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March 2013 - present
January 1998 - December 2010
Publications
Publications (196)
The study aims to assess the effect of printing orientation on surface roughness and gloss of resins for 3D printing of aligners. Squared specimens (14 × 14 × 4 mm) were printed using Dental LT Clear (Formlabs, Somerville, MA, USA; LT) or Tera Harz TC-85 DAC (Graphy, Seoul, Republic of Korea; TC) with different orientations: 0° (horizontal), 90° (v...
To comprehensively evaluate the experience of interaction between humans and ECAs (Embodied Conversational Agents), it is essential to consider a complex entanglement of dimensions that dynamically develop over time. This paper provides a review of the available methods to evaluate the human-ECAs interaction, and discusses the relation between this...
Class III malocclusions, a dentofacial deformity requiring early intervention, pose significant challenges due to the need for prolonged use of facemasks by young patients. The SuperPowerMe project aims to improve compliance with the orthodontic treatment by integrating personalised, sensor-equipped facemasks with gamification. Through a design thi...
Background:
This prospective two-center case series feasibility study aimed to investigate the potential of a novel maxillary protraction facemask customized to the patients' anatomy recorded with 3D face scanning and then produced by digital design and additive manufacturing.
Methods:
Ten subjects (5 females and 5 males, average age 7.7±1.0 yea...
To evaluate whether there are differences among orthodontists in the clinical management of facemask treatment for early treatment of Class III malocclusion, a survey consisting of 16 questions was conducted among members of the Italian Society of Orthodontics (SIDO). Sixty percent of the respondents were Specialists in Orthodontics (S) whereas 40%...
ICOM (International Council of Museums) envisions a role for the museum as an accessible and inclusive institution open to the public, which operates professionally and with the participation of communities. This vision requires research and practice to be fully implemented. The paper illustrates the participatory ideation and evaluation of new mus...
Artificial Intelligence (AI) has revolutionized the fashion industry, impacting various stages of the fashion lifecycle and offering promises of enhanced operational efficiency, personalized consumer experiences, and contributions to sustainability and innovation. This paper outlines the main trends, implications, constraints, and potential risks a...
There is an increasing interest in combining interactive technology with food, leading to a new research area called human-food
interaction. While food experiences are increasingly benefiting from interactive technology, for example in the form of food
tracking apps, 3D-printed food and projections on dining tables, a more systematic advancement of...
This Special Issue focuses on exploring the latest trends in the use of information technology to cope with emerging societal transformations on the food system and its interrelations. It aims to be a starting point, especially to show what a key role designers play today in the ongoing transformation process and transition of food systems. It show...
Due to climate changes, resources availability and evolving markets, the food system is developing towards an articulated and complex ecology, with fast transformations occurring in food production, preparation, delivery and disposal. In this context, innovation is needed not just to ideate solutions to deal with a fast-changing system but also to...
Smart Learning Ecosystems are intelligent, purpose-oriented platforms supporting innovative learning. However, for these ecosystems to be true engines of innovation they should be fully accessible. This vision reflects the inclusion policies underpinning the SDGs of the Agenda 2030 that recommend the adoption of knowledge and technologies to drive...
In order to improve fit and comfort, a maxillary protraction facemask customized to the patient’s anatomy was produced by means of 3D face scanning, digital design and additive manufacturing. An 8-year-old patient in need of early treatment for the Class III malocclusion received a rapid palatal expander and a Petit-type facemask, whose components...
The paper addresses the challenge of balancing the tension between
a problem-solving attitude in the design of assistive devices, with an ethical,
aesthetic and cultural approach to design for people living with a temporary or
permanent impairment. The topic is developed presenting two design cases.
The first case addresses a permanent disability....
Design Thinking is a human-centred approach to problem solving and innovation that exploits design theories and methods to solve ill-defined problems. Recently it has been a popular subject of real-life applications in research and industrial endeavours for its original way to combine creative and analytical thinking, what is desirable from a human...
This paper presents an experiment in which participants had to discriminate three mid-air haptic shapes (circle, square, point) by reporting whether the haptic stimulus (e.g. circle on the palm of the hand) was compatible with an image (e.g. a circle) or a word (e.g. ‘circle’) displayed on a screen. Results indicate that only the ‘point’ stimulus w...
Deaf people are proud of their culture and the fact of not being able to hearing is rendered secondary to the positive experiences created by their social lives and 250-year-old history and culture. This reality is often misled by the adoption of medical criteria which regard Deafness as a medical condition measured against the "norm" of hearing pe...
The paper addresses the challenge of balancing the tension between a problem solving attitude in the design of assistive devices, with an ethical, aesthetic and cultural approach to design for people living with a temporary or permanent impairment. The topic is developed presenting two design cases. The first case is a suite of smart jewels tailore...
The paper describes the design case of an accessible handweaving loom that allows people with different disabilities, including cognitive and sensorial disabilities, to weave independently, promoting self-expression and stimulating creativity. The project developed through an intense phase of prototyping activities, resulting in the re-design of a...
This chapter is a design journey on the food experience enriched by emerging digital technologies. The topic is explored though the lens of five themes focused on creating, experimenting, consuming, socializing, and playing with food. Different cases are described such as the use of 3D printing to create novel recipes and forms of food; cross-modal...
Wearable product/service solutions are increasingly spreading in everyday life aiming at supporting and tracking activities, also increasing self-awareness about behaviors and body parameters. The amount and variety of personal data generated and collected by digital services is unprecedented in human history, and impacts on individuals, societies...
Background:
The purpose of the following research is to provide a systematic survey on the use of additive manufacturing in vascular surgery. The survey focuses on applications of 3D printing in endovascular surgery like EVAR (EndoVascular Aneurysm Repair), a quite unexplored application domain. 3D printing is an additive production process of thr...
The overall trend toward globalization in design, greatly enhanced by digital technologies, has raised issues and challenges on how to preserve the cultural differences and values of different societies. There is a tendency to lose touch with local cultural values when designing artefacts for global use, and social nuances and traditions risk to be...
Background:
The phenomenon of cyberbullying is on the rise among adolescents and in schools.
Objective:
To evaluate the relationship between personality characteristics such as empathy, the tendency to implement cognitive mechanisms aimed at moral disengagement, and the use of social media.
Participants:
Italian students from first to fifth ye...
The question whether deafness is a disability causes controversial and emotionally charged debates. The experience of hearing loss is different from the experience of being born deaf, as well as the need and willingness of using hearing aids. Following a medical model of disability, deafness has been traditionally viewed as a physical impairment. T...
In this paper we provide a theoretical and experimental investigation on human-robot interaction scenarios where collaborative activities are per-ceived more meaningful and easier to perform by the human agent in situa-tion of reciprocal engagement with the robot. Inspired by the perceptual crossing paradigm [1], we defined reciprocal engagement as...
Training User Experience (UX) Design students to develop interactive products valuing the subjective experience as a catalyst is a challenge. Ex-perience design implies a deep understanding of the values, culture, beliefs and practices of a target user group and also sensitivity to consciously inte-grate them in products with distinctive qualities....
In this paper we report the results of a series of experiments conducted as part of a participatory Research through Design (RtD) project [1] which aims to develop interactive jewels for deaf women. The project moved from the idea of bringing mindful attention to aesthetics in designing for disability, exploring cross-modal sensory associations. Ou...
Quietude [1] is an EU funded project that aims at creating interactive fashion accessories and jewellery for deaf women to experience and make sense of sounds. Through Participatory Design, a series of prototypes were developed to scaffold design inquiry and develop human-centred solutions. Deaf women and women with different levels of hearing impa...
Quietude [1] is an EU funded project that aims at creating interactive fashion accessories and jewellery for deaf women to experience and make sense of sounds. Through Participatory Design, a series of prototypes were developed to scaffold design inquiry and develop human-centred solutions. Deaf women and women with different levels of hearing impa...
The paper describes a case study on the use of 3D printing in vascular surgery. The patient suffered from an asymptomatic infrarenal aortic aneurysm which was operated in local anaesthesia. Despite the graft was correctly deployed, a type 1A endoleak persisted to aortic ballooning. 3D printing was used to develop models of the preoperative aortic s...
POGO world was designed between 1997 and 2002. Returning now, 15 years later, what meaning could it have? What is being done today in the high-tech development laboratories that think and design the classes of the future? What educational philosophies are these developments based on? How are educational environments designed? What are the resources...
The excitement around computing technology in all aspects of life requires that we tackle fundamental issues of healthcare, leisure, labor, education, and food to create the society we want. The aim of this satellite event was to bring together a variety of different stakeholders, ranging from local food producers, chefs, designers, engineers, data...
The Quietude project uses making, participation and co-design to collectively imagine a more sustainable, aesthetically enriched future for deaf women, by developing wearables that respond to the women's needs and desires: those that are well known, and those that may be only dimly glimpsed. We present our motivation and process, and describe our f...
The paper illustrates an exploratory case study on the use of a toy robot at school to support storytelling in children with cognitive disabilities. Play is a key factor in children’s development, yet disabled children are often prevented from playing because of their physical or cognitive impairments. Robot toys might represent a suitable means of...
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an...
This multi-perspective study focuses on how a service robot for the elderly should behave when interacting with potential users. An existing service robot and a scenario were used as a concrete case which was discussed and analyzed during focus group sessions with older adults (n = 38), informal caregivers (n = 24) and professional caregivers (n =...
BACKGROUND: Play is essential for children's development. Children with severe physical disabilities often experience problems engaging in play. In rehabilitation and special education for children with physical disabilities play-like activities and play for play's sake are important. OBJECTIVE: The current study aimed at examining the possibilitie...
Purpose: The potential of service robots for seniors is given increasing attention as the ageing population in Western countries will continue to grow as well as the demand for home care. In order to capture the experience of living with a robot at home, a multi-perspective evaluation was conducted.
Methods: Older adults (n = 10) were invited to ex...
Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, a set of prominent artists, game design-ers, and interaction designers embarked on a research journey to explore what we came to refer to as "aesthetics in soma-based design". I...
The paper presents the user experience evaluation of Squeeze Me, an interactive cover for tablet and smartphone that enables continuous and expressive interaction with electronic devices. The cover has been used to implement ”Squeeze to zoom”, a mobile application to zoom in and out while taking a photograph from a tablet. The experience of use was...
Archeo is a collaborative modular game that combines storytelling and constructive play. It was designed as a primary school kit to engage children from 8 to 10 years of age in manipulating, discovering and building narratives associated with an archaeological find, a mysterious object found at an excavation site. The game was experimented in a pri...
This paper presents the co-design process of Itinerarium, an educational game designed to engage children of primary school in learning history through interactive play. The research drives forward a co-design methodology articulated in different settings (an archaeology lab, a Fab Lab and a primary school), with the aim to embed the local practice...
Smartness in contemporary society implies the use of massive data to improve the experience of people with connected services and products. The use of big data to collect information about people’s behaviours opens a new concept of “user-centred design” where users are remotely monitored, observed and profiled. In this paradigm, users are considere...
User experience (UX) has been defined in several ways. In general terms, it refers to everything that is individually encountered, perceived, or lived through. The literature on UX reports studies mostly focused on specific interaction events, which may have an impact on the user’s emotions and feelings. This paper provides a reflection on how UX e...
This paper describes a research conducted in a Home Care with six women affected by dementia. The study focused on storytelling and compared the effect of the seal robot PARO with Sugar, a toy looking like a baby seal, in stimulating the creation of stories either based on personal memories or invented by the person.
Narrative is a primitive functi...
This volume presents the proceedings of the 12th International Conference on the Design of Cooperative Systems (COOP 2016). The conference is a venue for multidisciplinary research contributing to the design, assessment and analysis of cooperative systems and their integration in organizations, public venues, and everyday life. COOP emerged from th...
Movement-based design is reaching critical mass in HCI, and we can start to identify strategies, similarities and differences in how it is approached. Similarities may include, for example, a strong first person perspective on design, emphasising movement, somatics and aesthetic sensibilities of the designer, as well as starting from the premise th...
Movement-based design is reaching critical mass in HCI, and we can start to identify strategies, similarities and differences in how it is approached. Similarities may include, for example, a strong first person perspective on design, emphasising movement, somatics and aesthetic sensibilities of the designer, as well as starting from the premise th...
In this paper we describe Game of Stimuli (GoS) an interactive tangible game for children and adolescents diagnosed with Autistic Spectrum Disorder. The system is designed to engage children in play scenarios addressing different stages of development from practice play to rule-based play. The objective of the game is to maintain the attention on a...
In this paper, we describe an interactive exhibition entitled Ballade of
Women that explored perspectives on women’s rights. The installation was designed
as an immersive experience aimed at engaging visitors to trigger meaningful
and personal reflections on women’s rights. Visitors moved through a
dynamic environment, where they experienced three...
This paper describes an attempt to use poetry in design as an access
door to experience cultural elements and embed them in the design of meaningful
aesthetic interactions. Not only do poems tell a story, but their language and
the way they play with the subtleties of that language also tell us a lot about cultural
values, feelings, beliefs and jud...
This paper describes the results of a research conducted in the European project Accompany, whose aim is to provide older people with services in a motivating and socially acceptable manner to facilitate independent living at home. The project developed a system consisting of a robotic companion, Care-O-bot, as part of a smart environment. An inten...
The paper presents the user experience evaluation of Squeeze Me, an interactive cover for tablet and smartphone that enables continuous and expressive interaction with electronic devices. The cover is made of a soft rubbery material that embeds pressure sensors and electronics. It can be squeezed with both hands. The intensity of the input is refle...
In this paper we describe Game of Stimuli (GoS) an interactive tangible interface designed for children and adolescents diagnosed with Autistic Spectrum Disorder [1]. The system is designed to engage children in play scenarios where the objective is to maintain the attention on a given task and turn-taking while filtering irrelevant stimuli. Eventu...
The paper describes an interactive installation exploring perspectives on women’s rights, triggering visitors’ personal reflections through an immersive experience. Starting from the life histories of the women depicted in three paintings from fifteenth, sixteenth and seventeenth century, we explored three themes: emancipation, self-determination a...
We present a design case focusing on participatory design (PD) with older people. We experimented with PD techniques to foster engagement with participants in development of a graphical user interface (GUI) for controlling a robotic system in a smart home environment. The tenet of our approach is that to engage older people in the design of future...
The paper presents a design case that draws inspiration from rap music as a way to tell stories rhythmically, with simple instruments for accompaniment. Rhythm, rhymes and flow are key features of rap music. In this study, we attempted to apply rap principles and dynamics to a very specific field of application: the treatment of dyslexia. Our hypot...
The spread of ubiquitous, mobile and wearable technologies has made
phenomenology relevant in design. Most of the off-the-shelf digital
technologies are inherently tangible, gestural and social. They imply close
proximity with the human body. Marti will describe her personal journey in
phenomenology, highlighting subtleties and perspectives on body...
In this paper, we present three behaviour designs of a robot's movement that extend and explore qualities of the perceptual-crossing paradigm towards functional purposes. As defined by [1], perceptual-crossing is related to the perception of how the behaviour of an entity/object and its perception relate to of interacting entities/actors. Within th...
In this paper, we describe the concept of remixing playware, which allows sampling and remixing of both physical and functional (e.g. music content) aspects of a system. Such remixing playware has a number of distinguished features which are explained in the paper: user-configurable modularity, which allows the user to interact and manipulate with...
This paper presents Squeeze Me, a squeezable device used to grab attention from the mobile robot Care-O-bot, providing ground for expressive values to be shared between person and robot in a smart environment. Squeeze Me is a soft rubbery interactive cover, that can be mounted on a tablet, to enable expression-rich communication. The cover embeds s...
Respectful design emphasizes the experience of using systems/products that leads to feelings of emotional engagement, resonance, enchantment and wonder about cultural, aesthetic and ethic themes, as well as reflection on value-related and societal relevant questions. Respectful products and systems also imply respectfully addressing all human skill...
This video illustrates the exhibition “Ballade of Women” that took places in Siena at the Fondazione Monte de’ Paschi in June 2014 (http://vimeo.com/71131822). The exhibition is, and elicits, a reflection on women’s rights: self-determination, emancipation and habeas corpus. It is an exploration on how these themes are represented and perceived in...
Since a few years, a number of academic papers have been proposing to shift from user-centered design to human-centered (or person) design. In this contribution, we discuss as the common tread underlying these works the idea that design should also address the reflective part of our human experience, and not only aim to maximize the experiential as...
We describe an exploratory case study about the applicability of different robotic platforms in an educational context with a child with Down syndrome. The robotic platforms tested are the humanoid robot KASPAR and the mobile robotic platform IROMEC. During the study we observed the effects KASPAR and IROMEC had in helping the child with the develo...
We describe an exploratory case study about the applicability of different robotic platforms in an educational context with a child with Down syndrome. The robotic platforms tested are the humanoid robot KASPAR and the mobile robotic platform IROMEC. During the study we observed the effects KASPAR and IROMEC had in helping the child with the develo...
A new stream of research and development responds to changes in life expectancy across the world. It includes technologies which enhance well-being of individuals, specifically for older people. The ACCOMPANY project focuses on home companion technologies and issues surrounding technology development for assistive purposes. The project responds to...
The paper presents vision, approach and outcomes of “Light through Culture”, an international design school that aims at weaving, through design, innovative technologies and culture into a new canvas for making and thinking [6]. In this paper we present in particular the second edition of the school that explored the theme of human rights and desig...
This paper describes an explorative study to evaluate a dynamic expressive mask associated to a remote robot-view used to control an assistive robot. The mask is generated by a graphical-user-interface platform displayed on a tablet used to control the robot in a smart home environment. The hypothesis of the study is that when robot's behaviour con...
With changes in life expectancy across the world, technologies enhancing well-being of individuals, specifically for older people, are subject to a new stream of research and development.
In this paper we present the ACCOMPANY project, a pan-European project which focuses on home companion technologies. The projects aims to progress beyond the stat...
As intelligent support systems move into the world of elder care and independent living, their behavior becomes a prominent aspect in the lives of people, raising the question of how to design for such systems addressing older people in a respectful manner. We provide a phenomenology-inspired design perspective on emotional and social robotics in e...
This paper describes the Emotional-Perspective design, a graphical-user-interface platform built to explore expression mappings. The platform utilizes emotional and social skills by shifting from representational and discrete to expression rich, contextualized and continuous-sustained interaction paradigms. A remote robot-view, used to control an a...
In response to a change in the use of computers and interactive technologies, traditional Human-Computer Interaction concepts of usability, efficiency and productivity have progressively been enriched with other concepts such as curiosity, empathy, playfulness and affection [1]. Korhonen et al. [2] state that the acceptance of a product depends not...
Who is responsible for accidents in highly automated systems? How do we apportion liability among the various participants in complex socio-technical organisations? How can different liability regulations at different levels (supranational, national, local) be harmonized? How do we provide for accountability, while promoting safety? These and other...
Embodied interaction refers to the way our perception of physical and social phenomena develops in interplay with the world we live in [6]. This paper explores the use of interactive textile interfaces to enable embodied interactions with a robot companion of play. More in detail, we investigate the possibility of achieving by design a shared perce...
Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of interaction, leaving behind the "digital feeling" by a more continuous space of interaction, tig...
Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of interaction, leaving behind the "digital feeling" by a more continuous space of interaction, tig...
This paper presents the Squeeze Me, a research-through-design case that explores the emergence of empathic behavior between human and machine by sparking an expression-rich relation. The Squeeze Me is a squeezable device used to grab attention from a robot, providing ground for expressive values to be shared. The expressions exerted on the mediatin...
This paper presents the Squeeze Me, a research-through-design case that explores the emergence of empathic behavior between human and machine by sparking an expression-rich relation. The Squeeze Me is a squeezable device used to grab attention from a robot, providing ground for expressive values to be shared. The expressions exerted on the mediatin...
This paper presents the first release of the Legal Case, recently developed by the ALIAS Project and still under refinement. The Legal Case is a methodological tool intended to address liability issues of automated ATM systems: it provides for a legal risk management
process that can be applied either proactively or retroactively. Used in a proacti...
This article presents a novel set of ten play scenarios for robot-assisted play for children with special needs. This set of scenarios is one of the key outcomes of the IROMEC project that investigated how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collabora...
My research explores the role that design could play in reducing the stigma associated with the use of rehabilitation aids that inherently manifest impairment and the inconvenience of the disability condition. The Design Cases described hereafter show that rehabilitation tools can be both engaging and useful, reflecting the inherent beauty and sati...