All Stories

  1. Reimagining Corporate Food Museums as Living Labs: A Heritage-Driven Model for Sustainable, Inclusive, and ICT-Enhanced Food Innovation
  2. Reshaping fashion towards inclusion and social responsibility
  3. Therapy gamification to improve children compliance. A systematic literature review.
  4. Managing Work Activities on the Horizon of 2040: What Challenges for Occupational Safety and Health at Work? A Foresight Study
  5. Managing Work Activities on the Horizon of 2040: Which Challenges for Occupational Safety and Health at Work? A Foresight Study
  6. Correction: Marti et al. Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful Engagement. Future Internet 2024, 16, 446
  7. Influence of Printing Orientation on Surface Roughness and Gloss of 3D Printed Resins for Orthodontic Devices
  8. Culture Is a Right: Designing Multisensory Experiences for an Accessible Cultural Heritage Beyond the Museum’s Walls
  9. Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful Engagement
  10. Grand challenges in human-food interaction
  11. Designing digital technologies for sustainable transformations of food systems
  12. Transformational design for food systems: Cultural, social and technological challenges1
  13. Designing inclusion: a smart learning ecosystem for hearing parents of deaf children
  14. Preface - Smart Learning Ecosystems: toward the polyphonic construction of a new normality
  15. 3D Printed Customized Facemask for Maxillary Protraction in the Early Treatment of a Class III Malocclusion: Proof-of-Concept Clinical Case
  16. Balancing guidance and flexibility in the design of an inclusive handweaving loom
  17. Sustainable Fitness
  18. Touching virtual objects in mid-air: a study on shape recognition
  19. BIT Special Issue ECCE2021 Editorial
  20. Enabling inner creativity to surface: the design of an inclusive handweaving loom to promote self-reliance, autonomy and wellbeing
  21. Special issue on “drones as enablers of novel services: operational and technology challenges”
  22. Trends in use of 3D printing in vascular surgery: a survey
  23. Social Coordination in Human–Robot Interaction Through Reciprocal Engagement
  24. Teaching Experience Design Using Poems as Cultural Probes
  25. Offensive acts and helping behavior on the internet: An analysis of the relationships between moral disengagement, empathy and use of social media in a sample of Italian students
  26. Is Deafness a Disability?
  27. UNAGI'19 - Workshop on UNmanned aerial vehicle Applications in the Smart City: from Guidance technology to enhanced system Interaction - Welcome and Committees
  28. From Stigma to Objects of Desire: Participatory Design of Interactive Jewellery for Deaf Women
  29. Experiencing Sound Through Interactive Jewellery and Fashion Accessories
  30. The future of computing and food
  31. Embracing First-Person Perspectives in Soma-Based Design
  32. Exploring Aesthetic Enhancement of Wearable Technologies for Deaf Women
  33. What are the preferred characteristics of a service robot for the elderly? A multi-country focus group study with older adults and caregivers
  34. Robots supporting play for children with physical disabilities: Exploring the potential of IROMEC
  35. A multi-perspective evaluation of a service robot for seniors: the voice of different stakeholders
  36. Soma-Based Design Theory
  37. Poetry as a cross-cultural analysis and sensitizing tool in design
  38. Gaming Archaeology
  39. Anticipated, Momentary, Episodic, Remembered: the many facets of User eXperience
  40. Data-Enabled Design for Social Change: Two Case Studies
  41. Narratives and emotions in seniors affected by dementia: A comparative study using a robot and a toy
  42. Experience over time: evaluating the experience of use of a squeezable interface in the medium term
  43. Itinerarium
  44. Move to be Moved
  45. Evaluating the Experience of Use of a Squeezable Interface
  46. Social and empathic behaviours: Novel interfaces and interaction modalities
  47. Embodying culture: Interactive installation on women’s rights
  48. Engaging older people with participatory design
  49. Rapping dyslexia
  50. Exploring movement qualities in reciprocal engagement
  51. The temptation of mimicry
  52. Remixing playware
  53. Expression-rich communication through a squeezable device
  54. Robot companions for children with down syndrome
  55. Ballade of Women
  56. Beyond the Optimal Flow: Pause, Detachment, Serendipity, and Action
  57. In Praise of Beauty and Enchantment
  58. Shaping empathy through perspective taking
  59. Accompany: Acceptable robotiCs COMPanions for AgeiNG Years — Multidimensional aspects of human-system interactions
  60. Dreamy eyes
  61. Exploring Empathy in Interaction
  62. The legal case
  63. Instilling cultural values through bodily engagement with human rights
  64. Scenarios of robot-assisted play for children with cognitive and physical disabilities
  65. Materials of embodied interaction
  66. Squeeze me
  67. Smart material interfaces
  68. Smart material interfaces
  69. Designing complexity in context
  70. Robots as social mediators for children with Autism - A preliminary analysis comparing two different robotic platforms
  71. Collective Memories
  72. Bringing aesthetically-minded design to devices for disabilities
  73. 'Make it move'
  74. Learning Through Play With a Robot Companion
  75. Human-centred design methods: Developing scenarios for robot assisted play informed by user panels and field trials
  76. Robot companions
  77. A robot companion for inclusive games: A user-centred design perspective
  78. Bringing playfulness to disabilities
  79. Exploring play styles with a robot companion
  80. Designing modular robotic playware
  81. A robotic toy for children with special needs: From requirements to design
  82. The Role of Modular Robotics in Mediating Nonverbal Social Exchanges
  83. Exploring User-Centred Design in Practice: Some Caveats
  84. Critical Interaction Analysis in the Flight Deck
  85. Creative interactive play for disabled children
  86. Designing Interaction for Next Generation Personal Computing
  87. Robots as Social Mediators: Field Trials with Children with Special Needs
  88. Pervasive technology in Neonatal Intensive Care Unit: A prototype for newborns unobtrusive monitoring
  89. Envisioning Probe Kit: Creativity and Storytelling to Capture the Inner Thoughts of People
  90. Game of Stimuli
  91. End-user composition and re-use of technologies in the Neonatal Intensive Care Unit
  92. Interpretative Dynamics in Human Robot Interaction
  93. Modular Robotics for Novel Tools in Dementia Treatment
  94. Tacit knowledge and frugal artifacts
  95. Active surfaces
  96. Designing manipulative technologies for children with different abilities
  97. Palpable time for heterogeneous care communities
  98. Experiencing the flow
  99. Scaling Ambient Intelligence
  100. Physical and conceptual constructions in advanced learning environments
  101. On presence
  102. The Design of POGO World
  103. Media composition and narrative performance at school
  104. Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World
  105. EXTERNAL AIDS FOR SOCIAL MEMORY
  106. Situated Interaction in Art
  107. EXTERNAL AIDS FOR SOCIAL MEMORY
  108. “I Enjoyed That This Much!” Techniques for Measuring Usability in Leisure-Oriented Applications
  109. Human work in call centres: A challenge for cognitive ergonomics
  110. Structured task analysis in complex domains
  111. Bridging Software Design and Usability Analysis through Task Modelling
  112. Experiencing the Unexpected
  113. Serving Visitor Communities: A Mediated Experience of the Arts
  114. Coupling the Digital and the Physical in Therapeutic Environments
  115. Socially Assistive Robotics in the Treatment of Behavioural and Psychological Symptoms of Dementia
  116. HIPS: hyper-interaction within physical space