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- LLMs-Assisted decision-making in sustainable contextsPublication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro; Rodrigues, Ana Isabel; Pereira Campos, Pedro Filipe; Campos, PedroPromoting sustainability through creative approaches offers a path way to achieving sustainability goals, yet the resulting solutions often lack efficiency and effectiveness. Addressing this challenge, we introduce SAIESE, a Creativity Support Tool (CST) leveraging a Large Language Model (LLM) to support the creative process, the generation, evaluation, and selection of sustainable ideas. Our work articulates LLMs role in exploration and selection, focusing on sustainable ideas based on three metrics- Environmental Impact, Economic Benefits, and Social Effects. Our evaluation demonstrates that the prototype outperforms human evaluative tasks in usability, creative thinking, and decision-making while reducing cognitive workload. However, its effectiveness in promoting creativity de pends on the clarity of ideas, underlining the importance of hu man collaboration in ambiguous contexts. This work articulates the potential of AI in creativity, expanding current research on CSTs by highlighting sustainability-oriented creative processes and decision-making support.
- Inside the solution diamond: the role of CSTs supporting divergent and convergent thinkingPublication . Rodrigues, Ana; Cabral, Diogo; Campos, Pedro; Rodrigues, Ana Isabel; Pereira Campos, Pedro Filipe; Campos, PedroInspired by the growing development of Creativity Support Tools (CSTs) to enhance creative work over the past ten years, we in vestigate the evolution of these tools in supporting divergent and convergent thinking based on the Double Diamond model. How ever, the approaches developed so far do not represent the complete design space, indicating the existence of a limitation during the creative process. This article presents the Divergent-Convergent Thinking Framework (DCTF) to support an understanding of the composition of the creative spectrum. Based on a literature review (N=96), our framework synthesizes key categories of creativity and, particularly, research on CSTs. We propose six dimensions and four challenges and opportunities to guide the analysis of already developed CSTs, the development of future CSTs, and how to inte grate them into users’ workflow. To test its relevance, we present a possible scenario for the framework’s applicability in the context of sustainable design-oriented creativity. We demonstrate how the framework guides the selection of ideas, supporting the cyclical transition between divergent and convergent thinking.
- Tapest[o]ry: an interactive tapestry to raise awareness of marine noise pollutionPublication . Santos, Laura; Campos, Pedro; Dionisio, Mara; Quintal Santos, Laura Sofia; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraThrough the years, the tapestry technique has been used for utilitarian purposes and to tell stories. In our artwork, we took inspiration from this ancient craft and the need to reconnect with our senses. This piece invites visitors to touch, feel, and listen. Tapest[o]ry is a living tapestry that listens and responds with a narrative representing the sea’s natural “murmurs” and harmful anthropogenic sounds. The tapestry is turned into an interactive artwork by combining layers of wool, crochet, and felt intertwined with hidden conductive threads. Through storytelling and audience interaction, Tapest[o]ry hopes to awaken empathy for the invisible chaos in our oceans and invite reflection on how we, too, are part of this delicate rhythm.
- DreamScape: fostering financial cognition through a serious gamePublication . Santos, Ana; Freitas, Constança; Bala, Paulo; Campos, Pedro F.; Dionisio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, MaraFinancial literacy is critical for economic empowerment, yet access to effective financial education remains uneven. Serious games provide an interactive and accessible approach to financial education, fostering decision-making and cognitive development through im mersive gameplay. In this demonstration, we present DreamScape, a narrative-driven serious game designed to teach financial literacy through interactive storytelling and puzzle-based mini-games. By leveraging narrative immersion and problem-solving mechanics, this online demo illustrates how interactive systems and creative design can foster economic empowerment, contributing to a more financially literate and equitable society.
- Evaluating Mystiria: insights from a pilot study on intergenerational collaborative gameplay for climate change awarenessPublication . Spínola, Joana; Gonçalves, Lígia; Campos, Pedro; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, PauloClimate change education should be an urgent global priority for both adults and children. Usually, the existing interventions focus on one of these groups singularly, instead of engaging intergenera tional audiences. Mystiria harnesses adult-child interactions in a captivating gaming and learning experience that fosters climate change awareness. This paper delves into how Mystiria’s design and gameplay mechanics promote critical thinking and collabo ration while also educating on climate change and sustainability. Through a pretest-posttest pilot study and guided interviews with six adult-child pairs, we unveil the game’s ability to inspire inter generational dialogue, deepen understanding and spark meaningful discussions about the current world’s environmental issues. The findings from our pilot study indicate that collaborative intergener ational gameplay fosters positive learning outcomes, creating an environment for heightened knowledge transfer and awareness of climate change and sustainability. While these results need to be validated with a larger study, they highlight Mystiria’s potential as a model for intergenerational serious games.
- Interactive tapestry to raise marine noise pollution awareness among teensPublication . Santos, Laura; Pereira Campos, Pedro Filipe; Campos, Pedro; Olim, Sandra Câmara; Dionisio, Mara; Campos, Pedro; Dionisio, Mara; Quintal Santos, Laura SofiaMarine noise pollution is an increasing issue that disrupts ma rine life communication, causes behaviour displacement of habi tats, and threatens marine life ecosystems. Despite adolescents’ general awareness of environmental problems, this issue remains overlooked mainly within the school context. To address this gap, we developed an interactive tapestry that integrates storytelling with capacitive technology, engaging adolescents through touch and auditory features to enhance their understanding of marine noise pollution. An exploratory study showcased promising results, demonstrating the potential of interactive tapestries as effective tools for raising awareness of this issue among adolescents.
- Mystiria: an intergenerational game for climate literacy and collaborative actionPublication . Spínola, Joana; Campos, Pedro; Gonçalves, Lígia; Dionísio, Mara; Bala, Paulo; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Bala, PauloCurrent interventions for climate literacy are fragmented, as they target adults or children, rather than fostering collaboration and intergenerational dialogue. To foster climate change awareness among adults and children, we have designed and developed Mys tiria, an intergenerational collaborative game integrating asymmet ric mini-games that address real-world sustainability challenges. Additionally, Mystiria integrates educational quizzes and tasks to promote critical thinking and knowledge transfer between players. This demonstration aims to illustrate the potential of intergener ational serious games for climate change awareness and sustain ability through a hands-on multiplayer interactive session, while potentially creating a safe environment for learning and collabora tion.
- Tapest[o]ry: promoting marine noise pollution awareness through an Interactive tangible tapestryPublication . Santos, Laura; Olim, Sandra M. Câmara; Campos, Pedro; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Dionisio, Mara; Quintal Santos, Laura SofiaOur ancestors communicated stories through tapestries, using them to adorn public and private spaces. Traditionally, these tapestries were static artworks hanging on walls without audience interaction. Nevertheless, textiles offer a versatile medium, crafted from diverse materials and colours and manipulated to produce unique, touch responsive textures. Our work integrates the tactile capabilities of weaving with capacitive sensor technology to create an interactive art installation that fosters non-formal learning and raises aware ness about marine noise pollution and its harmful effects on marine ecosystems. Marine animals, particularly cetaceans, rely heavily on sound for communication, navigation, and hunting. Noise pollution disrupts these essential functions, presenting severe threats to their survival. By harnessing the storytelling potential of tapestries and the power of capacitive sensors connected to a microcontroller, we developed a unique and immersive art installation that educates the public and decision-makers about these pressing issues. This study evaluates the impact of this interactive tapestry on its audi ence. Qualitative and quantitative results suggest valuable insights, showcasing that Tapest[o]ry engages participants through its tan gible storytelling interface, fostering emotional responses such as empathy and compassion. Participants shared their thoughts about awareness of marine noise pollution, demonstrating the possible use of interactive art installations as storytelling tools. Our findings highlight the potential of integrating traditional textile techniques with interactive technology and storytelling to create powerful educational experiences outside formal learning environments, en couraging personal reflection and support for environmental issues.
- Eidolon: exploring the complexities of prolonged grief disorder through a digital gamePublication . Tomé, Filipe Pinheiro; Pires, Ana Cristina; Vasconcelos, Francisco; Campos, Pedro F.; Pereira Campos, Pedro Filipe; Campos, PedroEidolon is an innovative first-person thriller game that explores prolonged grief through a thought-provoking narrative. The digital game integrates escape room mechanics based on the five stages of grief, providing an immersive experience that encourages players to reflect on emotional loss. By combining the realism of Unreal Engine and MetaHumans with live-action footage, Eidolon offers a unique approach to narrative that tackles complex psychological themes. Our game will potentially raise awareness of Prolonged Grief Disorder and contribute to the emerging research on how emotionally challenging video games can positively impact players in meaningful ways.
- Exploring the impact of transmedia storytelling on financial literacy: a pilot evaluation with young adultsPublication . Freitas, Constança; Santos, Ana; Campos, Pedro F.; Bala, Paulo; Dionisio, Mara; Pereira Campos, Pedro Filipe; Campos, Pedro; Bala, Paulo; Dionisio, MaraFinancial literacy is an essential skill for all young adults. However, conventional education practices may not always effectively mo tivate young adults to learn about finances. The combination of different forms of narrative and visuals in transmedia storytelling provides an engaging solution to this problem. Our approach con sisted of a web-based game, a board game, and a social media page. The web game has a stronger storytelling aspect where users need to find the characters on a map according to their financial strug gles; the social media page goes hand in hand with the web game because it gives further clues to find the characters; and the board game focuses more on the financial concepts and the collabora tive aspect of the game. We conducted a pilot study to evaluate the effectiveness of our design approach. Our findings highlight the transformative potential of transmedia storytelling to create innovative financial learning experiences.
