All Stories

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