Publication statistics

Pub. period:1987-2014
Pub. count:23
Number of co-authors:30


Number of publications with 3 favourite co-authors:

M. Mariani:
A. Zenie:
C. Cambiganu:



Productive colleagues

Antonio Rizzo's 3 most productive colleagues in number of publications:

Erik Gronvall:24
Patrizia Marti:21
Olav W. Bertelsen:19

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Antonio Rizzo

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Has also published under the name of:
"A. Rizzo"

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Antonio Rizzo is Professor at the Communication Science Department, University of Siena. Previously, Antonio has been the Director of the Academy of Digital Arts and Science - ArsNova - in Siena and Chair of the European Association of Cognitive Ergonomics. He has also been Head of the Human Factors Division of the Italian Railways.


Publications by Antonio Rizzo (bibliography)

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Rizzo, Antonio (2014). Commentary on 'Activity Theory' by Victor Kaptelinin

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Rizzo, Antonio (2011). Tools. Retrieved [Date unavailable] from Epique:

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Rizzo, Antonio, Rubegni, Elisa, Gronvall, Erik, Caporali, Maurizio and Alessandrini, Andrea (2009): The net in the Park. In Knowledge, Technology & Policy, 22 (1) pp. 51-59.

Ubiquitous Computing, Pervasive Computing, Physical Computing, Everyware, Tangible User Interface, and the Internet of Things all share the same viewpointa viewpoint that sees computers, phones, and game consoles as no longer being the only devices in our environment deemed worthy to embody computation and be connected. Each of these approaches focuses on slightly different aspects of the features and potentialities of the enabling technologies (i.e., Physical Computing focuses on the growing power of microcontrollers; IOT on the increasing influence of tagging systems; Everyware on the pervasiveness of the web through wired and wireless connections, etc.) We understand and place more emphasis on the similarities then the differences among these approaches, and at the same time, we try to address specific human activity issues by exploiting these new enabling technologies and visions. In the paper, we present a project, Wi-roni, that addresses two issues: in-person communication and the added value of being in a given location when accessing a given content. To this end, we considered in some detail the possibilities of three of these enabling technologies: ultrasound sensors, MEMS, and mash-up of Internet application. These technologies were chosen based on the nature of the human activity, and not vice versa. In Wi-roni, an Urban Architecture project located in the La Gora public park in Monteroni d'Arbia, a small village in the province of Siena (Italy), we developed two interconnect solutions: Wi-wave, a column for accessing web audio content in public spaces, and Wi-swing, a children's swing that tells stories while swinging. These devices represent both the concrete grounds from which to begin to address the abovementioned human activity issues and the playground in which to explore the new, emerging interaction modalities that the enabling technologies could allow.

© All rights reserved Rizzo et al. and/or Springer Netherlands

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Alessandrini, Andrea, Rizzo, Antonio and Rubegni, Elisa (2009): Drama prototyping for the design of urban interactive systems for children. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 198-201.

In this paper, we present Wi-swing, a case study approach in designing a networked playground for children located in a public garden. The approach adopted in the case study is based on prototyping using the technique of scenario dramatization. The process of designing augmented interactive systems needs to be addressed to consider the physical, aesthetic and social aspects of interaction. In the case study illustrated in this paper, the design process is based on prototyping using the scenario dramatization technique. This technique allows us to explore and investigate the possible features of interactive artifacts focusing on the potential of the technology and the emergent practices. Wi-swing is the concept developed using dramatization: a tool for listening to stories in public spaces, controlled entirely by children. In the paper we show the results of the early design process and the development of the concepts by scenario dramatization. In what follows, we describe a case study in which we applied this technique for the development of an interactive urban playground through which children can be authors of the stories to which they are listening.

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

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Rubegni, Elisa, Brunk, Jevon, Caporali, Maurizio, Gronvall, Erik, Alessandrini, Andrea and Rizzo, Antonio (2008): Wi-Wave: Urban Furniture for Browsing Internet Contents in Public Spaces. In: Abascal, J., Fajardo, I. and Oakley, I. (eds.) 15th European Conference on Cognitive Ergonomics the Ergonomics of Cool interaction September 16-19, 2008, Funchal, Portugal. .

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Bertelsen, Olav W., Gronvall, Erik and Rizzo, Antonio (2008): Mockup'ing as a creative dialog with and through material. In: Abstract in the proceedings of ISCAR 2008 September 9-13, 2008, San Diego, USA. .

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Rizzo, Antonio (2006): The origin and design of intentional affordances. In: Proceedings of DIS06: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2006. pp. 239-240.

Gibson's seminal concept of affordance could have real design power if it could be adequately explained as a phenomenon that happens within the scale of human lifetime. Today there is a growing number of neurophysiological and behavioral studies that shown that the intuition of Gibson was just a starting point for a more elaborated theory of affordances.

© All rights reserved Rizzo and/or ACM Press

 Cited in the following chapter:

: [Not yet published]

 Cited in the following chapter:

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Rubegni, Elisa, Caporali, Maurizio, Rizzo, Antonio and Gronvall, Erik (2004): Designing the user experience in exhibition spaces. In: Proceedings of the 12th European Conference on Cognitive Ergonomics September 12-15, 2004, York, UK. .

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Decortis, Francoise, Rizzo, Antonio and Saudelli, Berthe (2003): Mediating effects of active and distributed instruments on narrative activities. In Interacting with Computers, 15 (6) pp. 801-830.

This paper discusses the effects of introducing new distributed and active instruments on narrative activities in a school environment. We address the issue of how the Pogo instruments change children's activity when they invent stories. The results enable us to compare the way the activity is carried out, both in its conventional context and with the Pogo instruments, mainly along three main lines of investigation: the collective dimension, the use of space and the structure of the narrative. The results also show that using the instruments increase the collective or group dimension of the creative process, particularly the role diversification and participation of the children. These instruments support children's efforts to structure narratives and thereby produce richer stories. This research was carried out within the Pogo Project by a multidisciplinary team that included interactive design and user-centered approaches within the EC I3 programme on 'Exploring New Learning Futures for Children'.

© All rights reserved Decortis et al. and/or Elsevier Science

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Rizzo, Antonio, Ghahremani, K., Pryor, L. and Gardner, S. (2003): Immersive HMD-Delivered 360 Degree Panoramic Video Environments: Research on Creating Useful and Usable Applications. In: Stephanidis, Constantine (ed.) Proceedings of the Tenth International Conference on Human-Computer Interaction June 22-27, 2003, Crete, Greece. pp. 1233-1237.

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Marti, P. and Rizzo, Antonio (2003): Levels of design: from usability to experience. In: Stephanidis, Constantine (ed.) Proceedings of the Tenth International Conference on Human-Computer Interaction June 22-27, 2003, Crete, Greece. pp. 449-453.

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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.

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Decortis, Francoise and Rizzo, Antonio (2002): New Active Tools for Supporting Narrative Structures. In Personal and Ubiquitous Computing, 6 (5) pp. 416-429.

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Benelli, Giuliano, Caporali, Maurizio, Rizzo, Antonio and Rubegni, Elisa (2001): Design concepts for learning spatial relationships. In: IEEE ACM 19th International Conference on Computer Documentation 2001. pp. 22-30.

Maps are cognitive artifacts that represent not only the characteristics of the information space but also the use people make of the space. There are three privileged modalities by which humans learn the relationships in existing spaces: path-based learning, landmark-based learning and survey learning. These three modalities are differently sustained by maps and by the real environments. Maps afford Simultaneous experience of the space, Single point of view, Survey knowledge, Secondary spatial activity; while real environments afford Progressive Experience of the space, Multiple point of view, Procedural knowledge, Primary Spatial activity. The most important attempts to modify these differences between maps and real environments, and to merge their properties, have been: a) the creation of visual structures that enable focus + context views; b) the design of information landscapes that enable free flight in 3D space. The principles used to obtain such a view are the combination of Simultaneous and Progressive Experience of the space as a Primary spatial activity. We are designing new views for a graphic information system by merging the affordances of traditional maps and real environments for learning spatial relations. The emerging views will be presented and discussed from a theoretical point of view and exemplified in their application to the design of an information system for a National Park in Italy. The prototype of the information system was tested by human factors specialists and by end-users; the results of the test show both strength, and weakness, in the implementation of the proposed design concepts.

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

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Rizzo, Antonio, Neumann, U., Pintaric, T. and Norden, M. (2001): Issues for Application Development Using Immersive HMD 360 Degree Panoramic Video Environments. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 792-796.

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Rizzo, Antonio, Marchigiani, Enrica and Andreadis, Alessandro (1997): The AVANTI Project: Prototyping and Evaluation with a Cognitive Walkthrough Based on the Norman's Model of Action. In: Proceedings of DIS97: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 1997. pp. 305-309.

In this paper, we present a contribution to the way in which two design issues encountered by the AVANTI project in designing a Web service supporting the mobility of disabled people can be faced. The design issues are: the problems deriving from distribution of the teams collaborating to the project in several cities (sometimes different European countries); and the need to face high-level interaction problems in the evaluation process. One important action taken to face these issues was the development of a variation of the Cognitive Walkthrough based on the Norman's model of action.

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

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Rizzo, Antonio, Mariani, M., Zenie, A. and Bagnara, Sebastiano (1997): Designing the Information Cooperative for Harmonizing, Coordinating, and Promoting Earth Observation Business Processes. In: Proceedings of the Seventh International Conference on Human-Computer Interaction 1997. pp. 741-744.

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Marti, P., Rizzo, Antonio, Bagnara, Sebastiano, Lomagistro, P. and Tanzini, L. (1997): From System Evaluation to Service Redesign: A Case Study. In: Smith, Michael J., Salvendy, Gavriel and Koubek, Richard J. (eds.) HCI International 1997 - Proceedings of the Seventh International Conference on Human-Computer Interaction - Volume 2 August 24-29, 1997, San Francisco, California, USA. pp. 779-782.

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Rizzo, Antonio, Parlangeli, O., Marchigiani, E. and Bagnara, Sebastiano (1996): The Management of Human Errors in User-Centered Design. In ACM SIGCHI Bulletin, 28 (3) pp. 114-119.

User-Centered Design puts the users at the center of the design activity by involving them from the very beginning in the process and by iteratively testing and re-designing the product. In every testing and evaluation phase human error analysis plays an important role. Although it is not possible to design systems in which people do not make errors, much can be done to minimize the incidence of error, to maximize error detection, and to make easier error recovery. However, the qualitative analysis on human error has not received the attention that it deserves. In the paper the main features of the user-centered approach are sketched and a set of guidelines for handling human error is presented. An example drawn from our design experience is reported for each guideline.

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

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Rizzo, Antonio, Parlangeli, O., Cambiganu, C. and Bagnara, Sebastiano (1993): Control of Complex System by Situated Knowledge: The Role of Implicit Learning. In: Proceedings of the Fifth International Conference on Human-Computer Interaction 1993. pp. 855-860.

An experiment is reported which tests the hypothesis that content and context play a crucial role in learning to control a complex system. The same formal rule, originally devised by Berry and Broadbent [1], has been used to govern the behavior of four different scenarios. A pre-test analysis showed different degrees of cognitive match between each scenario and the rule used. Four different groups of subjects were respectively requested to interact with the four scenarios. Subjects were subsequently tested for their verbalized knowledge. Results show that subjects' performance and verbalized knowledge are unequally affected by the different scenarios. Subjects' verbalization seems related to situated principles of the system behavior but not to the underlying rule.

© All rights reserved Rizzo et al. and/or Elsevier Science

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Bagnara, Sebastiano and Rizzo, Antonio (1989): A Methodology for the Analysis of Error Processes in Human-Computer Interaction. In: Proceedings of the Third International Conference on Human-Computer Interaction 1989. pp. 605-612.

The analysis of how humans make, detect and correct errors in interacting with computers is of crucial importance both in designing and in evaluating human-computer interaction. The present paper is aimed at illustrating a methodology of cognitive error analysis which allows to discriminate human errors on the basis of where the attentional control is directed to when an error occurs, to identify the characteristics of error detection as a function of the events which make apparent a mismatch in the course of action, and to single out the strategies utilized for error recovery.

© All rights reserved Bagnara and Rizzo and/or Lawrence Erlbaum Associates

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Rizzo, Antonio, Bagnara, Sebastiano and Visciola, Michele (1987): Human Error Detection Processes. In International Journal of Man-Machine Studies, 27 (5) pp. 555-570.

The way in which humans detect their own errors has been a relatively neglected issue. The following study presents data on the relationship between types of errors and behavioural patterns of error detection, with the aim to define the psychological mechanism that allows the detection of errors. The results suggest that different kinds of psychological mechanisms are involved in the detection of different types of error. Effect of practice as a function of the distribution of attentional resources among levels of control of human behaviour is also discussed.

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

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Bagnara, Sebastiano, Rizzo, Antonio, Stablum, Franca and Visciola, Michele (1987): "Generics" in Human Decision Making. In: Bullinger, Hans-Jorg and Shackel, Brian (eds.) INTERACT 87 - 2nd IFIP International Conference on Human-Computer Interaction September 1-4, 1987, Stuttgart, Germany. pp. 361-365.

In the early phases of designing a human/automation system, strategic decisions are taken as those concerning responsibility allocation and decision making. In order to have ergonomic expertise interacting at the proper level when such strategic decisions are negotiated, human compatibility should be used as a criterion for evaluating those decisions. The present paper describes how to analyze the cognitive decision making activity to be assigned to the human operators on the basis of decisional programs and units and how to evaluate such activity as for cognitive complexity and mental workload. Conclusions from a case study will also be reported.

© All rights reserved Bagnara et al. and/or North-Holland

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