence.

UX + FACE-READING

USING FACE-READING SOFTWARE TO MEASURE EMOTIONAL REACTION (VIDEO GAME)

Seed of Memories - Museum UX Research Study

Human-Centred Design Process · Natural History Museum of Funchal

Refine design
Refine requirements

Main question

What needs are we aiming to address by creating or improving an interactive experience?

Key principles

  • Understand stakeholder needs
  • Involve stakeholders
  • Gather evidence
  • Evaluate design decisions
  • Iterate across milestones

1 · Context of Use

Client

Natural History Museum of Funchal

Users

Youth · Families · Schools · Tourists

Setting & Conditions

Museum-based · Limited staff
Digital literacy · Physical abilities

Outputs

Museum profile · Visitor personas
Initial usage scenarios

2 · Requirements

Museum

Goals

Modernise · Educate · Attract · Repeat visits

Pains
  • Low return visits
  • Scientific vs engagement
  • Resources · Specialised staff
Gains
  • 1 experience · 2 visits
  • Revitalised exhibition rooms
  • Engaging learning & awareness
  • Staff-friendly operation

Visitors

Goals

Explore · Learn · Connect · Enjoy

Pains
  • Boring experiences · Short visits
  • Low digital literacy* · Session duration*
Gains
  • Fun · Memorable · Nature connection
  • Ease of use · Low fatigue*

3 · Design Solutions

Seed of Memories

XR Experience
  • Save Laura, the last laurel tree
  • Journey through past & future
  • Controller & hand interaction**
  • Haptic integration**
  • Narrative guidance**
  • Two-part experience**
  • Plant-care continuation
  • Awareness & nature connection

4 · Evaluation

Method

  • Within-subjects design
Goals
  • Assess usability & nature connectedness
  • Compare controllers vs hands/haptics
Data Collection
  • Virtual Embodiment
  • Flow Short Scale
  • NASA-TLX
  • Connectedness to Nature
  • Interviews
  • Observation
Participants
  • Residents & visitors
  • Mostly XR novices
  • Different swimming abilities
Procedure
  • Pre · During · Post · Plant care

Key findings

  • Swimming interaction difficulties
  • Digital literacy affected completion
  • Immersion sometimes raised anxiety
  • Long sessions increased fatigue

Iterations

  • More guidance
  • Swimming support
  • Clearer tutorials
  • Two-part experience
Main questionWhat needs are we aiming to address by creating or improving an interactive experience?

1 · Context of Use

Client

Natural History Museum of Funchal

Users

Youth · Families · Schools · Tourists

Setting & Conditions

Museum-based · Limited staff · Digital literacy · Physical abilities

Outputs

Museum profile · Visitor personas · Initial usage scenarios

2 · Requirements

Museum

Goals: Modernise · Educate · Attract · Repeat visits

Pains: Low return visits · Scientific vs engagement · Resources · Specialised staff

Gains: 1 experience · 2 visits · Revitalised exhibition rooms · Engaging learning & awareness · Staff-friendly operation

Visitors

Goals: Explore · Learn · Connect · Enjoy

Pains: Boring experiences · Short visits · Low digital literacy* · Session duration*

Gains: Fun · Memorable · Nature connection · Ease of use · Low fatigue*

3 · Design Solutions

Seed of Memories · XR Experience

  • Save Laura, the last laurel tree
  • Journey through past & future
  • Controller & hand interaction**
  • Haptic integration**
  • Narrative guidance**
  • Two-part experience**
  • Plant-care continuation
  • Awareness & nature connection

4 · Evaluation

Method

Within-subjects design

Goals

Assess usability & nature connectedness · Compare controllers vs hands/haptics

Data Collection

Virtual Embodiment · Flow Short Scale · NASA-TLX · Connectedness to Nature · Interviews · Observation

Participants

Residents & visitors · Mostly XR novices · Different swimming abilities

Procedure

Pre · During · Post · Plant care

Key findings

Swimming interaction difficulties · Digital literacy affected completion · Immersion sometimes raised anxiety · Long sessions increased fatigue

Iterations

More guidance · Swimming support · Clearer tutorials · Two-part experience

*Requirements refined after user evaluation.

**Design refined after user evaluation.

Human-centred design process based on ISO 9241-210.

Seed of Memories XR experience

Research publications

Publications11
Citations55
h-index5

Most-cited publications

Research collaborations

CIAUD — Research Centre for Architecture, Urbanism and Design, Faculty of Architecture
Nespresso Portugal
Center for Transformational Play, Carnegie Mellon University
eGamesLab
Loga Culture
Natural History Museum of Funchal