Publication statistics

Pub. period:2001-2012
Pub. count:21
Number of co-authors:34



Co-authors

Number of publications with 3 favourite co-authors:

Erik Gronvall:8
Alessia Rullo:7
Alessandro Pollini:6

 

 

Productive colleagues

Patrizia Marti's 3 most productive colleagues in number of publications:

Kerstin Dautenhahn:61
Anton Nijholt:35
Erik Gronvall:24
 
 
 
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Patrizia Marti

Ph.D

Picture of Patrizia Marti. © Patrizia Marti
Personal Homepage:
http://www.patriziamarti.it/

Current place of employment:
University of Siena

Patrizia Marti is Senior Researcher at the Communication Science Department, University of Siena (I) where she teaches HCI, Interaction Design and Design of Learning Technologies (1996). Her academic experience includes teaching at the Polytechnic of Milan (I) (1997 to 2001); IULM, Libera Università di Lingue e Comunicazione, Milan (I) (2000), University of Limerick (IR) (2001), University of Sassari (I) (2006-2008). Her research interests range over a broad range of topics – including human-centred design, interaction design, aesthetics of interaction, wearable and smart materials, learning and special education, design of e-health applications, human-robot interaction, design and validation of complex systems (in particular in the field of air traffic management), and societal impacts of new technologies. She is cited across these fields. Patrizia has an interdisciplinary background in philosophy and computing. She has a Ph.D. in Aesthetics of Interaction from the Technical University Eindhoven (The Netherlands), Faculty of Industrial Design, under the supervision of Prof. Overbeeke, Hummels and Aarts. The thesis is entitled “Enabling through design: explorations of aesthetic interaction in therapy and care”. For several years, she worked as independent consultant at IBM Svenska Aktiebolag, IBM Nordic Laboratorier, Lidingö, Sweden (1989-1990); TECSIEL, Rome, Italy (1987); Translation service of the European Commission, Brussels, Belgium, (1987-2000); Alenia airspace company, Rome, Italy (1991-1996); RAI television company, Rome, Italy, (1997); FIAT Italian Automobile Factory of Turin, Italy (1998); Wind Italian telecom operator, Rome, Italy (1999); Omnitel Italian telecom operator, Rome, Italy (1999). She has been visiting fellow at the Center for Research in Language, University of California San Diego, USA in 1990 and 1995. From November 2009 until April 2010 she spent her sabbatical leave at the Technische Universiteit Eindhoven (The Netherlands), Department of Industrial Design, Designing Quality in Interaction group (Prof. Overbeeke). She has a long experience in fund raising at national and European level. He has been a Principal Investigator on 11 EU funded projects. She has been expert advisor to many EU and international bodies, including EU Commission, EU Future & Emerging Technologies Programme, EU Intelligent Information Interfaces, Eurocontrol, EU Disappearing Computer, UX group at University of Warsaw (Poland), Swedish Agency for Innovation Systems. She is a Member of the Italian SigCHI chapter and ACM. She has been a Program Chair and Associate Editor for the CHItaly Conference and Ro-Man conference. She has served Scientific and Organizing Committees in various areas of HCI, ID and Information Systems, including ACM CHI, ACM IDC, ACM DIS, IEEE ICRA, IEEE IROS, IEEE ICORR. She has been an invited keynote speaker at different European conferences in the UK (AISB), Italy (PC), France (LIFT), Tanzania (TEDC).

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Publications by Patrizia Marti (bibliography)

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2012
 
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Stienstra, Jelle and Marti, Patrizia (2012): Squeeze Me: Gently Please. In: Proceedings of the 7th Nordic Conference on Human-Computer Interaction NordiCHI 2012 October 14-17, 2012, Copenhagen, Denmark. pp. 746-750.

 
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Nijholt, Anton, Giusti, Leonardo, Minuto, Andrea and Marti, Patrizia (2012): Smart material interfaces: a material step to the future. In: Proceedings of the 2012 International Conference on Multimodal Interfaces 2012. pp. 615-616.

Over the past years the technology push and the creation of new technological materials made available on the market many new smart materials. Smart Material Interfaces (SMIs) want to take advantage of these materials to overcome traditional patterns of interaction, leaving behind the "digital feeling" by a more continuous space of interaction, tightly coupling digital and physical world by means of the smart materials' properties. With this workshop about SMIs, we want to draw attention to the emerging field, stimulating research and development in interfaces that make use of smart materials and encourage new and different modalities of interaction.

© All rights reserved Nijholt et al. and/or ACM Press

 
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Robins, Ben, Dautenhahn, Kerstin, Ferrari, Ester, Kronreif, Gernot, Prazak-Aram, Barbara, Marti, Patrizia, Iacono, Iolanda, Gelderblom, Gert Jan, Bernd, Tanja, Caprino, Francesca and Laudanna, Elena (2012): Scenarios of robot-assisted play for children with cognitive and physical disabilities. In Interaction Studies, 13 (2) pp. 189-234.

This article presents a novel set of ten play scenarios for robot-assisted play for children with special needs. This set of scenarios is one of the key outcomes of the IROMEC project that investigated how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents etc.). The target user groups in the project were children with Mild Mental Retardation,1 children with Severe Motor Impairment and children with Autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with panels of experts (teachers therapists parents) in various countries, during several user panel meetings for each of the above mentioned target user groups. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, each with its relevant educational and therapeutic objectives in five key developmental areas (i.e. sensory development, communication and interaction, Cognitive development, motor development and social and emotional development). While the play scenarios described in this paper originally were developed for and tested with the above user groups and with the IROMEC robot, the play scenarios can potentially be applied to other user groups and to a wide range of other applications involving human-robot interaction using different robotic toys. Keywords: human-robot interaction; assistive technology; play scenarios; autism; mild mental retardation; sever motor impairment; assisted play.

© All rights reserved Robins et al. and/or John Benjamins Publishing Company

 Cited in the following chapter:

» Human-Robot Interaction: [Not yet published]


 
2011
 
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Lehmann, Hagen, Iacono, Iolanda, Robins, Ben, Marti, Patrizia and Dautenhahn, Kerstin (2011): 'Make it move': playing cause and effect games with a robot companion for children with cognitive disabilities. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 105-112.

Play is one of the most important activities in child development. Children with special needs are often excluded from play activities due to the nature of their impairments. This paper describes the use of two types of robots with very different configurations, one humanoid robot (KASPAR) and one mobile robotic platform (IROMEC), in a six month long-term study with children with different levels of cognitive and social disabilities. In this study we tested the effectiveness of KASPAR and IROMEC. IROMEC was designed for children with special needs in order to encourage them to be engaged in play activities. KASPAR was developed to facilitate social interaction, including applications designed to help children with autism. We examined whether these two robots can support the achievement of fundamental therapeutic and educational objectives for the cognitive and social development of these children. We performed similar play scenarios with both robots and monitored their effects on the behaviour of the children. In this paper we focus on the cause and effect game called Make it move. A preliminary analysis of the data shows very encouraging results. The interaction with the robots seemed to have in general positive influence on the development of the children's social skills. The level of success achieving the different objectives varied from child to child depending on the level and nature of their disability.

© All rights reserved Lehmann et al. and/or their publisher

 
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Marti, Patrizia and Overbeeke, Kees (C. J.) (2011): Designing complexity in context: Light through Culture. In: Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction Facing Complexity 2011. pp. 65-70.

Light through Culture is an international design school which explores the theme of complexity in learning environments. The aim of the school is to weave the newest technologies and the rich existing culture into a new canvas for making and thinking. Learning is meant as a way to (re) incorporate culture and making into thinking. The school has been hosted by the Museum Complex Santa Maria della Scala, Siena, Italy. Being immersed in a rich historical-cultural context, the students had to design an experiential path along the Via Francigena, the ancient pilgrimage route developing in the middle age from Canterbury to Rome, passing through England, France, Switzerland and finally Italy. Traveling along the route, the pilgrims stopped at the Santa Maria della Scala, that was an hospital at that time, where they could be given shelter and care on their way. Pilgrims started a long trip toward the enlightenment, the hope, the alleviation. Are contemporary visitors new pilgrims? The design school tried to answer this question exploring history and culture by means of innovative light technologies. Learning developed while building a real path in the Museum underground crossed by the ancient Via Francigena, opening the results of the design activity to the experience of real visitors and reflecting on how people feel, perceive and make sense of their experience. Learning confronts with the whole complexity of a real environment: the results of the school were not only texts but also physical, virtual and mixed new realities consisting of new ways of presenting and adding new dimensionalities to the existing world.

© All rights reserved Marti and Overbeeke and/or ACM Press

 Cited in the following chapter:

» Industrial Design: [/encyclopedia/industrial_design.html]


 
 
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Iacono, Iolanda, Lehmann, Hagen, Marti, Patrizia, Robins, Ben and Dautenhahn, Kerstin (2011): Robots as social mediators for children with autism - A preliminary analysis comparing two different robotic platforms. In: IEEE ICDL - EPIROB 2011, first Joint IEEE International Conference on Development and Learning and on Epigenetic Robotics August 24-27, 2011, Frankfurt, Germany. pp. 1-6.

Robots can be very helpful therapeutic tools, especially for children with special needs. In the present paper we describe the application of two robotic platforms with different design parameters in interaction with children with autism and other cognitive impairments. IROMEC is a mobile robotic platform designed for children with different levels of disabilities to encourage them to be engaged in social interactions. KASPAR is a humanoid child-size robot designed for social interaction. KASPAR has been used extensively in studies with children with autism. The aim of this study is to examine how KASPAR and IROMEC can support social interaction and facilitate the cognitive and social development of children with special needs via play activities. Natural engagement in social play behaviour is often a problem in the development of children with disabilities. Due to the nature of their disabilities they are often excluded from such activities. As part of a long-term study we carried out different play scenarios based on imitation, turn taking and the cause and effect game according to the main educational and therapeutic objectives considered important for child development. In this paper we focus on the turn taking and the imitation game scenarios. A preliminary analysis of the data showed encouraging results. The level of the improvement of the children depended on the level and nature of their disabilities.

© All rights reserved Iacono et al. and/or IEEE

 Cited in the following chapter:

» Human-Robot Interaction: [Not yet published]


 
2010
 
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Marti, Patrizia (2010): Bringing playfulness to disabilities. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 851-856.

This article presents the design case of a robot companion targeted at children who are prevented from playing normally, due to cognitive, developmental or physical impairments. The robot design presents some distinctive qualities. From an instrumental viewpoint it reflects inclusiveness and social exchange. It enables inclusive play activities that promote confidence and self-esteem. All children blossom as children with different abilities, including "fully able" children, collaboratively achieve success, in games that are fun for all. A specific effort in the design was spent in creating consistency between the form, visual qualities, and the behaviours of the robot, in order to enable play scenarios that were specifically targeted at autistic, mild cognitively-impaired and severely motor-impaired children.

© All rights reserved Marti and/or his/her publisher

 
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Robins, Ben, Ferrari, Ester, Dautenhahn, Kerstin, Kronreif, Gernot, Prazak-Aram, Barbara, Gelderblom, Gert-jan, Tanja, Bernd, Caprino, Francesca, Laudanna, Elena and Marti, Patrizia (2010): Human-centred design methods: Developing scenarios for robot assisted play informed by user panels and field trials. In International Journal of Human-Computer Studies, 68 (12) pp. 873-898.

This article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children's development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human-robot interactions.

© All rights reserved Robins et al. and/or Academic Press

 Cited in the following chapter:

» Human-Robot Interaction: [Not yet published]


 
2009
 
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Marti, Patrizia, Pollini, Alessandro, Rullo, Alessia, Giusti, Leonardo and Gronvall, Erik (2009): Creative interactive play for disabled children. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 313-316.

The workshop addresses the emerging field of research on robotics, assistive technologies and interaction design promoting play for physically, visually, and hearing impaired children and for emotionally and mentally handicapped children. Interactive devices including toys, pets and educational tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses the challenges and opportunities they can bid to disabled children.

© All rights reserved Marti et al. and/or ACM Press

 
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Marti, Patrizia and Bannon, Liam J. (2009): Exploring User-Centred Design in practice: Some caveats. In Knowledge, Technology & Policy, 22 (1) pp. 7-15.

This paper provides a nuanced perspective on the topic of user-centred design (UCD) in the human–computer interaction (HCI) field. After a brief outline of its emergence, we describe some of the central tenets of the approach, using the process model of Gulliksen et al. (Behav Inf Technol 22(6):397–409, 2003) as a well-documented exemplar. We then examine in more detail some of the difficulties one can encounter in performing user-centred design (UCD), illuminating these issues through vignettes from specific projects in which we have been involved. In this paper, we focus on issues that can arise in working with children and with people of differing mental abilities. Our argument is that, while a user-centred perspective is required at all times in the design team, the forms of participation of users in the design process needs to fit the context and can vary significantly from that presented as the prototypical UCD approach.

© All rights reserved Marti and Bannon and/or Springer Netherlands

 Cited in the following chapter:

» Human-Robot Interaction: [Not yet published]


 
2008
 
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Piccini, Luca, Ciani, Oriana, Gronvall, Erik, Marti, Patrizia and Andreoni, Giuseppe (2008): New monitoring approach for Neonatal Intensive Care Unit. In: The 5th International Workshop on Wearable, Micro and Nano Technologies for the Personalised Health May 21-23, 2008, Valencia, Spain. .

 
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Gronvall, Erik, Marti, Patrizia and Rullo, Alessia (2008): Adaptive monitoring through loosely coupled services. In: The 21th IEEE International Symposium on Computer-Based Medical Systems CBMS 2008 June 17-19, 2008, Jyväskylä, Finland. .

2007
 
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Marti, Patrizia and Giusti, Leonardo (2007): Coupling the Digital and the Physical in Therapeutic Environments. In: Jacko, Julie A. (ed.) HCI International 2007 - 12th International Conference - Part II July 22-27, 2007, Beijing, China. pp. 1173-1182.

 
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Marti, Patrizia, Gronvall, Erik, Pollini, Alessandro and Rullo, Alessia (2007): Supporting inspection strategies through palpable assemblies. In: Workshop proceedings of Ethnographies of Diagnostic Work April 17-18, 2007, Lancaster, UK. .

 
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Andronico, Patrizia, Marti, Patrizia and Martinelli, Maurizio (2007): Envisioning Probe Kit: Creativity and Storytelling to Capture the Inner Thoughts of People. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 661-664.

2006
 
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Gronvall, Erik, Marti, Patrizia, Pollini, Alessandro and Rullo, Alessia (2006): Active surfaces: a novel concept for end-user composition. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 96-104.

This paper describes the design process of a modular system for supporting physical and cognitive rehabilitation in the swimming pool. In such an environment, the therapist is called to creatively adapt rehabilitation protocols to the enhanced ability of the patients, often reacting to emerging behaviours enabled by the water. Therefore a strong technological requirement for such environment is to develop a modular system that can be configured and modified "on the fly" during the activity, exploiting the therapeutic properties of the water. To satisfy such a requirement the system of Active Surfaces has been developed. It consists of a number of position aware floating units, called tiles, able to communicate each other and to provide visual, acoustic and tactile feedback. By combining the different tiles the therapist can easily configure the dedicated tasks for the various typology of patients. The concept has been developed following the Palpable Computing approach, an innovative design paradigm complementing key features of ambient computing, such as invisibility and end-user composition of devices, with dual features (e.g., visibility and decomposition) that enable users to navigate, configure and influence the computing system.

© All rights reserved Gronvall et al. and/or ACM Press

 
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Rullo, Alessia, Gronvall, Erik, Pollini, Alessandro and Marti, Patrizia (2006): End-user composition and re-use of technologies in the Neonatal Intensive Care Unit. In: Proceedings of the 1st International Conference on Pervasive Computing Technologies for Healthcare November 29-December 1, 2006, Innsbruck, Austria. .

 
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Pollini, Alessandro, Gronvall, Erik, Marti, Patrizia and Rullo, Alessia (2006): Constructing assemblies in the health care domain: two case studies. In: Proceedings of Guide Mobili Virtuali 06 October 18, 2006, Torino, Italy. .

2005
 
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Gronvall, Erik, Marti, Patrizia, Pollini, Alessandro, Rullo, Alessia and Bertelsen, Olav W. (2005): Palpable time for heterogeneous care communities. In: Bertelsen, Olav W., Bouvin, Niels Olof, Krogh, Peter Gall and Kyng, Morten (eds.) Proceedings of the 4th Decennial Conference on Critical Computing 2005 August 20-24, 2005, Aarhus, Denmark. pp. 149-152.

2003
 
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Fusai, C., Saudelli, Berthe, Marti, Patrizia, Decortis, Francoise and Rizzo, Antonio (2003): Media composition and narrative performance at school. In J. Comp. Assisted Learning, 19 (2) pp. 177-185.

2001
 
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Marti, Patrizia, Gabrielli, F. and Pucci, Francesco (2001): Situated Interaction in Art. In Personal and Ubiquitous Computing, 5 (1) pp. 71-74.

 
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Page Information

Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/patrizia_marti.html

Publication statistics

Pub. period:2001-2012
Pub. count:21
Number of co-authors:34



Co-authors

Number of publications with 3 favourite co-authors:

Erik Gronvall:8
Alessia Rullo:7
Alessandro Pollini:6

 

 

Productive colleagues

Patrizia Marti's 3 most productive colleagues in number of publications:

Kerstin Dautenhahn:61
Anton Nijholt:35
Erik Gronvall:24
 
 
 
Jun 19

... there are no simple 'right' answers for most web design questions (at least not for the important ones). What works is good, integrated design that fills a need--carefully thought out, well executed, and tested.

-- Steve Krug, Don't Make Me Think, p. 136

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!