Proceeding Academic Conferences by Antonio Opromolla
In this paper, we will introduce CMM, a mobile couponing platform that allows retailers to create... more In this paper, we will introduce CMM, a mobile couponing platform that allows retailers to create virtual coupons, and consumers to download and redeem them through NFC technology. In developing the system, we followed a user-centered design approach, adopting an iterative design process. Moreover, we studied the way consumers interact through NFC technology in mobile couponing applications. For this purpose, we arranged an analysis on user needs, a usability evaluation performed by experts, and a survey involving final users. The paper will show the most important findings from these studies.
The open data availability, promoted by the open government approach, does not correspond to an e... more The open data availability, promoted by the open government approach, does not correspond to an effective and organized use of them with the detriment of both citizens and PAs. We assume that a data visualization tool could help the spread of information in an easy and accessible way, even for what concerns open data. In this paper we will focus on the map, as one of the most suitable tools for the interactive representation of spatial related data. So, we will present the Roma Crash Map platform, a web application that allows to visualize the road crashes open data related to the 19 Municipalities of the city of Rome. In details, we will report the considerations about the selection and design of the visualization tools, according to the purpose to familiarize the users with participating tools integrating maps or more complex geographical systems.
Papers by Antonio Opromolla
E|C, Mar 19, 2020
Semiotic sciences have often dealt with space in relation to the concept of text. Of all the spac... more Semiotic sciences have often dealt with space in relation to the concept of text. Of all the spaces, the city represents a very complex text, since it cannot be fully analyzed if the people involved in that text are not considered. When we talk about spaces as texts and the relationship that people have with them, the question of enunciation arises. As far as urban spaces are concerned, the main subject responsible for the enunciation processes is represented by the Institutions, which continually recreate urban spaces. On the other hand, citizens represent the subjects to whom these text spaces are addressed. However, it is necessary to highlight how the spaces created by the Institutions do not remain the same as themselves, but as different subjects constantly enunciating the urban fabric. In such a context, it is necessary to evaluate how digital technologies, which play an increasingly central role in relation to urban spaces, intervene in the described processes. In particular, their application in urban spaces leads to the creation of new data and information and as a consequence to rethinking the traditional categories associated with urban spaces, as well as the enunciation processes traditionally intended for this type of space.
Titolo in italiano: Guerriglia della memoria. Come la Street Art e il gioco possono inscrivere la... more Titolo in italiano: Guerriglia della memoria. Come la Street Art e il gioco possono inscrivere la memoria dei martiri negli spazi pubblici Abstract: This paper introduces the concept of guerrilla memory as a strategy for transmitting historical memory that: 1) makes use of unconventional communication techniques, 2) moves the space/time dedicated to the memory in everyday life and 3) focuses on a humanized take on the events, often embodied by one or more martyrs. The paper, after introducing this concept, offers background on the semiotic studies of urban spaces and memory, thereby delimiting a framework of analysis. This framework is then applied to several case studies: three dealing with street art (the murals dedicated to Giusepper Prono by Zerocalcare, the Stolpertein by the German artist Gunter Demning and the Memorial Bridge situated in Rijeka, Croatia) and three with games and play (the digital game September 12, the historical re-enactment of a Nazi raid in Venaria and the larp Ultimo Covo). The conclusions focus on how these systems offer several enticing and novel tools for the transmission of memory.
Il contributo si focalizza sull’impatto che i dati prodotti dai cittadini attraverso i canali onl... more Il contributo si focalizza sull’impatto che i dati prodotti dai cittadini attraverso i canali online producono nel settore dell’informazione. In particolare, partendo da un focus sui cambiamenti che il digitale ha introdotto in quest’ambito, anche in relazione ai ruoli e alle competenze richieste ai professionisti dell’informazione, si passerà ad indagare le possibilità di riutilizzo dei dati implicitamente o esplicitamente condivisi dai cittadini attraverso diverse tipologie di strumenti interattivi. Il focus sarà sull’impatto dei dati sia nel settore giornalistico, sia nei servizi pubblici, evidenziando come questi influenzino il lavoro dei professionisti dell’informazione, la vita dei cittadini e le attività delle Istituzioni
Acta Europeana Systemica, 2020
Communications in Computer and Information Science, 2016
In this work we investigate how a physical representation of a large amount of data could increas... more In this work we investigate how a physical representation of a large amount of data could increase not only their value but also their understanding by the final users. Indeed, the use of visual metaphors related to a three-dimensional environment, specific of a physical representation, makes the access to the related information easier and “natural” if compared to those used in an only-digital environment. In this context, digital fabrication tools can be useful for fast prototyping and testing of different tools. In this work, we show one application of these concepts, “Makerometer”, a solution installed at Maker Faire Rome 2015, which collects and visualizes the data related to this exhibition.
Towards a Post-Bertalanffy Systemics, 2015
In this paper we agree that the identity of a city is continuously redefined by emergent properti... more In this paper we agree that the identity of a city is continuously redefined by emergent properties expressed through environmental transformation. So we identify and emphasize some elements that may help designers to appropriately consider the continuously changing state of a city. After the exploration and identification of codes and languages derived from collective actions, we identify and illustrate three examples in order to sustain our thesis: the re-semantization of specific city elements, the boundary conditions as source of system change, and the unconventional social behaviors as lurking soft protests. We conclude by sustaining that the knitting of the “traces” of the emergent properties is a precondition for the smart city design.
Lecture Notes in Computer Science, 2015
In the academic debate on smart city definition, the "human" part of the city is gainin... more In the academic debate on smart city definition, the "human" part of the city is gaining a prominent position as a decisive factor in good city policies. So, Public Administrations PAs are looking for the citizen involvement in the decision-making processes, in order to create products and services really meeting the city needs. In this context, gamification principles are more and more employed as facilitator of the citizen engagement process. In this paper, we intend to show the main findings of our analysis on the literary review about application of gamification principles in the smart city context, providing some considerations about their possible application in public policies co-design.
Lecture Notes in Computer Science, 2015
In this paper, the authors support the idea that tablet is the ideal tool to assist and enhance t... more In this paper, the authors support the idea that tablet is the ideal tool to assist and enhance the elderly living by providing them with value-added services. Currently the risk is that a poor design interface may exclude this substantial part of the population from using useful technologies because of their specific age category requirements. So, after an analysis of the related academic literature and an assessment both of elderly needs and tablet limits and potential, the authors select a set of considerations and suggestions for the design of tablet applications for elderly, in order to facilitate the interaction.
Lecture Notes in Computer Science, 2015
Within an operating room, surgeons need to interact with a large amount of patient’s medical info... more Within an operating room, surgeons need to interact with a large amount of patient’s medical information and data. In order to avoid misunderstandings among the staff and protecting the patient safety, the medical staff may use a touchless interaction system that allows the surgeons to directly interact with digital devices that visualize digital images. The RISO project aims to create a gesture recognition system for the visualization and manipulation of medical images, useful for the surgeons even during the surgical procedures. In this paper we show the main findings from a usability study carried out with the aim to evaluate, among others, the learnability of the system and the memorability of the gestures employed for the interaction.
Lecture Notes in Computer Science, 2015
Smart TVs offers new possibilities of interaction, due to the peculiarity of the device and the p... more Smart TVs offers new possibilities of interaction, due to the peculiarity of the device and the presence of apps. However, more usability studies on Smart TV apps are needed in order to improve the quality of the user interfaces. So, in this paper the authors focus on the interaction between user and Smart TV through remote control. In detail, they test with the users an e-commerce (or more specifically, t-commerce) application on Smart TV.
Lecture Notes in Computer Science, 2014
The open data availability, promoted by the open government approach, does not correspond to an e... more The open data availability, promoted by the open government approach, does not correspond to an effective and organized use of them with the detriment of both citizens and PAs. We assume that a data visualization tool could help the spread of information in an easy and accessible way, even for what concerns open data. In this paper we will focus on the map, as one of the most suitable tools for the interactive representation of spatial related data. So, we will present the Roma Crash Map platform, a web application that allows to visualize the road crashes open data related to the 19 Municipalities of the city of Rome. In details, we will report the considerations about the selection and design of the visualization tools, according to the purpose to familiarize the users with participating tools integrating maps or more complex geographical systems.
Lecture Notes in Computer Science, 2014
In this paper, we will introduce CMM, a mobile couponing platform that allows retailers to create... more In this paper, we will introduce CMM, a mobile couponing platform that allows retailers to create virtual coupons, and consumers to download and redeem them through NFC technology. In developing the system, we followed a user-centered design approach, adopting an iterative design process. Moreover, we studied the way consumers interact through NFC technology in mobile couponing applications. For this purpose, we arranged an analysis on user needs, a usability evaluation performed by experts, and a survey involving final users. The paper will show the most important findings from these studies.
2012 4th International Workshop on Near Field Communication, 2012
In this paper we intend to investigate the problem of the mass adoption of new payment instrument... more In this paper we intend to investigate the problem of the mass adoption of new payment instruments, such as Near Field Communication enabled mobile phones, by analyzing the results of the survey on Mobile Payment in Italy conducted by the "Center of Expertise on Technological Innovation" of CATTID (Centre for Application of Tele services and Technologies for Innovation in Digital
Lecture Notes in Computer Science, 2015
In a "smart" city context, citizens' participation allows to create public services... more In a "smart" city context, citizens' participation allows to create public services and products meeting the real people's needs. In this regard, the co-design process is a useful practice for encouraging city users to co-create new effective solutions. However, it is fundamental to renovate methodologies and tools for citizens' engagement. In this paper, we argue that the gamification approach could increase the willingness of city users in getting involved in Public Administration PA decision-making processes and in co-design practices. Assuming that, we present the main findings of a survey conducted to investigate city users' behaviours and needs on gamification and co-design issues. These findings will be useful to identify the most suitable applications combining these two practices.
Abstract. The co-design practice aims to involve city users in the (re)design of products and ser... more Abstract. The co-design practice aims to involve city users in the (re)design of products and services of a territory meeting the real people needs. Although its application gives clear advantages to the territories, many problems of this practice prevent a real, effective, and continuous active participation of people. So, its tools, approaches, and methodologies need to be renovated. In this paper the state of the art of a PhD thesis, aiming to identify how the co-design processes could be improved, is shown. In details, the preliminary analysis and results of the research are discussed, focusing on the gamification of the social dynamics among the city users who take part in the co-design processes as a possible solution to the emerged problems.
In public urban spaces different generations meet and eventually end up by sharing the same kind ... more In public urban spaces different generations meet and eventually end up by sharing the same kind of activities. Nowadays, more occasions of encounter are generated by a widespread push to the re-appropriation of urban spaces for green, social and inclusive aims, so creating sustainable urban ecosystems. Information and Communication Technologies scattered in the urban environment boost these processes by supporting the user experience in different kinds of services. For example, in the transport sector several digital technologies allow the use of shared mobility services and sustain other kinds of more sustainable behaviors for travelers both improving their mobility experience and motivating them towards a common green goal. According to this scenario, the paper examines the physical and digital media and services that might support the user experience during a scattered cultural urban event. Indeed, events that concern different urban spaces at the same times require different kinds of efforts by the attendants, from retrieving information about the available sites, to getting the indication on how to reach them. However, different habits and needs emerge according to the different age of the attendants. The paper shows the results of a survey administered to a group of people from different ages attending a cultural event in Rome. The study analyzes the kind of media and services people used and suggested to retrieve information about the event. Then it envisions some opportunities that emerge in creating services supporting the communication and the user experience of the event, and of the city as well. Keywords: Generational differences in IT use Á Multimedia design for the elderly Á Human smart city Á Urban user experience Á Social innovation
The co-design practice aims to involve city users in the (re)design of products and services of a... more The co-design practice aims to involve city users in the (re)design of products and services of a territory meeting the real people needs. Although its application gives clear advantages to the territories, many problems of this practice prevent a real, effective, and continuous active participation of people. So, its tools, approaches, and methodologies need to be renovated. In this paper the state of the art of a PhD thesis, aiming to identify how the co-design processes could be improved, is shown. In details, the preliminary analysis and results of the research are discussed, focusing on the gamification of the social dynamics among the city users who take part in the co-design processes as a possible solution to the emerged problems.
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Proceeding Academic Conferences by Antonio Opromolla
Papers by Antonio Opromolla