All Stories

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