Stefania Boiano

Stefania Boiano
InvisibleStudio

About

22
Publications
20,029
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125
Citations
Citations since 2016
12 Research Items
102 Citations
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2016201720182019202020212022051015202530
2016201720182019202020212022051015202530

Publications

Publications (22)
Conference Paper
Full-text available
LA PRIMA VISITA VIRTUALE-11 MARZO 2020 InvisibleStudio, studio di innovazione culturale fondato da Stefania Boiano e Giuliano Gaia, svolge un'intensa attività didattica nel campo culturale in collaborazione con diverse università ed enti privati di formazione. In collaborazione con uno di questi enti, RCS Academy, era prevista per l'11 marzo 2020 u...
Conference Paper
Full-text available
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museu...
Preprint
Full-text available
In this paper, we analyse trends of the first wave of museum websites (from the 1990s to the early 2000s) to understand how the characteristics of the Internet (specifically the World Wide Web), of museum staff, and museum audiences shaped the adoption of technology and new forms of participation and what they can tell us about engagement for museu...
Article
Full-text available
How can museums try to be more educational for visitors who do not want to learn?
Chapter
Full-text available
This chapter explores the application of artificial intelligence (AI) in museums and galleries in engaging their audiences, specifically through the development and use of chatbot technologies. Through a case study approach, the chapter further provides a practical focus on the design and implementation of an audience development pilot in Milan inv...
Article
Full-text available
Chatbots have caught the headlines recently with businesses starting to adopt them to stimulate conversation with customers. But what are chatbots? How do they work? What can they do for museums and their audiences?
Article
Full-text available
This is the first case worldwide of a museum training its whole staff in using Design Thinking to make better digital products. The article explains goals and methods used by Invisible>Studio to achieve this goal.
Conference Paper
Full-text available
The paper discusses the experience of producing and distributing an iPhone app for promotion of the Maltese Cultural Heritage on behalf of the Malta Tourism Authority. Thanks to its position at the heart of the Mediterranean Sea, Malta has been a crossroads of civilisations whose traces are still visible today, leaving a particularly rich and varie...
Chapter
We consider the design and provision of Web sites, with respect to gender issues, from various perspectives. A general view of the field is given, and educational issues are specifically considered in relation to gender differences in the use of IT as an effective educational aid, especially by children. Human-computer interaction (HCI) models at d...
Chapter
Full-text available
We consider the design and provision of Web sites, with respect to gender issues, from various perspectives. A general view of the field is given, and educational issues are specifically considered in relation to gender differences in the use of IT as an effective educational aid, especially by children. Human-computer interaction (HCI) models at d...
Conference Paper
Full-text available
Magic, also called prestidigitation or conjuring, is the art of entertaining an audience by performing illusions that baffle and amaze, often by giving the impression that something impossible has been achieved, almost as if the performer had magic or supernatural powers" (http://en.wikipedia.org/wiki/Magic [illusion]). Magic is about creating amaz...
Article
Full-text available
We consider the design and provision of websites with respect to gender issues from various perspectives. A general view of the field is given and educational issues are specifically considered in relation to gender differences in the use of IT as an effective educational aid, especially by children. Human-Computer Interaction (HCI) models at diffe...
Chapter
We consider the design and provision of Web sites, with respect to gender issues, from various perspectives. A general view of the field is given, and educational issues are specifically considered in relation to gender differences in the use of IT as an effective educational aid, especially by children. Human-computer interaction (HCI) models at d...
Conference Paper
Full-text available
We consider the provision of museum Web sites with respect to gender issues from a number of different perspectives. Design issues for Web access, the use of technology such as Web logs by women, together with some more specialist interests such as on-line gaming are covered. The differences in various cultures are also considered. In particular, t...
Article
Full-text available
Introduzione: il Web e gli altri Media oggi Se riguardiamo al periodo tra il 1995 e il 2000-quando l'interesse dell'industria dei media per Internet era al suo apice e la rete si stava rapidamente diffondendo-possiamo riconoscere due idee in conflitto tra loro sulla relazione tra media e Internet. All'incirca, possiamo riassumerle così: L'idea che...

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Projects

Projects (2)
Project
Research and experiment how Design Thinking can make museums' User Experience Better
Project
We are working on two different educational gaming experiences for museums, that we call Adventours to stress the fact that they are a combination of adventures and educational tours. One experience is based on WhatsApp and the other one on Facebook Messenger. Even if target and cultural contents are similar, they have a rather different format. Both are currently being tested in Milan. The results of our testing will be published by the end of 2016/early 2017..