Conference Presentations by Marina Ricci

Developments in Design Research and Practice II. Senses 2021, 2023
This paper provides a critical overview of Design for Sustainability (DfS) and Design for Well-Be... more This paper provides a critical overview of Design for Sustainability (DfS) and Design for Well-Being practices as, today, sustainability, human behavior, and well-being are inextricably linked. We present a case study in response to a pharmaceutical company brief about cosmetic self-production packaging. Since the research takes place during the first lockdown due to Covid-19, it depicts quite a complex and extensive desk phase and a limited field phase. The research is approached on two levels. First, is the intention to change the way we interact with the packaging. As a container of elements, packaging can be a resource on all levels, not only because we can recycle it but also because we can replant it. In this way, we would return part of what had been taken away to the environment while also improving the product's life cycle. Thus, packaging becomes "behavioral", producing and stimulating conscious behavior and motivating endusers while also educating them about environmental norms. Second, the Critical Design method traces the connections between DfS and Design for Well-being by leveraging the two practices within product design, clarifying the role of the designer in this transdisciplinary integration.

2022 IEEE International Symposium on Mixed and Augmented Reality, 2022
Nowadays, buying a product online is no longer about the product itself but the experience it off... more Nowadays, buying a product online is no longer about the product itself but the experience it offers. The planned thesis work aims to understand how to improve the user's shopping experience in the context of online shopping for the fashion industry. To enhance the shopping experience, retailers need to sell new services by leveraging technologies such as Virtual Reality (VR). The first part of the research investigates which shopping experience, between one developed for a desktop computer-Desktop Virtual Reality (DVR)-and one developed in Virtual Reality (VR), generates better results in terms of hedonic and utilitarian values, cognitive load, and user experience. Also, the lack of touch in online shopping is a crucial issue. The second part of the research concerns the implementation of pseudo-haptics feedback within the online shopping experience with VR. Pseudo-haptics can induce haptic sensations without requiring actual touch through the influence of other sensory modalities, such as vision. To this end, we aim to explore the feasibility of recreating the sensation of people's actual touch with fashion products and fabrics through a "visualized touch" on an interface.

Advances on Mechanics, Design Engineering and Manufacturing IV. JCM 2022. Lecture Notes in Mechanical Engineering., 2023
In the ever-changing scenario of technology evolution, designers need to develop new interactive ... more In the ever-changing scenario of technology evolution, designers need to develop new interactive systems that respond to users’ needs. Augmented Reality (AR) could be a tool and an opportunity for designers to create novel interactive systems. AR has proven to be effective in several domains, showing potential for widespread deployment even in everyday life tasks such as the use of household appliances. Thus, leveraging the Human-Centred Design (HCD) approach, we integrate AR into the design and development process of an interactive system for household appliances. Based on our survey results with 463 participants, one of the appliances that could benefit most from AR is the kitchen machine. Starting from a case study, we develop a demo to prove the feasibility of designing interactive systems with the integration of AR technologies, following the HCD approach.

18TH INTERNATIONAL CONFERENCE ARQUITECTONICS: MIND, LAND & SOCIETY , 2020
This contribution is the extract of a research work, related to the relationship between design a... more This contribution is the extract of a research work, related to the relationship between design and public space, which specifically concerns the design experimentation of an innovative multimedia device aimed at enhancing the socio-cultural value of the external spaces of Campus Universities. The research investigates the dichotomies object-space, design-context and man-environment through the definition of an innovative orientation system which, starting from a qualitative analysis of the places of the Campus Universities and the main users (students), redefines the social relationships between people and recover the semantic dimension of the spaces in which they live and work. Starting from various samples of the places, from field interviews addressed to real and potential users and from the categorization of spaces according to their specific characteristics and peculiarities, the research has developed some hypotheses / strategies for re-qualification through the object of design: a new way of finding your way through an installation positioned in particular areas of the Campus and aimed at improving inclusion and accessibility. Particularly significant is also the reflection on the relationship between the morphological-formal component of the project and the technological one, which interprets, in a 'laic' way and with a critical-doubtful attitude, the relationship between the real dimension and the virtual dimension of the design project. Modifiability, informativeness and accessibility are concepts necessary to improve the quality of the services of the contemporary public space, but are filtered by a culture of the project in which man and, in general, the dialogic-social and relational component are always central and prior. The places of the Campus University are therefore intended as places of research and experimentation in which the design project takes shape by stimulating social changes, behaviour setting processes and innovation systems, connected to the field of Design for All.
Papers by Marina Ricci
Lecture notes in computer science, 2024
Lecture notes in mechanical engineering, Oct 6, 2023

This paper provides a critical overview of Design for Sustainability (DfS) and Design for Well-Be... more This paper provides a critical overview of Design for Sustainability (DfS) and Design for Well-Being practices as, today, sustainability, human behavior, and well-being are inextricably linked. We present a case study in response to a pharmaceutical company brief about cosmetic self-production packaging. Since the research takes place during the first lockdown due to Covid-19, it depicts quite a complex and extensive desk phase and a limited field phase. The research is approached on two levels. First, is the intention to change the way we interact with the packaging. As a container of elements, packaging can be a resource on all levels, not only because we can recycle it but also because we can replant it. In this way, we would return part of what had been taken away to the environment while also improving the product's life cycle. Thus, packaging becomes "behavioral", producing and stimulating conscious behavior and motivating endusers while also educating them about environmental norms. Second, the Critical Design method traces the connections between DfS and Design for Well-being by leveraging the two practices within product design, clarifying the role of the designer in this transdisciplinary integration.

Virtual Reality
With the high growth and prosperity of e-commerce, the retail industry needs to explore new techn... more With the high growth and prosperity of e-commerce, the retail industry needs to explore new technologies that improve digital shopping experiences. In the current technological scenario, Virtual Reality (VR) emerges as a tool and an opportunity for enhancing shopping activities, especially for the fashion industry. This study explores whether using Immersive Virtual Reality (IVR) technologies enhances the shopping experience in the fashion industry compared to Desktop Virtual Reality (DVR). A within-subject experiment was carried out involving a sample of 60 participants who completed a simulated shopping experience. In the first mode (DVR), a desktop computer setup was used to test the shopping experience using a mouse and keyboard for navigation. The second mode (IVR) exploited a Head-Mounted Display (HMD), and controllers, that allowed navigation while seated on a workstation to avoid sickness. Participants had to find a bag in the virtual shop and explore its features until they...

Virtual Reality, 2023
With the high growth and prosperity of e-commerce, the retail industry needs to explore new techn... more With the high growth and prosperity of e-commerce, the retail industry needs to explore new technologies that improve digital shopping experiences. In the current technological scenario, Virtual Reality (VR) emerges as a tool and an opportunity for enhancing shopping activities, especially for the fashion industry. This study explores whether using Immersive Virtual Reality (IVR) technologies enhances the shopping experience in the fashion industry compared to Desktop Virtual Reality (DVR). A within-subject experiment was carried out involving a sample of 60 participants who completed a simulated shopping experience. In the first mode (DVR), a desktop computer setup was used to test the shopping experience using a mouse and keyboard for navigation. The second mode (IVR) exploited a Head-Mounted Display (HMD), and controllers, that allowed navigation while seated on a workstation to avoid sickness. Participants had to find a bag in the virtual shop and explore its features until they were ready to purchase it. Post-hoc measures of time duration of the shopping experience, hedonic and utilitarian values, user experience, and cognitive load were compared. Results showed that participants experienced higher hedonism and utilitarianism in the IVR shop compared to DVR. The cognitive load was comparable in both modes, while user experience was higher in IVR. In addition, the time duration of the shopping experience was higher in IVR, where users stayed immersed and enjoyed it for longer. This study has implications for fashion industry research, as the use of IVR can potentially lead to novel shopping patterns by enhancing the shopping experience.

Future Internet
The design research and education landscapes are changing. The widespread development and use of ... more The design research and education landscapes are changing. The widespread development and use of technologies such as Mixed Reality (MR) and the diffusion of Head-Mounted Displays (HMDs) available at low cost are causing a shift in design education toward the Metaverse. In this ever-changing scenario, there is a need to rethink design and teaching methods. However, scientific literature lacks the ability to provide contributions that include MR technology education in the industrial design program. We, therefore, present an innovative laboratory with an integrated multidisciplinary approach that starts from the fundamentals of interaction design and aims to teach students how to design next-generation MR interfaces for the Metaverse. The lab combines theory and practice within three courses: Information Design, Information Systems, and Virtual Design and Simulation. Industrial design students follow a precise multidisciplinary method consisting of five steps, from state-of-the-art a...

Future Internet
The choice of furniture in a retail store is usually based on a product catalog and simplistic pr... more The choice of furniture in a retail store is usually based on a product catalog and simplistic product renderings with different configurations. We present a preliminary field study that tests a Multi-Sensory In-Store Virtual Reality Customer Journey (MSISVRCJ) through a virtual catalog and a product configurator to support furnishings sales. The system allows customers to stay immersed in the virtual environment (VE) while the sales expert changes the colors, textures, and finishes of the furniture, also exploring different VEs. In addition, customers can experience realistic tactile feedback with in-store samples of furniture they can test. The journey is implemented for a furniture manufacturer and tested in a flagship store. Fifty real customers show positive feedback in terms of general satisfaction, perceived realism, and acceptance. This method can increase purchase confidence, reduce entrepreneurial costs, and leverage in-store versus online shopping.

Future Internet, 2022
The choice of furniture in a retail store is usually based on a product catalog and simplistic pr... more The choice of furniture in a retail store is usually based on a product catalog and simplistic product renderings with different configurations. We present a preliminary field study that tests a Multi-Sensory In-Store Virtual Reality Customer Journey (MSISVRCJ) through a virtual catalog and a product configurator to support furnishings sales. The system allows customers to stay immersed in the virtual environment (VE) while the sales expert changes the colors, textures, and finishes of the furniture, also exploring different VEs. In addition, customers can experience realistic tactile feedback with in-store samples of furniture they can test. The journey is implemented for a furniture manufacturer and tested in a flagship store. Fifty real customers show positive feedback in terms of general satisfaction, perceived realism, and acceptance. This method can increase purchase confidence, reduce entrepreneurial costs, and leverage in-store versus online shopping.

Lecture notes in mechanical engineering, Sep 25, 2022
In the ever-changing scenario of technology evolution, designers need to develop new interactive ... more In the ever-changing scenario of technology evolution, designers need to develop new interactive systems that respond to users’ needs. Augmented Reality (AR) could be a tool and an opportunity for designers to create novel interactive systems. AR has proven to be effective in several domains, showing potential for widespread deployment even in everyday life tasks such as the use of household appliances. Thus, leveraging the Human-Centred Design (HCD) approach, we integrate AR into the design and development process of an interactive system for household appliances. Based on our survey results with 463 participants, one of the appliances that could benefit most from AR is the kitchen machine. Starting from a case study, we develop a demo to prove the feasibility of designing interactive systems with the integration of AR technologies, following the HCD approach.

In book: Annalisa Di Roma, Il senso delle cose: design, nutrimento e codici culturali., 2020
La sezione raccoglie gli esiti dei progetti più significativi del Laboratorio di Sintesi Finale d... more La sezione raccoglie gli esiti dei progetti più significativi del Laboratorio di Sintesi Finale dedicati al "Senso delle cose: rinnovo di senso degli oggetti utili". I progetti riportati sono stati realizzati nell'ambito del Corso di Laurea Triennale in Disegno Industriale dal 2017 ad oggi, presso il Politecnico di Bari, a cura delle docenti Annalisa Di Roma e Alessandra Scarcelli. La ricerca di "senso" degli artefatti punta a stabilire le aspettative culturali nella produzione di nuovi artefatti. L'approccio metodologico è volto, così, a sviluppare negli allievi la capacità di pensare al progetto degli artefatti in termini significativi per le proprie comunità di riferimento, destinati a produrre innovazione sostenibile tanto sul piano culturale, quanto sul piano del bilancio ambientale che le cose nella loro messa in opera e dismissione generano. La selezione dei progetti rispecchia il rispetto di questo processo progettuale, con rigore di analisi nella fase desk e capacità critica nello sviluppo della fase field, visibile nel risultato tangibile di "cose" nuove, capaci di dialogare con la storia passata e presente, in grado di raccontare e raccontarsi, ma soprattutto di stimolare e ristabilire un dialogo conviviale durante la preparazione o la consumazione di cibi.
Thesis Chapters by Marina Ricci
Il senso delle cose: design, nutrimento e codici culturali, 2020
Àtrucc è una caraffa da tavola destinata al vino ed è, in sintesi, un tentativo di coesione tra a... more Àtrucc è una caraffa da tavola destinata al vino ed è, in sintesi, un tentativo di coesione tra artigianato e disegno industriale: un salto nella tradizione ceramica rustica pugliese per sottrarre alle generazioni passate un "trucco", ovvero un "segreto", indagarlo ed avanzare ipotesi morfologiche e strutturali capaci di dare vita ad un prodotto contestualizzabile alla nostra modernità.
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Conference Presentations by Marina Ricci
Papers by Marina Ricci
Thesis Chapters by Marina Ricci