David Gonçalves

dblp:175/5969 · DBLP profile ↗
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10ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0001-6223-4011ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 9 since 2021
YearPublicationVenuePosition
2026 Values Across Contexts: Understanding How Older Adults Enact What Matters Through Technology
abstract
As populations age and technology becomes more pervasive, understanding the alignment between older adults’ values and technology design is paramount. More research is needed to understand how older adults’ living contexts shape their values and the use of technology. To address this, through a multi-context study, we explored how values differ for older adults and how their context of living might influence the adoption and use of technology. We conducted 22 semi-structured interviews with older adults in various residential contexts. We show that older adults tend to prioritize the same core values across living contexts, yet how they express values in each context differs. Technology can amplify or inhibit key values. We describe implications for context-responsive technology and design for continuity, to allow older adults to continually uphold important values through technology use.
Hugo Simão, David Gonçalves, Neeta M. Khanuja, Valentina Nisi, Alexandre Bernardino, Tiago João Vieira Guerreiro, Jodi Forlizzi
CHI2
2025 Exploring Collaboration in Programming Activities with Children with Visual Impairments: a 10-Session Study in a School Setting
abstract
Introductory coding environments have been used in early education to promote computational thinking, supporting the development of cognitive, critical, and social skills. Many environments focus on individual use, which has limited benefits compared to collaborative learning. In this paper, we present the results of a 10-session study at a local primary school engaging eleven children with visual impairments and three inclusive education teachers in collaborative programming activities. Based on participants' behavior, reactions, and feedback, we contribute an improved understanding of collaborative design in educational settings, focusing on the impact of Goals, Workspace, Interdependence, and Shared Awareness. Our main findings outline how collaboration dynamics can be shaped by asymmetric tasks, workspace proximity, and group awareness. We further discuss factors that led to a lack of investment in the shared goal and instances of unbalanced collaboration, reflecting on challenges and opportunities for designing collaborative inclusive coding kits.
Filipa Rocha, David Gonçalves, Ana Cristina Pires 0001, Hugo Nicolau, Tiago João Vieira Guerreiro
Proc. ACM Hum. Comput. Interact.2
2024 The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics
abstract
In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design space for balancing mechanics encompassing six categories: Determination, Timing, Targeting, Effect, Feedback, and Information. We then present a mixed-methods study, focused on the effect of two subcategories: Targeting Direction and Effect Dependency on skill. In this study, eight pairs of participants played a game prototype and experienced seven balancing mechanics. We collected data from questionnaires and group interviews, revealing implications for future designs, including the importance of 1) merited victory that does not ignore individual achievements, 2) sense of agency when determining the balancing before and during gameplay, and 3) balancing as an intrinsic part of the game that does not disrupt the core gameplay.
David Gonçalves, Pedro Pais, João Guerreiro 0002, Tiago João Vieira Guerreiro, André Rodrigues 0002
CHI1
2024 A Living Framework for Understanding Cooperative Games
abstract
Playing cooperative games is recognised as a positive social activity. Yet, we have limited means to rigorously define or communicate the structures that govern these experiences, hindering attempts at consolidating knowledge and limiting the potential of design efforts. In this work, we introduce the Living Framework for Cooperative Games (LFCG), a framework derived from a multi-step systematic analysis of 129 cooperative games with contributions of eleven researchers. We describe how LFCG can be used as a tool for analyses and ideation, and as a shared language for describing a game’s design. LFCG is published as a web application to facilitate use and appropriation. It supports the creation, dissemination and aggregation of game reports and specifications; and enables stakeholders to extend and publish custom versions. Lastly, we discuss using a research-driven approach for formalising game structures and the advantages of community contributions for consolidation and reach.
Pedro Pais, David Gonçalves, Daniel Reis, João Cadete Nunes Godinho, João Filipe Morais, Manuel Piçarra, Pedro Trindade, Dmitry Alexandrovsky, Kathrin Maria Gerling, João Guerreiro 0002, André Rodrigues 0002
CHI2
2024 Promoting Family Play through Asymmetric Game Design
abstract
For families, where abilities, motivations, and availability vary widely, opportunities for intergenerational play are limited. Designing games that cater to these differences remains an open challenge. In this paper, we first identify barriers related with time and expertise. Next, we propose asymmetric game design and asynchronous play to reconcile children's and adults' requirements; and interdependent gameplay mechanics to foster real-world interactions. Following this approach, we designed a testbed game and conducted a mixed-methods remote study with six pairs of adult-child family members. Our results showcase how asymmetric, asynchronous experiences can be leveraged to create novel gaming experiences that meet the requirements of family play. We discuss how interdependent progress can be designed to promote real-world interactions, creating pervasive conversational topics that permeate the family routine.
Pedro Pais, David Gonçalves, Kathrin Maria Gerling, Teresa Romão, Tiago João Vieira Guerreiro, André Rodrigues 0002
Proc. ACM Hum. Comput. Interact.2
2023 "My Zelda Cane": Strategies Used by Blind Players to Play Visual-Centric Digital Games
abstract
Mainstream games are typically designed around the visual experience, with behaviors and interactions highly dependent on vision. Despite this, blind people are playing mainstream games while dealing with and overcoming inaccessible content, often together with friends and audiences. In this work, we analyze over 70 hours of YouTube videos, where blind content-creators play visual-centric games. We point out the various strategies employed by players to overcome barriers that permeate mainstream games. We reflect on ways to enable and improve blind players’ experience with these games, shedding light on the positive and negative consequences of apparently benign design choices. Our observations underline how game elements are appropriated for accessibility, the incidental consequences of audio design, and the trade-offs between accessibility, agency, and engagement.
David Gonçalves, Manuel Piçarra, Pedro Pais, João Guerreiro 0002, André Rodrigues 0002
CHI1
2021 Using Games to Practice Screen Reader Gestures
abstract
Smartphones are shipped with built-in screen readers and other accessibility features that enable blind people to autonomously learn and interact with the device. However, the process is not seamless, and many face difficulties in the adoption and path to becoming more experienced users. In the past, games like Minesweeper served to introduce and train people in the use of the mouse, from its left and right click to precision pointing required to play the game. Smartphone gestures (and particularly screen reader gestures) pose similar challenges to the ones first faced by mouse users. In this work, we explore the use of games to inconspicuously train gestures. We designed and developed a set of accessible games, enabling users to practice smartphone gestures. We evaluated the games with 8 blind users and conducted remote interviews. Our results show how purposeful accessible games could be important in the process of training and discovering smartphone gestures, as they offer a playful method of learning. This, in turn, increases autonomy and inclusion, as this process becomes easier and more engaging.
Gonçalo Ferreira Lobo, David Gonçalves, Pedro Pais, Tiago João Vieira Guerreiro, André Rodrigues 0002
ASSETS2
2021 Fostering collaboration with asymmetric roles in accessible programming environments for children with mixed-visual-abilities
abstract
Introduction of computational thinking training in early childhood potentiates cognitive development and better prepares children to live and prosper in a future heavily computational society. Programming environments are now widely adopted in classrooms to teach programming concepts. However, these tools are often reliant on visual interaction, making them inaccessible to children with visual impairments. Also, programming environments in general are usually designed to promote individual experiences, wasting the potential benefits of group collaborative activities. We propose the design of a programming environment that leverages asymmetric roles to foster collaborative computational thinking activities for children with visual impairments, in particular mixed-visual-ability classes. The multimodal system comprises the use of tangible blocks and auditory feedback, while children have to collaborate to program a robot. We conducted a remote online study, collecting valuable feedback on the limitations and opportunities for future work, aiming to potentiate education and social inclusion.
Filipa Rocha, Guilherme Guimarães, David Gonçalves, Ana Cristina Pires 0001, Lúcia Verónica Abreu, Tiago João Vieira Guerreiro
ASSETS3
2021 Exploring Asymmetric Roles in Mixed-Ability Gaming
abstract
The landscape of digital games is segregated by player ability. For example, sighted players have a multitude of highly visual games at their disposal, while blind players may choose from a variety of audio games. Attempts at improving cross-ability access to any of those are often limited in the experience they provide, or disregard multiplayer experiences. We explore ability-based asymmetric roles as a design approach to create engaging and challenging mixed-ability play. Our team designed and developed two collaborative testbed games exploring asymmetric interdependent roles. In a remote study with 13 mixed-visual-ability pairs we assessed how roles affected perceptions of engagement, competence, and autonomy, using a mixed-methods approach. The games provided an engaging and challenging experience, in which differences in visual ability were not limiting. Our results underline how experiences unequal by design can give rise to an equitable joint experience.
David Gonçalves, André Rodrigues 0002, Mike L. Richardson, Alexandra A. de Sousa, Michael J. Proulx, Tiago João Vieira Guerreiro
CHI1
2020 Playing With Others: Depicting Multiplayer Gaming Experiences of People With Visual Impairments
abstract
Games bring people together in immersive and challenging interactions. In this paper, we share multiplayer gaming experiences of people with visual impairments collected from interviews with 10 adults and 10 minors, and 140 responses to an online survey. We include the perspectives of 17 sighted people who play with someone who has a visual impairment, collected in a second online survey. Our focus is on group play, particularly on the problems and opportunities that arise from mixed-visual-ability scenarios. These show that people with visual impairments are playing diverse games, but face limitations in playing with others who have different visual abilities. What stands out is the lack of intersection in gaming opportunities, and consequently, in habits and interests of people with different visual abilities. We highlight barriers associated with these experiences beyond inaccessibility issues and discuss implications and opportunities for the design of mixed-ability gaming.
David Gonçalves, André Rodrigues 0002, Tiago João Vieira Guerreiro
ASSETS1