A New Method for Virtual Reality Usability and UX Evaluation – 2018 (ongoing)
This Project is aimed at integrating the research work started with the 2016’s “Semiotic Engineering Methods for Virtual Reality UX evaluation” Project. Capitalizing on the outcomes obtained so far, the idea is to proceed with the formal definition of the new method of usability and UX evaluation for VR applications and with its practical adoption in a user test. The plan is to organize the research in three phases. Firstly, a further set of user test will be performed using the cognitive and semiotic methods of evaluation on the same eight applications tested in the 2016’s Project (the expected number of further tests to be performed is 20). Secondly, the new method will be applied for testing the same eight applications, with the same VR device (Samsung Gear VR), involving 30 participants. Lastly, both the traditional cognitive and semiotic methods and the new method will be used to test a set of VR applications on a different VR headset device in order to investigate if the results obtained are in any way dependent from the chosen headset device or if the new method could be successfully applied with any VR device. Moreover, the results of this research will be organized and submitted to an International scientific Journal and at one or more conferences, and one or more BSc/MSc thesis will be proposed to students
I-VITAE New Pathways for Life (Regione Lombardia – Smart Fashion and Design) – 2017 (ongoing)
Design and development of an healthcare application in the infertility research domain. Specifically, I work on the requirements collection and analysis and on the interface design.
SPACE – IoT (Regione Lombardia) – 2017 (ongoing)
Adaptive system for the interactive design and production of tailor-made furniture. I work on the design and evalaution of interfaces for 2D and 3D objects visualization.
EaSu 4.0 (Regione Lombardia) – 2018 (ongoing)
Creation of a social network aimed at connecting domestic appliances as IoT objects.
Semiotic Engineering Methods for Virtual Reality UX evaluation – 2017 
This project is based on previous research about the design of a framework of VR applications classification. Using the framework, a VR application can be located in terms of parameters that allow to identify the expressive power of the communication solution provided by VR. At the same time, the framework allows to identify the best-suited VR applications to get a specified communication objective, by adopting the appropriate techniques to implement visualization, interaction and modelling of the VR application. The framework is a tool for supporting designers of VR systems in their decision-making processes. This project will focus on the design of new User eXperience (UX) methods specialized for VR applications and based on the VR framework. The aim is to design and test two types of methods, one predictive to be adopted by usability and interaction experts as tool in early design phases, and one that involves end users. To maintain the connection with the Semiotic perspective on VR and communication, existing Semiotic Engineering evaluation methods (Semiotic Inspection Method and Communicability Evaluation Method) will be used and extended.
Socio-Technical Design of Internet of Things Systems – 2014/2016
This project is framed in the Internet of Things (IoT) research domain and proposes the study, design, implementation, and validation of visual interactive systems for lifelogging activity, that is the collection, integration and sharing of personal data about health, wellness and domotics (smart homes). The data sharing pushes IoT towards a more social dimension that offers approaches bound to recommendation and evolution of intelligent and distributed systems. In fact, the community seen as family, friends or acquaintances, colleagues or even virtual aggregation, may play a central role in the development of better life habits thanks to the sharing of data collected by all its members. Moreover, the experience developed by the single members of the community can become collective knowledge and can be used as base for the recommendation systems. Tools and data, users and community are the key points of a socio-technical project. The socio-technical approach focuses on the social and the technological aspects without considering them as distinct but seeing them as closely interconnected and related. Such an approach is based on user-centric design and development methodologies (User-Centered Design) in which the user is seen in his activity but also directly involved in the creation and design processes. The objectives of this project are related to the study and definition of models and methods aimed at coordinating the people’s and objects’ activities in order to design a User eXperience suitable for culture, needs, context of use and activity, considering not just the single user but the entire community.
SmartFit (Open Innovation Regione Lombardia) – 2015
This project was aimed at creating a community for bringing together researchers and companies interested in the development of technologies in the field of Quantified Self and Lifelogging, i.e. the gathering, integration, and sharing of personal data related to health and wellness.
User Experience Design of Interactive Systems for Aviation – 2012/2015
Centro Sperimentale Volo del Reparto Medicina Aeronautica e Spaziale di Pratica di Mare.
INMM – 2016
Study and analysis of usability of interfaces for emergency situations.
Perceptual Aspects in 3D visualization and in calibration of stereoscopics monitors for medical imaging (BARCO – FIMI) – 2014 
Design and development of two experiements for the evaluation of a HDR monitor prototype used in the field of medical imaging.
Smart-k – 2012/2014
MIUR Project – Regione Lombardia, ID 30223187.
MANTRA (Mobile ANticoagulant TheRApy), Leverhulme Trust Project – 2013
MANTRA (Mobile ANticoagulant TheRApy) was framed in mHealth domain and its aim was to investigate about the acceptability and feasibility of the introduction of mobile devices (and mobile applications) for supporting the management of patients under anticoagulant therapy, in urban and rural settings. For the urban setting the MANTRA project was developed in London, while for rural one we chose a resource-constrained environment in Venezuela (Maniapure). As to the urban setting, the project aimed at providing the patient with an self-testing device and a mobile device (an iPod or other model) that transmits the test result to the patients’ doctor/clinic. The doctor is then able to review the result and transmit back to the patients the correct dose of anticoagulant that they need to take and when they need to repeat the test. This would reduce the frequency of visits at the hospitals or clinics. The rural case applies to remote areas in which people do not have direct access to the Internet, from home or from mobile phones. The nearest medical center is typically in the village and serves all the people who leave in that area. The medical Centre is usually provided with satellite Internet connection and represents the bridge between the rural area patients and the main city hospital staff. The idea is to provide the rural doctor working at the medical center with a self-testing device and a tablet (an iPad or other model), by which they may send the test results to a doctor working in the hospital of the main city and will then receive back the prescription details. The goal of this setting is to reduce the time needed for patients living in rural areas to receive their prescription and to provide the rural doctor with a tool to monitor the clinical history of several patients, not only affected by coagulation diseases. In this case, the MANTRA project was focused on studying ways to simplify the communication between rural doctor and hospital doctor by using mobile applications aimed at transmitting information overcoming current communication problems. I developed 4 prototypes for Apple mobile devices (iOS) in Objective-C (for iPod/iPhone and iPad).
IESP (International Etruscan Sigla Project) – 2011
The International Etruscan Sigla Project (IESP) aims to assemble documentation on the thousands of examples of Etruscan nonverbal writing (sigla) of one or more letters, numbers or symbols, dating from around 700 BCE to the first century BCE, which were incised, painted or stamped on objects of many different types made of clay, metal, bone, ivory and stone.  The International Etruscan Sigla Project (IESP) aims to assemble documentation on the thousands of examples of Etruscan nonverbal writing (sigla) of one or more letters, numbers or symbols, dating from around 700 BCE to the first century BCE, which were incised, painted or stamped on objects of many different types made of clay, metal, bone, ivory and stone. I participated to the definition of the requirements, the organization and moderation of the focus groups/workshops with the archaeologists and to the development of an incremental prototype of an interactive system for the collaborative study of Etruscan artefacts with written signs. Today the Etruscan language is not yet completely deciphered and therefore this project could be a very important contribution toward this objective, thanks to the collaborative tools that permit the archaeologists to discuss and collaborate even if geographically distributed around the world. In collaboration with the Florida State University.
DESIRE, Marie Curie Initial Training Network, FP7 People Programme – 2008/2012
The DESIRE network aimed to advance the understanding of creative design processes applied in the scientific and technological domains. Involved in research and management activities. In particular I participated to the project since its beginning from the selection of candidates and actively participated to the organization of the summer school that was part of the objectives of the UNIMI’s WP. I did part of my PhD research on the topics of the project (creative design) and discussed my results with the people in the DESIRE network.
CulturalWiki, Lombardy Region, European Social Fund 2007-2013 – 2011/2012
Definition of a method of integration of several information sources through the use of ontological models aimed at conceptualizing the knowledge developed by domain experts. Design and development of an interactive system for cultural routes aggregation with integration in the system of annotation tools aimed at supporting collaboration among end users. Research and management responsibilities.
SCV (Sistema Culturale Valchiavenna), Cariplo Foundation – 2009/2011
The goal of the project was to create a system for managing and recording georeferenced objects for the dissemination of cultural content through innovative and flexible tools, useful to scholars but at the same time able to satisfy needs of a wide audience.
Promotion of quality labelling as a means of building trust and empowering end users to make their own decisions over the content they wish to access. I participated to the development of the system and tested its usability.
A3C Albania (Albania: Conoscere, Comunicare, Condividere), INTERREG III-A FESR/CARDS – 2007/2008
Design and development of an authoring environment for geographical information management and Web publishing, integrated with personalized services. I studied methods and techniques for data aggregation and conversion in formats suitable for the Web and also localized and internationalized the interface.
COL (Cantiere On Line), Italian Ministry of Research – 2007
Design and development of a prototype of a mobile application to support design, development and maintenance of construction sites with the collaboration of interdisciplinary communities of interests. I applied end-user development methodologies to the problem at hand and I defined a markup language for localization and internationalization of the prototypes.
CONNIE (CONstruction News and Information Electronically), EU ECONTENT – 2006/2007
Development of methods and techniques for extraction, organization and indexing of the relevant information from existing publicly available European building regulations and standards into value–added task-specific information and practical know-how for construction professionals and delivering of the information as networked electronic cross-border services scalable in content across the EU. In particular, I studied how to internationalize and localize interfaces and information using existing multilingual components for the CMS. I also integrated in the system a services for Single-Sign-On authentication.
WIL (Web Indexing Language), Italian Ministry of Research – 2005
Definition of a methodology for defining and describing documents and their content, and to index, load and retrieve them in a distributed environment. I studied models for indexing documents with an ontology created by using several existing technology for the building and construction sector.
Copyright 2018