Renewables energies as common pool resources: design of a community energy platform.

Andrea Capaccioli

Participatory Design, Community Energy, Action Research

Within the decentralized renewable energies paradigm, empowered communities can manage energy as a common good. My goal is to study how, through the use of a participatory design process of an ICT platform, it is possible to design a socio-technical system for the management of distributed renewable energies as a Common Pool Resource.





Francesco Ceschel

nursing homes, caregiving, professional and formal caregiver

Caring for older adults residents of nursing homes can become a stressful activity for both family and professional caregivers. The need to coordinate the care between family and professional caregivers is based on the efficiency of communication practices, which are also the main source of stress. We investigate the relational settings established among caregivers, in order to understand how to facilitate their communication, while decreasing the workload of professional caregivers and the stress of family caregivers. Our research aims to find new ICT solutions to connect, beyond spatial barriers, professional and family caregivers of older adults living in nursing homes.





Designing a computer-generated holographic learning environment for older adults

Augmented reality for older adults

Sergio Cicconi

active ageing, older adults, human-computer interaction, augmented reality, e-learning

Continuous learning, especially for older adults, is the key activity for an active life, since learning improves cognitive processes and favors social integration. In my research I examine the technologies available for the creation of augmented reality environments and propose the design and development of one possible use of these technologies to enrich the learning experience of older people.




Towards a model for involving preschoolers in technology prototyping

Cristina Core

Technology is increasingly common in homes and schools. Among the many target users of these technologies, preschoolers (children aged between 2 and 7) are a population whose contribution is key to design technologies that are appropriate for their skills. Methods to involve them in the conceptual design process of new technologies have been studied so far but more research is needed when involving young children in defining the preferred characteristics of such technologies. This research aims to reflect on a case study involving preschoolers in the design of a interactive environment for collective music making.




Into the city A Multi-Disciplinary Investigation of Urban Life

Marco De Nadai

computational social science, urban science, urban planning, complex networks, computer vision

Cities have been largely acknowledged as complex and emergent systems as opposed to top-down planned entities. The new city science aims at an empirical and objective understanding of cities and processes of urbanization. Despite this, it is particularly evident the lack of understanding of the dynamics that regulates people interaction, the urban characteristics and the socio-economic outcome of cities. However, the increase in size and specificity of urban data shows new avenues of research which potentially fill these gaps. Analysing the digital traces people leave every day (e.g. mobile phones data and credit card transactions), this multi-disciplinary research aims to: i) find the urban conditions (e.g. land use mix, mobility, safety perception) that magnify and influence urban life; ii) study their relationship with cities' outcome like innovation, poverty and criminality; and iii) envision data-driven guidelines responsive to the real-time demands of citizens and policy-makers.





Persuasive Technology in Behaviour Change and Lifestyle Promotion

Designing for Diet Management and Preventive Healthcare

Ahmed Salih Fadhil Fadhil

Persuasive technology, mHealth, lifestyle promotion, gamification, machine learning, conversational interfaces

Various health risks are related to unhealthy lifestyles and poor dietary habits. A number of pathologies due to these health risk behaviours represent a serious challenge, resulting in disabling or life-threatening repercussions. People struggle to adhere to dietary requirements, exercise, and lifestyle recommendations. Additionally, decreased motivation results in a probability of negative health implications. Studies have introduced a range of techniques to mitigate such healthy risk behaviours, yet they produced moderate effect in stimulating behavioural change and achieving an active lifestyle. This study evaluates existing technologies used to have users adhere to sustained healthy behavioural. First, we investigate persuasive technologies and gamification strategies to engage user in exercising and healthy food substitution. To provide a means for the user to observe the cause-effect linkage of their behaviour, we intend to develop a model to be used in creating-producing widgets to persuade people change their lifestyle. Subsequently, our model facilitates a sustained diet management plan supported by healthcare experts. Finally, we validate and determine the usability of the service through a pilot study performed with healthcare experts on users possessing dietary related health risk behaviours.





Progetti e competenze per Informatica (Projects and Competences in Computer Science)

Training course for secondary school teachers on Project-based Learning

Silvio Giaffredo

Project-based learning; Competence-based approach; action research training

A training course has been designed and delivered to computer science teachers of secondary schools. The course have had the form of an action-research training, following and observing the teachers during their ordinary activity at school, with pupils also, and supporting their design and delivering of a project-based activity. From the research point of view, the course represents the situation in which we reflected with the teachers on the aims of the project-based learning as an educational tool, trying to understand if the competences are a meaningful reference for the design of the didactical project.





Empowering online connectedness and contribution for older adults

Francisco Jose Ibarra Caceres

Having a purpose in life and engaging in productive activities can have positive effects on the health and wellbeing of older adults. However, age-related decline and reduced mobility greatly diminish older adults' chances for participation in such activities. Numerous solutions, such as physical and cognitive training, crowdsourcing and volunteering sites, have been proven feasible, but these are often not suitable for older adults, specially for those who are homebound or reside in care institutions. This research investigates methods to facilitate older adult contribution through ICTs, and focuses on improving their wellbeing. We aim to increase social connectedness and sense of purpose by allowing older adults to share life experiences, combining elements of storytelling and reminiscence.




A Social and Physical Activities Recommendation System for Active Ageing

Marcelo Dario Rodas Britez

Activity recommendation system; social and physical activities recommendation; group profiling; active ageing

Recommendation systems are starting to be proposed to the increasing population of older adults in order to manage the rising amount of information. The objective of these systems is often directed to deal with the well-being decline cycle related to isolation, inactivity, and fear of leaving home. This study aims at the design, implementation and evaluation of an innovative recommendation system to propose appropriate social and physical activities to groups of older adults. The user profile, the social network, and the cyber-physical network are the main components in our proposed integrated information system.





Jorge Augusto Saldivar Galli

Civic participation, Open Innovation, Crowdsourcing, Collective Intelligence

The ultimately objective of Participa.PY is to contribute to the improvement of the democratic life of Paraguay by enabling its people to further participate in public sector innovation processes. To achieve this overarching goal, the project aims at harnessing today’s information and communication technologies to build IT-based platforms that can pragmatically foster participation by providing a convenient and complementary medium for it to occur, ultimately also by extending our understanding of the roles that technology can play in fostering civic participation.