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]
Cooking Naturally aims to change people’s use of food resources, reducing waste by creating a direct channel between people and the information cloud surrounding the theme. All, a kitchen device that allows a better exploitation of thisinformation, is both a display appliance and a filter which adapts its behaviour according to the user’s habits. [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]
Footprints is a network of interactive objects for creating and sharing illustrated stories between parents and children. The project’s aim is to involve parents into their children’s everyday lives, by sharing an intimate moment like telling a story. Footprints is especially conceived for modern working parents, often busy, who are away from family life and find it difficult to follow their children’s growth and development. [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.
Mercà is a service and a smartphone application for the direct selling of fresh local food. It aims to establish a direct relationship between consumers and growers/suppliers in order to make people aware of the importance of their choices.[More]
Terrarium is a mobile geographic information system that keeps track of the user’s movements to progressively build a personal geography. It helps them remember the places they have been to and reach new places based on their past knowledge: the representation of the world it gives is subjective, adapted only to the user and based on the information he or she personally recorded. [More]
Tutti Contano allows citizens to explore the balance of public services managed by a township, to express their needs through a system of choices of savings and investments in different sectors, to compare their own balance with the actual one and the one calculated by the average choices of all citizens.
The evolution of music listening in the contemporary era is becoming more private. OnAir is a smartphone application that instead uses music as a vehicle for social relations and has been designed to create a community of music lovers.
The app transforms an ordinary smartphone into a radio station, allowing the user to create and share live playlists. [More]
Fulcra is a digital platform, accessed through the web, for aid relief organizations to crowdsource menial tasks related to information management. This community of volunteers helps the aid workers by organizing, rating and finding information that can help coordinate a better response. Tasks can include information bulletins with updates taken from the Internet on the disaster, contextual reports for assessing the social and cultural aspects of the area where the aid worker will be deployed. [more]
Andante is a musical application for mobile devices aimed at music lovers. The software can be used in any city and is based on a sonification process which translates the urban landscape in a real-time musical composition. Andante create a relation between the users and the environment around them in a poetic way, making the exploration of the urban landscape more pleasant and creative. [more]
TuneUp is an application for mobile devices that helps diabetic teenagers with the technical and emotional management of their condition by creating a sound image which represents collected glucose data. The app aims to increase knowledge about the daily management of diabetes and, , through sound, emphasise the importance of proper self-management. [More]
Dibble is a service that allows the exchange of time, employment and knowledge between generations, through the use of traditional tools with new interactive behaviour. Dibble was created to help lonely elderly people with health problems to cultivate a plot in a vegetable garden. [More]
Aura is a set of wearable devices for expecting couples: a dress and a bracelet. It lets them explore the limits in communication, privacy and intimacy in a tangible way [More].
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]
I Mirabilia (“The Wonders”) are a family of three interactive dolls, Odo, Lucio and Tello, for hospitalized children. Each doll takes care of a specific psychological need such as guilt, solitude and shyness and through different interactions and behaviours they allow children to improve their relationships in hospital with other people, like doctors, psychologists and similarly hospitalized children. [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]
Performair is an audio-visual interactive installation which ‘misuses’ traditional office devices—printers, modems, scanners etc.— to play together as elements of an unconventional orchestra. Performair aims to awake the everyday user from a state of cerebral numbness caused by the present proliferation of technological devices. By reappraising traditional devices, new ways of auditory and visual communication can be explored.
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]