Giovanni Andrea Parente’s research while affiliated with Sapienza University of Rome and other places

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Publications (6)


Defining User Requirements of a eHealth Mobile App for Elderly: The HomeCare4All Project Case Study
  • Chapter

July 2020

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45 Reads

Lecture Notes in Computer Science

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Giovanni Andrea Parente

Aging population implies an increase in demand for health care services. This hopefully could be solved by e-health, even if some issues arise about technology acceptance and adoption among the elderly. In this article, the authors illustrate HomeCare4All project as a case study to apply Human Centered Design (HCD) process in the field of digital health services, aiming at designing trustworthy mobile applications for elderly people to book healthcare services at home.


Designing and Testing HomeCare4All: A eHealth Mobile App for Elderly

July 2020

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32 Reads

Lecture Notes in Computer Science

Aging population implies an increase in demand for health care services. This hopefully could be solved by e-health, even if some issues arise about technology acceptance and adoption among the elderly. In this article, the authors illustrate HomeCare4All project as a case study to apply Human Centered Design (HCD) process in the field of digital health services, aiming at design trustworthy mobile applications for elderly people to book healthcare services at home. Starting from the results achieved from the early step of design, this paper describes the following steps of the creation of a design solution by identifying use cases, defining information architecture and prototyping an app mockup. The prototypes are then evaluated through a double usability test sessions with users, implementing an iterative design process. In conclusion authors advance suggestions for designing trustworthy mobile interactions for elderly people or people unaccustomed to technology, showing the importance of involving end users in the various stages of the design process.


Towards a Multi-modal Transportation Scenario: An Analysis About Elderly Needs

June 2019

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26 Reads

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2 Citations

Lecture Notes in Computer Science

For the elderly the use of public transportation services represents a central need, not only from an economic point of view, especially for the most disadvantages social classes, but also from a social perspective, since it creates social relations. However the elderly have several needs in their travel experience, deriving mainly from their psychophysical problems. In this scenario, to improve the travel experience of the elderly it is necessary to adopt an inclusive design approach, in which the different categories of people are considered as a resource for a more accommodating design. In this paper, the authors present a research on the design of multi-modal transport services with a focus on the interactions of the elderly with the digital services provided by the transport companies. Starting from the analysis of academic studies in this specific field, the authors present the results of an empirical survey. It has been conducted with the aim to identify the elderly needs, to define the elements that can improve their travel experience and to define those characteristics that allow to create more usable, accessible and sustainable interactive services. From this survey different types of needs emerge. They can be considered as requirements and consequent system features for potential digital services based on the elderly needs.


Fig. 1. The canvas used by the participants of the co-design session to discuss their usual behaviors with mobility services.
Fig. 2. The canvas used by the participants of the co-design session to identify the main elements of the ideated game solution.
Fig. 5. Representations of the key moments of interaction with the mobility service individually identified by the participants.
Fig. 6. Identification of positive and negative elements of the mobility service, key moments of the experience and touchpoints.
Fig. 7. The concept of the identified game solution.
Co-Designing Game Solutions for Hybrid Urban Spaces. How Game Elements Can Improve People Experience with the Mobility Services
  • Article
  • Full-text available

April 2019

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24 Reads

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5 Citations

Interaction Design and Architecture(s)

Digital technologies integrated in the physical spaces enable new practices that open new possible interactions between people and the urban public spaces. These emerging hybrid spaces might have a crucial role in the processes aiming at having a more satisfying urban life. Mobility is a field strongly impacted by hybrid urban spaces and this should be considered in order to improve the quality of life in cities. In this paper the authors, starting from the concept of Mobility as a Service (MaaS), show as game elements applied in different moments of the travel experience and disseminated in different parts of these hybrid spaces can enhance the interaction between people and mobility services. Finally the outcome of a co-design session about a game solution aiming at improving the people experience with the mobility services is presented as an example of this assumption.

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Improving Quality of Interaction with the Mobility Services Through the Gamification Approach

June 2018

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67 Reads

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4 Citations

Lecture Notes in Computer Science

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Giovanni Andrea Parente

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Guido Pifferi

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[...]

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The evolution of mobility sector towards a multimodal and multi-service approach enables new possibilities of interaction for travellers. At once it creates a complex ecosystem where the final users are one of the main key components for the effectiveness and the success of the deployed mobility strategies and solutions. It implies that, both for academic and commercial purposes, a remarkable attention should be put on the design approaches focusing on human aspects in interactive systems. Moreover different methods aiming at enhancing the user experience should be exploited, in order to trigger desirable and worthy innovations. So in this paper we focus on gamification for improving the quality of interaction with the mobility services. In effect, mobility represents a more and more promising domain for the application of playful solutions, although in this field it is nowadays employed mostly for incentivizing smart and sustainable behaviours, also in combination with crowdsourcing. However we can suppose a wider use of this approach in the mobility services, e.g. to improve the overall traveller experience and to increase an active collaboration among the stakeholders. In detail, in this paper we will discuss three main variables to identify which possibilities can emerge in future mobility services by applying a gamification approach: the different stages of a journey, for better knowing the contexts of action and the needs of people potentially interested in; the devices to be exploited, for better accomplishing gamification purposes; the game components, for better understanding how they contribute to fulfill the traveller objectives.


Rethinking Public Transport Services for the Elderly Through a Transgenerational Design Approach

July 2016

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62 Reads

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7 Citations

Lecture Notes in Computer Science

In discussing the city suitability to people’s needs, generally a special attention has been given to people with special needs, e.g. the elderly. In this sense, most of the research about accessible cities has focused on the architectural design of public spaces, aiming at ensuring the access to urban places through the removal of architectural barriers. However, as technologies have been diffusing in many different city services, it also should be given attention to the constraints derived from this unavoidable change affecting the elderly life. The focus is on the potential of the technologies for improving the elderly city experience. In this paper the authors, starting from the principles of the transgenerational design, focus on how the technologies applied to the public transportation services could improve citizen experience and promote really inclusive mobility services.

Citations (4)


... These incentives enhance travellers' self-image (e.g., by promoting their best behaviours concerning social, health or environmental matters as well as their ability to save time and money) and to avoid the negative impacts of their actions (sometimes it might be more effective to highlight the bad aspects of a given behaviour instead of emphasising the positive ones, like showing the increase of CO 2 consumption of a specific transport solution instead of the amount a different option would save) [41]. Thus, this type of incentive is characterised by the provision of information (e.g., about travel time, calorie consumption), points for a choice of more sustainable transport modes or features such as the possibility of sharing trips with other people, e.g., through social media or use of gamification (sharing information about achievements with other travellers to spark the contest) to increase traveller's engagement and interest [28,42,43]. ...

Reference:

Study of travellers’ preferences towards travel offer categories and incentives in the journey planning context
Co-Designing Game Solutions for Hybrid Urban Spaces. How Game Elements Can Improve People Experience with the Mobility Services

Interaction Design and Architecture(s)

... While multi-modal integration may enhance transport service provision for older people, they also introduce greater scope for interruption, delay, or cancellation, making them less predictable and user-friendly [79]. Furthermore, for multi-modal transportation to benefit older people, they must meet additional requirements that do not, for example, demand users to transfer in isolated locations or juggle various sources of information [79,80]. Given that multi-modal transportation requires its users to be more tolerant of complexity, they may not be suited for all older people. ...

Towards a Multi-modal Transportation Scenario: An Analysis About Elderly Needs
  • Citing Chapter
  • June 2019

Lecture Notes in Computer Science

... Tourists are more likely to return to the destination because of gamification's ability to keep them entertained and engaged [26], [31], [32]. The tourism industry is using gamification to get their customers excited about gaining additional knowledge regarding a specific tourist destination [30], [21], [32], [27], [33], [34], [35]. When determining engagement, consider one dimension of the game experience: [18], [19], [4], [5], [17], [30], [31], [32], [27], [33], [34], [35], [26] 13 2. Give tourists enjoyable experiences [4], [5], [1], [17], [28], [26], [32] 7 3. Influence tourist loyalty and increase brand awareness [4], [1], [17], [5], [30], [31], [32], [31], [26], [27], [ flow, motivation, pleasure, immersion, enjoyment, and presence [4]. ...

Improving Quality of Interaction with the Mobility Services Through the Gamification Approach
  • Citing Chapter
  • June 2018

Lecture Notes in Computer Science

... The attributes of accessibility, inclusivity and urban sustainability can be declined in the definition of an age-friendly city, which succeeds, therefore, in ensuring the active ageing of its population (Sgambati, 2021b). Alongside these fundamentally important factors, it is essential to consider the impact that technologies have on the daily lives of these users, which they are necessarily influenced by (Grimaldi et al., 2016): in a complex and rapidly changing context, some users need more time to adapt and learn to use these new tools, which they inevitably depend on to access certain services and information (Barakóvic et al., 2020;Hänninen et al., 2021). The smart city and, by extension, the smart mobility must therefore be designed to be sustainable and inclusive also from a technological point of view, without building further barriers to access or introducing elements capable of generating potential discomfort for reference users (Butler et al., 2020;Pava et al., 2021). ...

Rethinking Public Transport Services for the Elderly Through a Transgenerational Design Approach
  • Citing Conference Paper
  • July 2016

Lecture Notes in Computer Science