A on Mars is a system composed of three devices, designed to assist the therapeutic activity of autistic children or with social cognition disorders. The system follows the child in everyday life, helping him or her to understand facial expressions of the people with whom it interacts. During therapy it supports the therapist as a tool to arouse children’s empathy.[More]
Communio aims to restore contact between old and young people through an exchange of help in a system of voluntary work: an exchange of information and lessons for the mutual benefit and enrichment of old and young. Older people provide the skills and experience of work accumulated over their lifetimes, while young people provide a link with development and technological innovation.[More]
Lexis il mostro is an interactive game for dyslexic children which aims to support the processes of reading, memorizing and association in a kinestethic, ludic and amusing way.
It is designed for Sifteo Cubes, a new game platform with mini-screen and proximity sensors, that allows the rise of a new experience.
Pigmento is an interactive table which allow kids to play and learn about the subtractive color synthesis. Over the surface there is white coarse salt, videoprojected from the bottom. The plane is divided in two concentric parts: primary colors at the borders and derivates in the centre. According to the amount of moved colors from the borders, it is possible to get all derivates, and to get back anytime. [More]
Briciole (Italian word for ‘crumbs’) aims to make children more aware of nutrition and related issues. An interactive tabletop, a tangible user interface, allows them to play and learn about food. Several mini-games let children have fun with their friends while testing what they know and maybe learning something new. Tangibility makes the interaction stronger and involves participants in a more personal way. [More]
The human body is rich source of expendable energy. Through their moods and behaviours the Famfizzys show children the energy they produce as they walk. The child must take care of his Famfizzy puppet in order to keep it alive and healthy. While looking after it he keeps track of his bodily activity day by day. He becomes conscious of energy and its costs. The aim is to give a visualization of electricity. [More]
The number of available fonts grow continously: memorizing, recognizing and identifying them is difficult. Inspired by the Brain Training video games developed by Nintendo, FontUp is a new way to learn, an alternative method to be used in parallel with books. It uses play as a tool for memorizing complex forms using an intuitive visual approach based on comparison. [More]
Spook is a smart-phone application for children that aims to make their relationship with traditional museums, often designed with adults in mind, more fun and enjoyable. To make children remember the beauty of what they see and the importance of the experience, it is fundamental to give them a new point of view, a different layer of information that catches their attention. [More]