Paula Alexandra Silva

Orcid: 0000-0003-1573-7446

Affiliations:
  • University of Aveiro, Department of Communication and Arts, Portugal
  • National University of Ireland, Maynooth, Ireland (2014 - 2017)
  • University of Aveiro, Institute of Electronics and Telematics Engineering, Portugal (2014)
  • University of Hawaii at Manoa, Honolulu, HI, USA (2012 - 2013)
  • University of Porto, Portugal (2010 - 2012)
  • Fraunhofer Portugal, Porto, Portugal (2009 - 2012)
  • Lancaster University, UK (PhD 2009)


According to our database1, Paula Alexandra Silva authored at least 50 papers between 2007 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Evaluating a Multi-Component Classroom Intervention to Teach Accessibility in Higher Education: A Case Study With Persona Cards.
IEEE Access, 2024

2023
Self-report user interfaces for patients with Rheumatic and Musculoskeletal Diseases: App review and usability experiments with mobile user interface components.
Comput. Graph., December, 2023

An opinion mining methodology to analyse games for health.
Multim. Tools Appl., April, 2023

Hey, let's take a selfie: insights of selfie defamiliarisation in the classroom.
Online Inf. Rev., 2023

A retrospective analysis and systematic review of the areas of entertainment computing and persuasive technologies for health.
Frontiers Comput. Sci., 2023

Enhancing Telerehabilitation Through Gamification: Usability and User Experience Evaluation.
Proceedings of the International Conference on Graphics and Interaction, 2023

Co-Design Process of an Application for Rhythmic Gymnastics with PICTIVE.
Proceedings of the International Conference on Graphics and Interaction, 2023

An Ontology to Trace the Computer Science Student Profile.
Proceedings of the IEEE Frontiers in Education Conference, 2023

2022
Foreword RAGI.
Comput. Graph., 2022

2021
Charting Science Fiction in Computer Science Literature.
Proceedings of the Intelligent Technologies for Interactive Entertainment, 2021

Setting Up a Health-related Quality of Life Vocabulary.
Proceedings of the ICMI '21 Companion: Companion Publication of the 2021 International Conference on Multimodal Interaction, Montreal, QC, Canada, October 18, 2021

Science Fiction - An Untapped Opportunity in HCI Research and Education.
Proceedings of the Design, User Experience, and Usability: UX Research and Design, 2021

Analysing Games for Health through Users' Opinion Mining.
Proceedings of the 34th IEEE International Symposium on Computer-Based Medical Systems, 2021

2020
Understanding the role of digital communication and mediation strategies in community-led territorial innovation: a systematic review.
IxD&A, 2020

Work-in-Progress: A Preliminary Study on Students' Acceptance of Chatbots for Studio-Based Learning.
Proceedings of the 2020 IEEE Global Engineering Education Conference, 2020

2019
Training Non-designers in Co-design Methods Through an Active Assisted Living Interactive Workshop.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Designing for Aging People.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Building an Argument for the Use of Science Fiction in HCI Education.
Proceedings of the Intelligent Human Systems Integration 2019, 2019

Involving communities in shaping digital solutions for innovation in societies and territories.
Proceedings of the International Conference on Graphics and Interaction, 2019

Are We Ready to Dance at Home?: A Review and Reflection of Available Technologies.
Proceedings of the Human Aspects of IT for the Aged Population. Social Media, Games and Assistive Environments, 2019

2018
Tap and Swipe Activity Zones on Smartphones for Novice Older Adults.
Int. J. Creative Interfaces Comput. Graph., 2018

Designing Entertainment for the Aging Population.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Physical Activity Among Older Adults: A Meta-review of EU-Funded Research Projects.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Applying Studio-Based Learning Methodology in Computer Science Education to Improve 21st Century Skills.
Proceedings of the Learning and Collaboration Technologies. Learning and Teaching, 2018

Exploring the Referral and Usage of Science Fiction in HCI Literature.
Proceedings of the Design, User Experience, and Usability: Designing Interactions, 2018

2016
User interface design guidelines for smartphone applications for people with Parkinson's disease.
Univers. Access Inf. Soc., 2016

Preface for the special issue on fun and engaging computing technologies for health.
Entertain. Comput., 2016

A Conceptual Research Agenda and Quantification Framework for the Relationship Between Science-Fiction Media and Human-Computer Interaction.
Proceedings of the HCI International 2016 - Posters' Extended Abstracts, 2016

Selling out the magic circle: free-toplay games and developer ethics.
Proceedings of the First Joint International Conference of Digital Games Research Association and Foundation of Digital Games, 2016

2015
Towards a List of Heuristics to Evaluate Smartphone Apps Targeted at Older Adults: A Study with Apps that Aim at Promoting Health and Well-Being.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

Investigating Synergies Between Interaction Design Methods.
Proceedings of the Design, User Experience, and Usability: Design Discourse, 2015

2014
Smartphones, Smart Seniors, But Not-So-Smart Apps: A Heuristic Evaluation of Fitness Apps.
Proceedings of the Foundations of Augmented Cognition. Advancing Human Performance and Decision-Making through Adaptive Systems, 2014

Studio-Based Learning as a Natural Fit to Teaching Human-Computer Interaction.
Proceedings of the Human-Computer Interaction. Theories, Methods, and Tools, 2014

Something Old, Something New, Something Borrowed: gathering experts' feedback while performing heuristic evaluation with a list of heuristics targeted at older adults.
Proceedings of the 2014 Workshops on Advances in Computer Entertainment Conference, 2014

2013
mobileWAY - A System to Reduce the Feeling of Temporary Lonesomeness of Persons with Dementia and to Foster Inter-caregiver Collaboration.
Proceedings of the 46th Hawaii International Conference on System Sciences, 2013

Using the Smartphone Accelerometer to Monitor Fall Risk while Playing a Game: The Design and Usability Evaluation of Dance! Don't Fall.
Proceedings of the Foundations of Augmented Cognition, 2013

Combining Augmented Cognition and Gamification.
Proceedings of the Foundations of Augmented Cognition, 2013

2012
Leveraging Electronic Ticketing to Provide Personalized Navigation in a Public Transport Network.
IEEE Trans. Intell. Transp. Syst., 2012

Dance! Don't Fall - Preventing Falls and Promoting Exercise at Home.
Proceedings of the pHealth 2012, 2012

Designing tablet-based games for seniors: the example of CogniPlay, a cognitive gaming platform.
Proceedings of the 4th International Conference on Fun and Games, 2012

Design recommendations for tv user interfaces for older adults: findings from the eCAALYX project.
Proceedings of the 14th International ACM SIGACCESS Conference on Computers and Accessibility, 2012

2011
Cross-Platform Social Web Application for Older Adults with HTML 5.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Tangible Interaction on Tabletops for Elderly People.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Storytelling Meets the Social Web: An HTML5 Cross-Platform Application for Older Adults.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

2010
Human-computer interaction and the older adult: an example using user research and personas.
Proceedings of the 3rd International Conference on Pervasive Technologies Related to Assistive Environments, 2010

A methodology to evaluate creative design methods: a study with the BadIdeas method.
Proceedings of the 22nd Australasian Computer-Human Interaction Conference, 2010

BadIdeas 3.0: a method for creativity and innovation in design.
Proceedings of the 1st DESIRE Network Conference on Creativity and Innovation in Design, 2010

2007
BadIdeas for Usability and Design of Medicine and Healthcare Sensors.
Proceedings of the HCI and Usability for Medicine and Health Care, 2007

Preface - Creativity and HCI: From Experience to Design in Education.
Proceedings of the Creativity and HCI: From Experience to Design in Education, 2007

Usability: not as we know it!
Proceedings of the 21st British HCI Group Annual Conference on HCI 2007: HCI...but not as we know it, 2007


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