PhD Thesis
2023 Ph.D. in Control and Computer Engineering / XXXV Ciclo / DAUIN Dept / Politecnico di Torino - Referee
Interaction in Virtual Reality Simulations (Ing. D. Calandra)
Virtual Reality (VR) has emerged as a powerful technology for creating immersive and engaging simulations that enable users to interact with computer-generated environments in a natural and intuitive way. However, the design and implementation of effective interaction methods in VR remain challenging. The lack of proper haptic feedback, and the need to rely on input devices such as controllers or gestures, for example, can result in awkward or unnatural interactions, reducing the perceived level of realism and the immersion related to the VR experience. At the same time, the employment of poorly designed interaction paradigms may impair usability, reduce the the sense of presence, and even cause unpleasant effects related to the so called cybersickness. This doctoral thesis, which covers a subset of the the research work performed in the three-year PhD period, aims to address these challenges by investigating the role of interaction in VR simulations. The investigated topics range from the study of locomotion interfaces in VR, to the use of haptic interfaces for simulating passive and haptic tools applied to real life training use cases and the exploration of further forms of Human-Computer Interaction (HCI) and Human-Human Interaction (HHI) through voice and body gestures, also in the context of multi-user shared simulations. Results obtained in the considered case studies cover a wide number of relevant aspects, such as realism, usability, and engagement of VR simulations, among others, ultimately leading to a validation of proposed approaches and methodologies. In this way, the thesis contributes to the understanding of how to design and evaluate interaction paradigms in VR simulations in order to enhance aspects related to User eXperience (UX), with the goal of letting users successfully achieve the intended simulation objectives.
2021 Ph.D. in Survey and Representation of Architecture / XXXIII Ciclo / SDRA Dept / Sapienza University of Rome - Tutor
Modelli virtuali integrati per la rappresentazione e la conoscenza delle trasformazioni di un contesto urbano. Il caso della Chiesa di San Gregorio dei Muratori nell'area dell'antico porto di Ripetta (Arch. A.M. Giugliano)
This research investigates the transformations of the "churches" of San Gregorio Magno dei Muratori in Campo Marzio district in Rome, both part of the final segment of the block South to the lost port of Ripetta. Of the church built in 1704 facing the port - and considered destroyed after the construction of the Tiber Walls - only remains the 8th and 19th centuries representations of the façade; of the other, still existing but scarcely known, remains the volume incorporated into the twentieth-century Palazzo Marescalchi Belli, accessible from the dead-end street of via Leccosa, and a section of the original facade. While many authors either state that the surviving church in via Leccosa is the oratory of the main church on the port, or that the religious building was furnished with a second facade after the construction of the harbor, some bibliographic and iconographic materials suggest the hypothesis that the church on the port never existed and that it was composed solely by a false facade, built-in adherence, not with the church in via Leccosa, but with the blind front of the building house block. Through an integrated digital survey of the church in via Leccosa and its context, and the creation of two and three-dimensional diachronic models, this research proposes a path of documentation and critical analysis of the role of the churches of San Gregorio Magno dei Muratori in the urban context of the port of Ripetta in the Campo Marzio. The study of the diachronic transformations of the block between the two churches opens the way to new interpretative scenarios of this portion of the city. In addition to documenting a little-known architectural asset, the research returns the image of an unpublished portion of the Campo Marzio district, which it is hoped to complement the figurative image of the city of Rome.
2014 Ph.D. in Architecture Building, Urban Planning and Landscape / XXX Ciclo / University of Florence - Valencia - External Supervisor
Medidas y geometría de la arquitectura de los edificios maya del periodo clásico tardío. El caso de La Blanca (Petén, Guatemala) (Arch. A. Aliperta)
A pesar de que se han realizado grandes avances sobre el conocimiento de esta antigua civilización maya, aún queda mucho por investigar sobre las proporciones y geometría de los espacios construidos, cuyos resultados nos permitiría comprender mejor el pensamiento arquitectónico de los antiguos mayas. Por ello esta investigación se centra en estudios morfológicos y métricos sobre la arquitectura maya. El objetivo principal de este trabajo es profundizar, a través de la investigación geométrico-métrica, en el conocimiento de la arquitectura maya palaciega del período Clásico Tardío. Como punto de partida se toma la Acrópolis de La Blanca, un asentamiento maya ubicado en la región del Petén guatemalteco La metodología de investigación propuesta se basa en el levantamiento arquitectónico realizado con ayuda de la tecnología digital actual, lo que permite alcanzar en la adquisición de datos un nivel de precisión muy elevado, proporcionando una documentación arquitectónica exacta de los edificios que son objeto de estudio. Cabe tener en cuenta que la mayoría de estos edificios están en riesgo o en mal estado de conservación, ya que se encuentran en un medio ambiente hostil. En este contexto, el levantamiento arquitectónico se combina con la investigación arqueológica, por lo que es necesario desarrollar una metodología de adquisición de datos válida y fiable, no sólo para los elementos ya visibles, sino también para aquellos que diariamente salen a la luz conforme avanza la excavación arqueológica. Los modelos tridimensionales, obtenidos a partir de los datos del levantamiento digital, se convierten en una herramienta eficaz para llevar a cabo, con el rigor científico apropiado, un análisis métrico-dimensional de los edificios a distintas escalas, cuyos resultados nos permitirá formular hipótesis sobre el pensamiento y criterios de diseño que emplearon los antiguos mayas para construir estos edificios dentro de este contexto cultural.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
Bedtime visual therapy: combined communication pathway for bedtime relaxation (Dott. Wenyi Xu)
Augmented reality (AR) is an emerging form of experience. Over the past few years, the new technology has become more portable and integrated into all aspects of life. Nowadays, many people face the problem of insomnia. Data from the China Puhua Research Institute shows that the insomnia rate among Chinese adults reaches 38.2%. According to the “2023 China Sleep Health Research Report”, the three-year epidemic has significantly increased people’s attention to sleep health. Through study, we learned that new techniques that combine visual mindfulness with art therapy are effective in dealing with psychological effects and helping to relax. This article mainly discusses research on combining the visual experience of using AR technology to relax before going to bed.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
Breaking Free: An interactive communication experience towards self-empowerment (Dott. Shaikh Sabihuddin)
Worker dissatisfaction has become a pervasive issue in modern society, affecting both individual well-being and organizational productivity. Factors such as excessive workload, toxic environments, and inadequate compensation contribute to mental and emotional strain on employees. This thesis explores the potential of using interactive multimedia design to address this problem by creating a tool that helps psychologists analyze the well-being of workers more efficiently. The project focuses on the development of an interactive animation where users, through a choice-based narrative, express their experiences and emotional states related to job dissatisfaction. The choices made by users throughout the animation will reveal underlying issues such as burnout, stress, and feelings of inadequacy. At the conclusion, the tool provides a summary of the user’s journey, offering psychologists valuable insights into the factors contributing to their dissatisfaction. The animation emphasizes real life freedom and satisfaction that often require taking risks, whether that means leaving a job, switching fields, or starting a business. Each user’s journey results in a personalized outcome based on their choices, revealing the specific risk they need to consider improving their well-being. By capturing these choices, the tool provides psychologists with valuable insights into the factors affecting an individual’s mental state. This thesis demonstrates how design and interactive storytelling can play a crucial role in understanding and addressing the well-being of workers, offering mental health professionals a faster route to tailored support. The interactive animation explores the relationship between freedom, liberty, and self-reflexivity in the context of 2D animated short films, specifically focusing on how the freedom to create and express oneself leads to happiness. The paper argues that self-reflexivity, the ability to examine oneself and question the world, is essential to fully experiencing freedom and liberty in the context of 2D animation. Drawing on examples from a variety of short films, the research paper highlights the connections between freedom, self-reflexivity, and happiness, as well as their importance for the creative process and well-being of animators.
2024 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session IV - Co-Supevisor
The Integration of Augmented Reality in Automotive HUD Systems and Future Perspective (Dott. Antonio Cerini)
This project focuses on researching and exploring both interaction design and Augmented Reality Head-Up Displays (AR-HUD), specifically, how both will contribute to the development of driving features. Since the car is still the preferred mode of personal transportation, with over 252 million vehicles registered in Europe alone by 2022, the automotive industry is going through rapid transformation. The shift towards electric vehicles, autonomous driving, and a bigger connectivity has created the need to investigate both user experience and technological innovation in this sector. As a consequence of automotive technology’s evolution, Human-Machine Interfaces (HMI) have increasingly adopted user-centered approaches, to make sure that system usability is grounded in user’s needs and perspectives. The aim of this project is to explore the user experience and interaction design associated with AR-HUD’s tools and systems. Specifically, it seeks to assess whether AR-HUD technology can improve drivers’ perceptual awareness and enhance safety while driving, therefore, the project evaluates the extent to which AR-HUD can be used safely and effectively, to determine its potential to reduce cognitive workload and contribute to a safer driving environment.
2024 MSc in Gestione del progetto e della costruzione dei sistemi edilizi / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
Il miglioramento strutturale del Casale situato in un area vincolata dalla Soprintendenza Archeologica, per una nuova destinazione d'uso, B&B (Dott. Ludovica Fabrizi)
The objective of the intervention is to give a second life to an Estate subjected by the Archaeological Superintendence of Rome (S.A.R) to direct and indirect constraint. In fact, it imposes an important interdisciplinary knowledge process useful and necessary to adopt suitable design rules for the restoration and rehabilitation project according to the adaptability and sustainability of the interventions. The seismic study and the identification of the critical and unsafe elements made it possible to clearly identify the interventions to be carried out on the structure, considering the restrictions of the constraints on it. Knowing the various structural criticalities affecting the building and having acquired a framework of historical constructive knowledge of the same and the area in which it is located, we proceeded to the implementation of a series of interventions suitable for the improvement of the load-bearing structure and an optimization of energy savings of the complex, achieving a level of safety and adequacy comparable to a new construction. Analyzing the conformation of the farmhouse (in its interior and exterior) and relating it to the reference regulations for accommodation facilities, it was decided to give a new use to the structure. The decision was made to create a B&B that complies with the minimum criteria required by the regulations.
2024 MSc in Gestione del progetto e della costruzione dei sistemi edilizi / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
Integrazione fra Digital Twin e Realtà Aumentata per l'analisi e l'interoperabilità dei dati: il Palazzo Mannetti a L'Aquila (Dott. Martina Casciola)
Progress plays a central role in the field of civil engineering and architecture. However, it is not only limited to integration with traditional techniques used in the design processes, representation and multiple analysis (geometric, functional, formal) of what is built, but is transformed into a control tool for subsequent processes. One of the most cutting-edge and promising layers is the digitization process: highly complex modeling in virtual space of a physical object, giving rise to a “digital twin,” the Digital Twin. The growing interest in adopting these advanced technologies makes it possible to sensor the real object linked to it. The following discussion analyzes a significant case study of historic architecture, the Palazzo Mannetti, and emblematic in that it is located in the heart of L'Aquila's historic center. We will then dwell on the meaning of BIM, HBIM and Digital Twin, in order to understand their potential in the engineering field, and through the support of graphical elaborations and augmented reality, the building under study will be represented. Thus, this work aims to contribute to the field of civil engineering and architecture by providing an innovative and practical approach to monitoring buildings, particularly those with historical character, using augmented reality as a tool for data management and analysis.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
The language of Photography in the age of AI: possible integrated scenarios in the Visual Communication (Dott. Giulia Robotti)
The distinction between real and non-real subjects in photography has seen a radical transformation thanks to the digital data and the introduction of artificial intelligence algorithms in recent years, highlighting new questions concerning the authenticity of images. In fact, in the past, photography was an objective proof of reality: the external light, acquired by a photo camera and impressing a photographic medium (film), created a visual information that maintained a direct relationship with the photographed subject. This connection between reality and image ensured the reliability of photography for a long time, becoming a basic source for historical analysis and past reconstructions. The progressive disappearance of analogical support instead of digital one has eliminated the possibility of verifying the original source of the image, making digital photographs more susceptible to manipulation that leaves no obvious traces. The introduction of digital photography has significantly increased the possibility of editing images, thanks to the post-production tools. In addition, in the last five years the quick grow and massive application of algorithms for text or image generation, based on Artificial Intelligence, has further amplified this phenomenon, exponentially, making the line between the real and the non-real less and less visible. One example related to the basis of this image generator is represented by Open AI's GPT-3, in which is presented a state-of-the-art about deep learning model which remark the high capabilities in understanding and generating natural language [1]. The algorithms capacities raise significant doubts about the authenticity of photographs as faithful representations of reality [2]. This leads us to basic questions, trying to suggest a possible answer in our research: what value or meaning should we attribute to the nature of image in terms of communication, if we are not sure about their reliability? How can we adopt a critical spirit respect to the multiplicity of images, which merge real and not-real contents? The research aims, therefore, to explore new emerging scenarios in image authenticity, analysing how the integration of artificial intelligence is revolutionising the creative process in the world of photography. The study will also include how contemporary photographers are incorporating AI into their workflow, examining the impact on image reliability and audience perception.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
AI Local Cultural Compass: Integrating Recommendation and Gamification for Personalised Experiences (Dott. Mirashi Lediona)
While living a rapidly changing world, technology continues to evolve to increase efficiency, especially in managing our limited free time. This thesis explores the development of a concept mobile application called CCLocal, designed to serve as a thorough guide and companion to our everyday recreational activities, which integrates effective strategies and technologies. Addressing the post-pandemic shift towards valuing time, the app intends to serve a wide range of users from locals to tourists, by providing personalized and engaging experiences. The research investigates latest advancements in technology and how successful leading companies or newer ones are integrating these developments in their strategies, like AI or AR to boost user engagement and loyalty. The methodology focuses on leveraging different succeeding strategies from the research, including technology, strategies, pros and cons followed by the findings of the case studies which are already household names in their respective industries. They are then to be taken as reference to be integrated in CCLocal features. The app’s interface design aims to be a hybrid user-friendly experience that encourages consistent usage while also enhancing the user’s daily life by efficiently organizing and managing it. In this way it contributes to the field by demonstrating how technology and other elements can be effectively integrated to help create a tailored personalized user experience in the realm of cultural and recreational activity planning.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
Character Design and Communication: Creating Effective Video Game Characters that Enhance Player Engagement and Narrative (Dott. Aziret Tumenbaev)
The rapid growth of the gaming industry significantly influences contemporary methods of information transmission. Game mechanics have long ceased to be purely entertainment and are now actively employed in education, marketing, and media. Over the past decade, video games have become an integral part of culture and one of the primary sources of information for the new generation. Character design plays a crucial role in capturing players’ attention and serves as one of the most effective tools for fostering emotional connections, conveying messages, and enhancing narrative storytelling. A well-developed character effectively addresses all these tasks, making it essential to understand how to skillfully utilize all aspects of visual representation and what to consider during the design process. This study examines the impact of character representation in video games on player perception and addresses relevant aspects that require attention when creating an effective character, while also exploring nuances from cultural and psychological perspectives. A mixed-methods approach was employed in the research, including a comprehensive literature review on psychology and design, the study of the sociocultural impact of video games on society, and the analysis of relevant secondary sources. Thematic studies were conducted to closely examine various types of character design and their influence on public perception and the formation of values among players, particularly focusing on the characters from the project Apex Legends. A comparative analysis allowed for the evaluation of both successful and effective examples of character design, as well as those that negatively influenced the thinking, worldview, and values of the audience. The practical application of the research findings culminated in the creation of an original character, addressing all aspects of the project’s theme during its development. The data obtained demonstrates that character design significantly affects player psychology, reinforcing or challenging cultural norms and biases. Diverse and well-crafted characters enhance narrative immersion, promote cultural literacy, and foster emotional attachment to the game. The creation of AIM, a Kyrgyz huntress, showcased how cultural heritage can be integrated into futuristic design while remaining relevant to a modern audience, serving as a vivid example of the character creation methodologies described in the research. The study underscores the importance of thoughtful character design in video games as a means of cultural expression and social commentary. Visual representation transcends aesthetics, shaping player behavior and promoting intercultural understanding. The research findings provide valuable insights for video game developers, demonstrating that characters that are both visually appealing and culturally sensitive can enhance the gaming experience and contribute to social awareness.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
The Impact of Realistic vs. Non-Realistic Avatars on Teenager Engagement (Dott. Negar Mirzabeigi Fini)
This mixed-methods study adopts an experimental approach to investigate the effects of non-realistic and realistic avatars on user engagement in language learning games. It integrates quantitative metrics such as session length, interaction rates, and overall engagement levels with qualitative insights into user preferences and emotional reactions. This dual approach provides a comprehensive understanding of how avatar design influences user engagement. This research informs game designers on optimizing avatar design to boost engagement in educational games by identifying which styles non-realistic or realistic—resonate more effectively. Findings will guide developers in selecting avatar styles that enhance educational value and user retention. Additionally, the study contributes to educational technology by elucidating the impact of avatar design on user engagement, crucial for developing effective immersive learning environments.
2024 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
The Role of Artificial Intelligence in Enhancing Startup Communication (Dott. Setayesh Shahsavandganji)
This study aims to address this gap by investigating the role of Artificial Intelligence in enhancing startups’ communication. Specifically, the research will delve into how AI technologies such as natural language processing (NLP), chatbots, and machine learning algorithms are utilized by startups to optimize internal and external communication channels. Moreover, the study seeks to explore the potential benefits, challenges, and implications associated with the integration of AI into startups’ communication strategies.
2024 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session II - Supevisor
The Corners of Caracas: Designing for Intangible Heritage (Dott. Valeria Veronica Galli)
The nature of my thesis work is exploratory and experimental. Focused on achieving communication through images and producing a tangible ‘stage’ to display these images. It has the aim of raising awareness of the complex living heritage and how it can be translated. Future designers could explore their own ways of translating other types of living heritage, and the approach may vary depending on its nature. This work is not a science project, nor does it follow a traditional design process. It seeks to introduce a possibility in the field of cultural heritage, and to activate conversation and participation in many people as possible.
2023 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session V - Supevisor
Cosmic Kaksh - VR based furniture design in Zero-Gravity Environments (Dott. Ankush Gaharwar)
Cosmic Kaksh - That translates to a room in cosmos is my thesis work that explores the challenges and potential solutions for dining in a zero-gravity environment, emphasizing the role of Virtual Reality (VR) in enhancing the experience. The research focuses on the unique conditions of zero-gravity environments, highlighting the differences in dining experiences compared to Earth, where typical dining concepts are inapplicable due to the absence of gravity. This environment leads to distinct challenges in managing floating food and drinks, the necessity of specially packaged food, and the importance of crumb management for safety and hygiene. Virtual Reality emerges as a key tool in this research, providing immersive experiences that simulate the zero-gravity environment. This technology is especially valuable for astronaut training and designing space habitats. The thesis aims to design a dining table suited for zero gravity, addressing practical issues like object management and enhancing astronauts' mental well-being. The study includes a comprehensive analysis of existing solutions, material selection, technological considerations, and the development of virtual simulations and prototypes. The research's scope extends beyond the mere functionality of a dining table; it seeks to create a space that fosters social interaction and improves astronauts' quality of life in space. The ultimate goal is to develop a comprehensive solution that encompasses various aspects of life in space, including dining, movement, and interaction, all facilitated by Virtual Reality.
2023 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session V - Supevisor
GreenSpace Innovation: Transforming Urban Living with Biophilic Furniture Ecosystems (Dott. Tara Bou Farah)
In an era where urban sprawl increasingly distances humanity from the natural world, "GreenSpace Innovation: Transforming Urban Living with Biophilic Furniture Ecosystems" emerges as a crucial study of biophilic design as a solution to this disconnect. This thesis delves into the heart of urban living, suggesting an innovative blend of nature and design to enhance both environmental sustainability and human well-being. At its core, it reimagines urban spaces through the lens of biophilic design—cleverly incorporating natural elements into furniture and living milieus. This endeavor not only prioritizes aesthetic appeal but also accentuates the profound impact such integration has on well-being, efficiency, and psychological comfort. This work offers a series of case studies, experiential research, and design prototypes, echoing a rigorous interdisciplinary attitude. It captures the transformative potential of biophilic furniture in urban settings, tackling the rising necessity for sustainable, health-enhancing, and aesthetically gratifying living environments. The thesis exceeds traditional design paradigms, rendering GreenSpace Innovations as more than mere furniture; it epitomizes a lifestyle shift towards a more harmonious and conscious coexistence with nature within urban settings.
2023 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
The impact of AI on visual communication (Dott. Zeinab Kebari)
This study aims to explore different usage of AI in the field of Visual Communication with the main focus on creativity and determine if it can actually enhance creative processes. To do so, I delved into the latest literature and tech discussions surrounding AI's influence on creativity. The ultimate goal is to encourage more people to embrace this technology, not only to safeguard their jobs but also to elevate their own capabilities, contributing to the growth of businesses.
2023 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
The role of storytelling in NFT gaming brand design (Dott. Rojin Rokhosh)
The emerging landscape of NFT soccer gaming platforms has witnessed a dynamic shift towards creating unique brand identities that resonate with both sports enthusiasts and blockchain investors. This thesis delves into the enthralling journey of Starcks, a groundbreaking Web3 platform that facilitates the acquisition and trading of digital coins tied to the performance of football players. Starcks, as a pioneering force in the realm of NFT soccer gaming, stands as an emblematic case study for exploring the profound role of storytelling in brand design. The research uncovers the intricate design process underpinning the development of the Starcks brand, starting with logo refinement and encompassing typography selection, iconography, web design transformation, and user-centricity. By applying principles of design thinking and embracing a user-centric approach, Starcks not only captured the essence of football passion but also crafted a user experience that transcends industry norms. At the heart of this narrative is the fusion of design elements with the art of storytelling. Starcks’ brand journey unfolds through strategic storytelling efforts that extend from the logo’s evolution to the introduction of the Starcks Game, where users engage with acquired tokens. These narratives cultivate user engagement, foster community building, and shape the brand’s identity as a sportive and user-friendly platform. The research also extends to analyzing the impact of storytelling on Starcks’ brand evolution and the future trajectory of this NFT soccer gaming platform. As Starcks continues to innovate and refine its brand narrative, it stands as a testament to the potent synergy of design, creativity, and user collaboration in the realm of blockchain-based brand design.
2023 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
XR communication system for Cultural Heritage tours: the Dunhuang Pipa case study (Dott. Lingrui Xu)
At the heart of the project is a testament to the harmonious fusion of tradition and technology. Integrating digital cultural heritage and human-computer interaction (HTML5) to protect cultural heritage, improve cultural heritage education and participation in digital cultural heritage exhibitions.
2023 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
MY PARENTS- A support service to enrich Parent-Child Relationships (Dott. Sahel Barzmehri)
This thesis embarks on a journey to explore the design, development, and implementation of "myparent." Through rigorous user-centered research and innovative UX strategies, we aim to provide a solution that not only addresses the challenges of contemporary parenting but also strengthens the bonds that are vital to the well-being of both parents and children. By doing so, we hope to contribute positively to society by empowering parents to become more effective communicators and nurturers in the lives of their children. Ultimately, this will lead to a brighter future for everyone.
2023 MSc in Gestione del progetto e della costruzione dei sistemi edilizi / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
Dal rilievo integrato all’HBIM, il caso studio dell’Albergo della Catena (Dott. Francesco Cappuccino)
The primary objective of this thesis focuses on the detailed and in-depth study of the Antico Albergo della Catena in Rome, a building of considerable historical and artistic artistic importance, located in the archaeological area of the Theatre of Marcellus. This building, currently in a state of profound neglect, constitutes a subject of study of particular historical and cultural interest. The present study aims to examine the Antico Albergo della Catena through the application and integration of different architectural survey methodologies. The main objective is to analysing in detail the morpho-metric, constructive, material, structural and architectural characteristics of the building. However, the ambition of the work is not limited to the mere description of its physical peculiarities, but extends to the search for a deeper cultural and constructive meaning.
2023 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
Space Divider Bookshelf: a movable design product with rotating dividers (Dott. Simone Corsi)
A bookcase is usually a piece of furniture leaning against a wall, but enthusiastic designers of the past have often tried their hand at creating revolving shelves that are as original as they are practical. The idea of the Book Wheel, which allows more volumes to be at hand, stimulated me to search for a revolving structure with the capacity to hold books, photos and various objects. The advantage is being able to customize the structure, prioritizing, for example, space for books or for storing other objects, by choosing the opening side of the dividers. Designing my bookcase, I decided to take into consideration above all the ecofriendliness of the materials, given the great attention there.
2023 MSc in Design Multimedia and Visual Communication / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
ReadySetNGO. A strategic communication campaign to promote the Turkish NGO Ahbap (Dott. İpek Bakacak)
The aim of this study is to understand the role of strategic communication in the field of non-profit campaigning and marketing based majorly on social media. It explores how general and particular communication strategies can support NGOs` community engagement, positive exposure and brand reputation, awareness raising and fundraising efforts and thus the development of a better future. Another aim is to discover how to utilize collected information and data during the research for the main case study and subsequent project development phase. The goal of the project is to promote the Turkish NGO named Ahbap, an organization which has been conducting important aid activities and social projects since 2017. The project aims to reassure the donors of the effectiveness of their contributions to the organization, attract more donors, provide positive exposure and reputation for the organization, and reinforce the public`s trust in the organization and its activities. The specific aim of the project is to raise awareness about the earthquakes struck Türkiye in February 2023, which affected 10 cities and an estimated 13.5 million people. In addition, the project aims to develop an innovative method that enables the NGO to reduce the time and cost spent on labor to create campaigning content. RQ: How can strategic communication help non-governmental organizations run effective campaigns, and support community engagement, positive exposure and brand reputation, awareness raising and fundraising efforts?
2023 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session II - Supevisor
YARD. Augmented Reality for Yacht Design (Dott. Ayca Simsek)
In this paper, yacht design is covered in detail from the beginning to the end of the watercraft, the aim here was to understand and adopt the boat culture and not to miss possible problems. Although there are changing elements and styles in watercraft from past to present. It was desired to present a long-lasting, promi¬sing problem solution with the application to be made. For this reason, the "Yacht Design Domain" constitutes the biggest part of the research: boats, historical evolution, classifications, and finally boat construction materials were covered, and possible problems started to be mentioned. In the second part, the idea is explained with the information obtained from previous interviews, and finally, the tool to be used in solving these problems, namely Augmented Reality. It was decided to choose a problem that could arise in the design process of yachts. The basis of this problem is that the yachts should be unique in shape, and every material or product to be built should be specific for that yacht. For this reason, the specific position of the product layout was chosen, which is an idea obtained from interviews, and their location on the yacht under construction in real life is considered as a problem. Designers and craftsmen were selected as the user of the mobile application.
2022 MSc in Gestione del progetto e della costruzione dei sistemi edilizi / Architecture Faculty / Sapienza University of Rome / Session VII - Supevisor
Il rilancio del mercato coperto a scala architettonica e urbana: il caso di Velletri (Dott. P. Appiotti e L. Pulcini)
La città di Velletri ha conservato nel corso dei secoli un’identità storica ma anche culinaria e gastronomica, negli ultimi anni sono molti i progetti per il rilancio di una realtà che merita di più in vista del continuo aumento demografico. Con questo lavoro si vuole delineare un processo - attraverso lo studio, l'indagine e l'elaborazione - per giungere alla formulazione di una proposta di struttura e di un'architettura ibrida al servizio delle amministrazioni comunali e delle filiere agroalimentari che ambiscano alla ricostruzione delle relazioni tra campagna e città, tra sistemi alimentari e popolazioni locali. L'architettura non viene trattata come oggetto finale della sostenibilità, ma come mezzo per raggiungere specifici obiettivi di natura economica, ambientale, territoriale e culturale. La tesi si compone di tre sezioni principali. La prima vuole indagare il ruolo del cibo e dei sistemi alimentari nella società contemporanea attraverso lo studio del sistema agroalimentare moderno, delle politiche alimentari e dei rapporti che si instaurano tra cibo, architettura e territorio. È stata poi analizzata l’evoluzione delle attività commerciali e dei luoghi del mercato nella storia, per comprendere come esse abbiano influito nella formazione e trasformazione delle realtà urbane e delle dinamiche sociali, nella consapevolezza che alle spalle della rivoluzione urbana ci sia quella dei sistemi alimentari. Infine, è stata condotta un’analisi architettonica e funzionale di cinque mercati coperti contemporanei europei presi di riferimento per il progetto. La seconda sezione invece vuole analizzare nel dettaglio lo stato attuale dell’edificio oggetto di studio, ovvero l’ex mattatoio comunale di Velletri ormai dismesso da decenni. La terza sezione intende applicare le conoscenze acquisite al fine di elaborare un innovativo modello di struttura sociale e di formulare una proposta architettonica “mercato ibrido” all’interno del contesto di Velletri, attraverso lo studio a due diverse scale, architettonica ed urbana. Un processo che è partito da un'idea, è passato attraverso lo studio delle tematiche ad essa correlate, si è confrontata con la missione e con le attività previste, per giungere poi all'identificazione delle funzioni e la traduzione di queste in spazi architettonici. In conclusione, tentare di sviluppare ragionamenti che utilizzino il cibo e spazio come mezzo per dare forma al futuro delle nostre città e delle nostre campagne, attraverso cambiamenti nel modo in cui guardiamo ad esse e al modo in cui le progettiamo.
2022 MSc in Ingegneria Edile-Architettura / School of Engineering / University of Pisa / Supevisor (with Proff. M.G. Bevilacqua, G. Caroti, V. Croce)
Algoritmi di Intelligenza Artificiale nei processi from Scan to BIM di strutture reticolari complesse. Il caso studio della struttura "La Vela", Bologna. (Dott. A. Pasqualetti)
Technological evolution has brought about numerous changes within the cultural heritage sector which has been, in recent decades, one of the most interesting fields of experimentation of new technologies and three-dimensional methodologies. Not only that but lately the problem of surveying relatively recent structures is increasingly present, consisting of modern materials such as steel and reinforced concrete that have more particular and difficult-to-reconstruct geometries, which require interventions aimed at maintaining them over time. To this end, the modeling phase of the artifact is currently the most complex and problematic in terms of timing. Therefore, this thesis focuses on the automation of this phase through automatic and semi-automatic methods of segmentation and classification based on the association of different semantic information to the products of the three-dimensional survey such as point clouds obtained by Laser-scanner. These automatic classification procedures for analyzing and understanding 3D models were made possible thanks to the advent of Artificial Intelligence (AI). Machine and Deep Learning (ML / DL), fields of application of AI, are based on the development of algorithms that allow calculators / computers to make decisions based on initial training data. Up to now this approach, still in the experimental phase, has been mainly applied to the historical building heritage, this thesis, on the other hand, wants to lead to the application of this methodology also to the survey of more recent and complex structures, such as the "Grid Complex Structure", structures that in recent years have begun to increasingly require maintenance interventions. In particular, it is reported as a case study of the "Vela", a steel structure, which covers the square adjacent to the Unipol Tower in Bologna
2022 MSc in Ingegneria Edile-Architettura / School of Engineering / University of Pisa / Supevisor (with Proff. M.G. Bevilacqua, G. Caroti, V. Croce)
Algoritmi di Intelligenza Artificiale applicati ai processi di digitalizzazione del patrimonio costruito. Caso studio della struttura reticolare «La Vela» a Bologna. (Dott. D. Billi)
Technological evolution has brought numerous changes within the field of cultural heritage which has been, in recent decades, one of the most interesting fields of experimentation of new technologies and methodologies of three-dimensional surveying. Not only that, but lately the problem of surveying relatively recent structures, made of modern materials such as steel and reinforced concrete, which have more peculiar geometries that are difficult to reconstruct and require interventions aimed at maintenance over time, is increasingly present. To date, the modeling phase of the artifact is the most complex and problematic in terms of timing; with a view to automating this process, this thesis focuses on the use of automatic and semi-automatic methods of classification, based on the association of different information to the products of the three-dimensional survey such as point clouds obtained from drone photogrammetric survey (RPAS). Such automatic classification procedures for analyzing and understanding 3D models have been made possible by the advent of Artificial Intelligence (AI). Machine Learning and Deep Learning (ML/DL), fields of application of AI, are based on the development of algorithms that enable computers/computers to make decisions based on initial training data. Until now, this approach, which is still in the experimental phase, has been applied mainly to the historical building heritage; this thesis, however, aims to lead to the application of this methodology also to the survey of newer and more complex structures, such as "Complex Grid Structures," steel lattice structures that in recent years are beginning to need more and more maintenance and rehabilitation work. In particular, this thesis deals with the significant case study of the "Vela" roof, a steel structure covering the square adjacent to the Unipol Tower, in Bologna. The project is the result of a collaboration between the Department of Energy, Systems, Territory and Construction Engineering of the University of Pisa (DESTeC, referee Prof. Marco Giorgio Bevilacqua) and the Department of Civil and Industrial Engineering (DICI, referee Prof. Gabriella Caroti) and) of the University of Pisa, the Department of History, Design and Restoration of Architecture of Rome Sapienza (referee Prof. Michele Russo) and the Engineering and Architecture firm Errealcubo Studio. The application of Artificial Intelligence for the interpretation of survey data related to this relevant case study is the joint theme of two dissertations. The present thesis is more about the use of Deep Learning applications for image processing and related photogrammetric models 'Management of survey data (dense clouds) and modeling of the spatial reticular cover 'Vela' under the Unipol Tower in Bologna; while the second one with author Agnese Pasqualetti is about Artificial Intelligence Algorithms applied in the processes from scan to BIM. Case study of the reticular structure "La Vela" in Bologna'. The results obtained suggest the application of the adopted methodology to complex architectural structures similar to the one studied, with a view to the definition of more general methodologies and guidelines for the classification of 3D survey data and BIM reconstruction, to support documentation, monitoring and recovery activities
2022 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
FEEDY. Real Time Feedback System for Product Design Service using 3D Game Engine (Dott. N. Avdonina)
Feedback collection system always realized in 2D version and does not allow simultaneously receiving the opinion from customers modify the product. Therefore, on the testing phase, there is a gap in communication that exists also in Product Design. Many resemble researches supposed to use the game reality to face the problem and overcome the gap. Based on these researches and Product Service System (PSS) was formulated the scenario in this work. The scope of the research was to develop a unique prototype in a virtual environment, that can connect the different stakeholders in Product Design. Even though the goal was to create a scalable product, the current project is aimed to overcome the gap between the customers and designers. To collect feedback there was created an interactive virtual tour using the game engine (Unity 3D), that was directed to involve more customers to share to opinion. As for the background research there were investigated the science articles of similar developments. For the collection of users’ feedback about current project, both primary and secondary methods of collecting information were used. There were conducted three surveys, including the Scale Usability System (SUS). Moreover, after the second questionnaire there was held the interviews. The results were evaluated in terms of usability and learnability. The evaluation of the results in both fields usability and learnability shows the high rates, that presume the simplicity of the developed system. Moreover, the respondents assessed the innovation aspect of the prototype. Most of them also answered in the affirmative to the question of immersiveness of the projects and confirm that they were more involved in the process of sharing the feedback in comparison with 2D feedback systems. The research and created prototype high rate of the immersiveness of the system due to the usage of the game engines. The developed system in such a way shows a great scalability property, that means that the work can be adapted to the different needs. The same confirms the high rate of the conducted evaluation of the project.
2022 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session V - Supevisor
Robotic Lawn mower. Carter design project for home robotic assistants (Dott. A. Ahadzade)
The thesis focuses on the analysis of different types of lawnmowers from the perspective of external design and the related redesign of an optimized shape, based on a geometric-comparative analysis among shapes.
2022 MSc in Product& Service Design / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
Incense Box. A redesign process of heritage assets about Sanxingdui Culture (Dott. Z. Xu)
Sanxingdui cultural and creative products have been very popular since the excavation of Sanxingdui. But in the process of development some problems have more or less emerged, such as the single replication of cultural relics product shape, the inability to establish a unique connection with users, resonate with them, and the inability to really spread the culture of Sanxingdui. Since the maturing of the internet and industrial technology, and the increasing standard of living of people, users have begun to enjoy culturally significant products. Users have also started to like products with cultural significance. One of the best options for this is the Sanxingdui cultural product, of which Sanxingdui has a huge advantage as a unique representative. One is the unique shape of the artefacts, which is very fascinating and mysterious; the other is that after learning about the history of Sanxingdui, we find that it has a different point from other civilisations when it comes to rituals, which we know are for thirsting for good hope from the heavens. Nowadays, in modern society, rituals seem to be a thing of the past, but people's desire for a better hope still exists, and burning incense is a good substitute. Incense is also a unique culture in China, and its purpose coincides with that of the Sanxingdui rituals. So in the process of identifying the problems with the Sanxingdui cultural products, as well as finding a starting point for solving them, then exploring the story behind the culture of Sanxingdui, the design was finally developed The whole process has brought many challenges and surprises, and I hope I can bring a different product design to the Sanxingdui cultural creation design.
2022 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
TURN. Public furniture combination for work, study and relax (Dott. M. Sogol)
This project concerns the development of physical interactive workstation for public green spaces. The product is designed in consideration of people who are using the parks as a place to “work”, "study" and working with their co-mates. Developing product is based on the psychological user's needs to have an individual place to work or study, gathering place for co-working and relaxing part to disconnect users from their work burden for a while. All the parts are designed to support various human ergonomic positions while working or studying.
2022 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
Disassembling products at your fingertips. Fixing and replacing bikes with AR (Dott. F. Cavallari)
We live in a world dominated by two great rules: time and money. These two pillars to which we subjugate our ways of life are direct parents of consumerism which has played and is still playing a key role in the long-standing issue of climate change. The problem of the environment has not only a cause, but is a mix of neglect and lack of foresight typical of human hedonism that celebrates the golden moments of the present without thinking about the consequences left for the future of the earth. The “do it yourself”, meaning the ability to get involved in small challenges, find yourself a handyman and be able to fix things would have a very positive impact on the environment as well as on our lives and our self-esteem. We live in the giant contradiction of being surrounded by technology that would allow us to have access to infinite resources and yet we do not seem able to "do-make" anything anymore. In this thesis involves several field: sport and well-being, the environment, technology, and the “do it yourself”, using as starter object the bicycle which is an object that is growing more and more even in large Italian cities such as Rome and Milan which have not always been bike friendly. The bicycle is a very interesting means of transport, has no costs and greatly reduces travel times The aim is to offer a service, which allows us to simply carry out maintenance and repair actions anywhere and anytime. Trying to fill the gaps that the classic means of searching for information and tutorials have, such as slowness and difficulty in finding a specific problem. With the aid of advanced representation tools, such as Augmented Reality and cross-platform graphics engine such as Unity 3d we have the possibility to create a useful tool for identifying the components of complex elements. Through the use of the Model Target Generator’s Vuforia feature we have the chance to create a Model Target with an Advanced Guide View and then submit it as a training set to get the Advanced Model Target Database. This will allow the application to recognize the (generic) bicycle object and report hotspots that may need repair. By selecting the hotspot we need, the animation appears in Augmented Reality that shows us how to replace and possibly a link to shops or resources to retrieve the necessary pieces. In order to foster and encourage, where possible, the constant and autonomous maintenance of the products.
2022 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session II - Co-Supevisor
Digital Craft for pets. A personalisable dog muzzle for fab-lab based production (Dott. F. Voca)
The Coexistence between humans and pets is constantly increasing. However, there is a lack of research on pet products, with special emphasis on large pets, such as large dogs. Mass manufactured products manage to meet needs relatively, this gap in industry can be converted into a new opportunity for shifting towards peronalizable products in a sustainable way. The research method consists of two main pillars: literature review that contribute on gather information in understanding and analyze possible scenarios form market and interviews that contribute on understanding experience and identify pains. By processing those data we shift in third step that is analyze morphology of case studies.
2021 MSc in Gestione del progetto e della costruzione dei sistemi edilizi / Architecture Faculty / Sapienza University of Rome / Session V - Supevisor
Metodologie di rilievo e recupero del patrimonio culturale: il caso di una cantina nei “Sassi” di Matera (Dott. C. Cristallo)
The city of Matera is the product of the stratification of various eras: the oldest, the "Sassi" joined by the spur of the Civita above which stands the Cathedral of the city, the medieval-Renaissance place of "Plan", at the edge of the Sassi, the new city with districts built by the most famous Italian architects. The desire arises to investigate the complex substrate that characterizes a large part of the city, often difficult to access and in a state of abandonment, through different cognitive methodologies, in order to increase an historical, technological and material awareness. This is done through the analysis of a specific case study that contains within it a historical stratification and a specific technology-construction typical of the place. Knowing the history, the uses over time and the interventions that have been made for reasons of utility, cultural or precautionary, are the foundation for the interventions of recovery and enhancement of the vast cultural heritage of the city. It is therefore important to bring to light this information, awakening the sense of belonging of the community with respect to a history as ancient as it is characterizing, proposing a path of knowledge, protection and management of the built heritage, which also allows to reach a greater awareness in the management of the project. The study, therefore, aims to take advantage of low cost and easily replicable methods of 3D acqusition, to analyze the case study, collect useful information for the development of the project, spreading a wider culture of preservation and recovery of the existing heritage. The core business of the analysis aims to use the data acquired in a shared design choice, which is the result of the combination of needs expressed by the community and selections weighted by the designer, mediating between the constraints expressed by the legislation and the intent aimed at protecting and enhancing the area.
2020 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session IV - Supevisor
Riflessi & Vietri, A new design language for the ceramics of Vietri in the field of Tableware (Dott. A. Autuori)
Since ancient times, artists, architects, and scientists have drawn inspiration from the natural world in a more or less conscious way, sometimes from a purely formal point of view, other times from a functional point of view. Nature is interpreted as having a design soul with 3.8 billion years of experience. It, therefore, brings with it centuries of evolution, of advances made through attempts, failures, and successes, according to the evolutionary logic defined as "trial and error". We tend to think that artists have to have out-of-the-ordinary experiences to find truly original ideas. But in reality, things work very differently; in fact, most creatives have revealed that their best source of inspiration in everyday life. Common experiences, such as talking with friends, observing nature, reading books or magazines, visiting museums, are considered to be far more stimulating than the ideas that can be encountered browsing online. The first step is an inspiration. The idea of an object is born in different ways: for some, it is a dazzling idea, for others, it is the result of a long study. But all the designers agree that it is necessary to observe the world around us, the objects we use every day, often without paying attention to them. Here, a designer uses a lot of attention. From when he wakes up and picks up his favorite cup for breakfast, to when he brushes his teeth with a new toothbrush in the evening, before going to bed. A designer has learned to observe. Hence his need to conceive something new. The process is not always the same: sometimes it is pure inspiration, sometimes the designer wants to try his hand at a particular object, other times he does it at the request of a client. If up to this point we can witness different ways of operating, from the most instinctive to the most rational, the moment comes when real research on what exists, on materials, on the possibilities of making the object really is necessary.
2020 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session IV - Co-Supevisor
Innesto. Experimenting a new type of flexible wood joinery for furniture design (Dott. P. Cipollone)
Ready-to-assemble furniture, also knows as “knock-down” furniture, is a type of furniture that attracted customers' attention right away. The origins are to be found in postwar Europe, when, following the devastation of theWorld War II, the demand for inexpensive home furnishings increased. The solution was furniture made of trocholate panels covered with stained paper, foil or melamine, which had to be assembled by the users with accessories and hand tools. Sales of this type of furniture have increased over time and more and more companies have decided to enter this market.
“It was cheap because the materials were and the customer supplied the labor.” (Bernstein, 1992) Production technologies have improved remarkably over the time, so that, the entire production chain has undergone a significant change. In particular, numerically controlled manufacturing technology has revolutionized the way designers think about industrial products. However, it seems that the capabilities of CNC machines are not being fully exploited in the field of RTA furniture. In many cases, technology is seen as a simple tool to decrease human work and as a way to increase production speed and thus reduce costs. As a result, most ready-to-assemble pieces of furniture are still composed of elements connected with plastic and metal accessories such as screws, nails and plates or glued wooden pins. On the one hand, this type of solution requires less research time and consequently allows companies to design the final products faster, since those elements can be ordered from the catalog. On the other hand, the negative aspects are many, starting from the aesthetics up to the environmental impact. In fact, the use of tractional joining methods impose design criteria to be respected, and consequently the aesthetics of the many products that use the same fastening elements remain similar. Secondly, in the field of RTA furniture, joints such as screws, plates and wooden pins make the assembly phase more difficult and longer. This aspect is very important because a difficult assembly greatly reduces the pleasure of assembling a piece of furniture alone and reduces the number of buyers interested in the article. Lastly, products that must be assembled with the most common joining methods require a large number of elements of different materials that affect the environmental impact of the final product. In addition, the numerous accessories of different materials make disassembly and recovery of the material more expensive and difficult. “In the production of timber furniture, it has been found that the use of even small amounts of other materials (such as metal or plastic trim, glues and varnishes) drastically increases the environmental impact of the furniture.” (Australian Government, Forest & Wood Products Research & Development Corporation, 2003)
A reinterpretation of these elements could revolutionize the design of furniture.
The aim of the thesis work is to design a ready to assemble set of furniture very easy to assemble, that does not need tools, accessories or glue to be assembled. In addion, the final product had to be made only of one material, in particular solid wood. In order to achieve the goals many studies have been carried out, the flexibility of wood has been taken into consideration and new joint systems have been developed.
2020 MSc in Product Design / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
Clay and Curves: Making Furniture with 3D Ceramic (Dott. A. Md)
The futurologist Jeremy Rifkin claimed that 3D printing signals the beginning of a third industrial revolution, succeeding the production line assembly that dominated manufacturing starting in the late 19th century. Additive manufacturing (AM) has been known as an effective and sustainable production in advanced manufacturing processes, which has the potential to provide a number of sustainability advantages. AM provides various opportunities to substitute the conventional manufacturing method as a higher sustainable production approach and minimize the carbon footprint in novel product and production development, and life cycle processes. After World War II, ceramics and glass have contributed to the growth of many technologically advanced fields, including electronics, optoelectronics, medical, energy, automotive, aerospace and space exploration. In addition, innovations in ceramic processing and characterization techniques have enabled the creation of materials with tailored properties that meet the requirements of specific and customized applications. In recent years, ceramic processing has gained new vigor from nanotechnology, which is allowing manufacturers to introduce materials and products with unconventional properties, such as transparent ceramics, ductile ceramics, hyperplastic bones, and microscopic capacitors. All these advances are expected to drive the global ceramic and glass industry to become a nearly 1.1 trillion-dollar market in 2023, up from an estimated $800 billion in 2018. Emerging Objects is best known for its exploration of material. It’s made 3-D printable cement polymers, wood, rubber composites from pulverized tires and now ceramic. It makes sense, that combining the two techniques traditional construction and digital processes like 3-D printing could result in new, sustainable applications.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session IV - Co-Supevisor
MOBLE. Arredamento da fab lab per piccole abitazioni: un sistema componibile e portatile (Dott. S. Luzzi)
Questa tesi è il risultato di una lunga osservazione verso i modi e i luoghi dell’abitare contemporaneo. La casa è da sempre al centro dei nostri pensieri e del nostro vivere e rispecchia a pieno i cambiamenti sociali, tecnologici e culturali in atto. Ciò che mi ha spinto ad approfondire questi temi è stata la situazione che fino ad oggi abbiamo vissuto e che ancora stiamo vivendo, anche se con minore intensità, la situazione Covid-19. Le lunghe quarantene trascorse dentro casa mi hanno fatto riscoprire il piacere di rivivere alcuni spazi, come la cucina e il soggiorno. Ponendo me stesso al centro della casa ho osservato con attenzione quali fossero le mie necessità quotidiane, i miei modi di fare, le mie consuetudini. Un altro tema molto importante e allo stesso tempo attuale è lo Smart Working, in questa fase particolare molti di noi (tra studenti e lavoratori) hanno dovuto portare avanti i loro compiti da casa, in piena comodità e grazie al solo utilizzo di un computer. Volendo quindi incentrare la mia attenzione sugli argomenti sopracitati ho cercato di realizzare un progetto che inglobasse i temi analizzati, sviluppando una soluzione in grado di rispondervi con efficacia e semplicità.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session IV - Co-Supevisor
NUOVI MODI DI ABITARE: sistema di pannelli divisori per il lavoro da casa (Dott. A. Ludovisi)
La pandemia da Covid 19 ha, inevitabilmente, portato enormi conseguenze nella vita di tutti. A partire dall’obbligo che ha relegato parte rilevante della popolazione a rimanere in casa, o all’utilizzo della mascherina e del distanziamento sociale adottato da tutti i paesi coinvolti. Imparare a vivere in un contesto del tutto nuovo non è stato semplice, per nessuno. Oggi il “Design for a New Normal” offre l’opportunità di studiare e ri-progettare gli spazi, gli ambienti e i prodotti in vista di uno scenario del tutto nuovo. Si parla principalmente di un contesto domestico, in quanto il 75,6% delle persone durante la quarantena ha lavorato da casa e ha trascorso quasi la totalità del suo tempo all’interno della propria abitazione. Tra i 7 scenari individuati dal Politecnico di Milano è emerso il tema “Working from home as normal”: adattare gli spazi, gli arredi, le luci per poter affrontare la nuova richiesta dell’home working. E’ iniziata quindi a nascere l’idea di una soluzione che possa integrarsi negli ambienti domestici, e offrire un angolo di casa da dedicare al lavoro. Sono inoltre, da sempre stata convinta che il design debba operare in modo “consapevole”, debba farsi carico di offrire uno spunto di riflessione e invitare le persone a condurre una vita più sostenibile. Ho cercato quindi, nel mio piccolo, di offrire una possibile soluzione tramite l’utilizzo di materiali sostenibili, che possa permettere all’utente di vivere il nuovo scenario.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session IV - Co-Supevisor
Sanificatore per tessere di formato ID‐1. Un prodotto facilmente replicabile nei FabLab (Dott. F. P. Colleoni)
Il progetto ha come finalità quello di proporre un prodotto che igienizzi le tessere in modo semplice e rapido, come lavarsi le mani. Fra gli obbiettivi della ricerca vi è la realizzazione del prodotto tramite manifattura digitale distribuita (FabLab) e una attenta integrazione nel contesto domestico. L'oggetto deve inoltre consentire di raggiungere una igienizzazione al 90% della carta, deve essere di smeplice utilizzo e consentire una personalizzazione del prodotto da parte dell’utente.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session III - Co-Supevisor
S-table: sistema parametrico di piani di appoggio per la stabilità degli oggetti nelle imbarcazioni (Dott. E. Ferlito)
Il progetto (S)Table è stato sviluppato all’interno del workshop di laurea “Replicables - arredi parametrici e fabbricazione digitale” nel curriculum di prodotto. Partendo dal concetto di creare degli arredi parametrici, si è pensato di ideare un arredo che potesse migliorare il modo di abitare le imbarcazioni di medie dimensioni. Ciò che ha spinto questa ricerca verso il mondo nautico è prettamente esperienziale e dettato da una grande passione personale. Progettare un ambiente nautico, qualsiasi siano le dimensioni dell’imbarcazione, comporta conoscenze diverse e articolate, data la natura propria del mezzo. L’imbarcazione è contemporaneamente mezzo di trasporto e ambiente abitativo e, volendo coniugare le due destinazioni d’uso, è di fondamentale importanza migliorare al massimo i suoi ambienti. Con l’obiettivo di rendere il più possibile agevole, funzionale e strategico un ambiente, si è pensato di partire da un oggetto di arredo posizionato in uno degli spazi operativi per eccellenza nelle imbarcazioni, vale a dire il pozzetto e la dinette. L’elemento di arredo su cui ci si è concentrati si trova al centro di questi due ambienti, il tavolo. Volendo produrre un tavolo il più possibile funzionale, destinato ad un ambiente raccolto e studiato per offrire una generale sensazione di sicurezza e funzionalità, ci si è focalizzati sulla necessità di stabilità degli oggetti. L’obiettivo di questa ricerca è la realizzazione di un tavolo in grado di rendere stabili gli oggetti posti su esso. È per questo che si è pensato di individuare un meccanismo in grado di permettere a delle superfici sul tavolo di variare la loro quota, in modo da stabilizzare piatti, bicchieri ed altri elementi in condizioni di instabilità.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session III - Co-Supevisor
Sistema componibile e personalizzabile di accessori per migliorare la vivibilità di balconi e terrazze di piccole dimensioni (Dott. V. Filosa)
Il 9 Marzo 2020 l’Italia è entrata in quarantena. Il Co vid-19 era apparso all’orizzonte poco tempo prima e, cogliendo tutti di sorpresa, si diffondeva velocemente causando inaspettate, spiacevoli e tristi conseguenze. Da quel momento la nostra vita è cambiata. Abbiamo perso la nostra libertà, costretti nelle nostre case, e abbiamo interrotto ogni relazione sociale per proteggere noi e le nostre famiglie. La pandemia ha determinato cambiamenti epocali, condizionando in maniera determinante ed uniformando stili di vita di diverse generazioni. Programmi, progetti, esperienze, lavoro, attività di ogni tipo, avviate e da avviare, viaggi, eventi, festeggiamenti, sogni, tutto congelato, rinviato nella migliore delle ipotesi, interrotto e perso nella peggiore. Il lockdown ed il conseguente distanziamento sociale hanno portato radicali cambiamenti in campo lavorativo e sociale. Il lavoro in smart working ha prolungato in maniera smisurata le ore di permanenza a casa, magari anche in piccoli spazi. Un lato positivo, però, come in tutte le cose, c’è stato. Abbiamo riscoperto la vita in famiglia, la nostra casa e quegli spazi che fino a quel momento avevamo sottovalutato, se non addirittura ignorato. Di punto in bianco balconi e terrazze, persino quelle condominiali, sono diventati importanti, fondamentali, l’unico collegamento con il mondo esterno.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session III - Supevisor
STREET [AR]T: progetto di comunicazione e valorizzazione dei murales del quartiere di Tor Bella Monaca (Dott. M. Miseo)
Questo libro rappresenta il coronamento di un percorso di studi durato tre anni intrapreso nel corso di laurea in Disegno Industriale all’interno dell’Università “La Sapienza” di Roma. Durante questo periodo di apprendimento molte sono state le conoscenze acquisite e le esperienze intraprese, parti importanti di un bagaglio culturale personale arricchitosi in maniera non indifferente grazie a questo percorso. Il lavoro realizzato e raccontato in questa tesi è il risultato di uno studio avvincente e appassionato nei confronti dell’arte, o meglio di una sua branca, in congiunzione alla tecnologia; dal connubio di queste due discipline si è cercato di far nascere un progetto che vuole essere in primo luogo coinvolgente, per certi aspetti innovativo e possibilmente utile, servendo un bisogno comune e rispondendo a delle necessità o richieste non ancora soddisfatte. Il punto di partenza dell’intero lavoro è stato l’interessamento alla tecnologia della realtà aumentata, denominazione che indica l’arricchimento della percezione sensoriale umana mediante informazioni, in genere manipolate e convogliate elettronicamente attraverso l’utilizzo di determinati dispositivi, che non sarebbero percepibili normalmente con i cinque sensi. Una volta consolidato il basamento del progetto si è cercato l’ambito di applicazione, il contesto in cui ci fosse una domanda, una necessitò alla quale bisognasse rispondere. L’arte urbana è stata tra i risultati di queste analisi e alla fine la scelta decisiva; ci si è interrogati su cosa mancasse in quest’ambito, quali fossero i punti deboli della categoria e cosa potesse servire realmente per aiutare ed aggiungere un qualcosa di nuovo. Ciò che seguirà da questo momento in poi è il racconto di come quest’idea sia nata, com’è stata sviluppata e portata avanti, quali sono state le fonti di ispirazioni e qual è il background culturale che c’è dietro. Nella speranza che questo piccolo viaggio possa piacervi ed entusiasmarvi come ha fatto con me, vi auguro una buona lettura.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session I - Supevisor
HERMES - design evolutivo per le protesi dei bambini (Dott. S. Ceban)
Hermes è un prodotto di design che vuole aiutare i bambini con protesi ad accettarsi e a sentirsi accettati. L’idea del progetto nasce dall’analisi e dalla presa di coscienza di una realtà che coinvolge molti bambini, che li fa convivere con una mancanza che non può essere colmata, non può essere guarita, può solamente essere sostituita. Hermes è una cover protesica, evolutiva, per gli arti inferiori dei bambini. La cover progettata cresce insieme al bambino, modifica le sue dimensioni offrendo dieci gradini di crescita in base alle singole necessità, è personalizzabile e ha un design pensato e progettato con una particolare attenzione rivolta ai gusti dei bambini. Con la morfologia simile ad un gambale di armatura Hermes vuole essere una protezione sia fisica che emotiva per il bambino, leggera, stampata in 3D, personalizzabile ed evolutiva. La perdita, o la mancanza, di uno o più arti è un’esperienza traumatizzante sia fisica che psicologica e che comporta poi un lungo processo di accettazione di sé, delle diverse funzionalità del proprio corpo e della propria immagine. Per questi motivi la finalità del progetto è quella di aiutare i bambini ad accettare meglio la propria protesi, anzi di farla diventare un accessorio personalizzabile, come una scarpa od un polsino, un cappellino o un paio d’occhiali.
2021 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session I - Co-Supevisor
RE-BOX. Sistema di scatole da spedizione sostenibili e multifunzionali per l’eco-educazione (Dott.ssa M. Mazzoni)
l quadrato è il punto di inizio di questo progetto. Esso viene utilizzato come modulo, come principale strumento di progettazione. Il progetto consiste in un sistema di scatole sostenibili e multifunzionali. Esse derivano da un foglio di cartone di cui possono essere utilizzati entrambi i lati: su uno troviamo le cordonature che consentono di costruire una scatola da spedizione (prima fase di vita del prodotto), mentre sull’altro quelle che permettono la costruzione di un contenitore per la raccolta differenziata della carta e del cartone (seconda fase di vita del prodotto). Centrale all’interno di questo progetto è il concetto di trasformazione, di metamorfosi, cioè il passaggio da una forma ad un’altra e, dunque, da una funzione ad un’altra. Tramite la trasformazione del quadrato, che viene sia moltiplicato che diviso, è stato possibile creare un prodotto mutevole e riutilizzabile. Il concetto di trasformazione è infatti presente anche all’interno del prodotto stesso. Dal triangolo al quadrato, dalla scatola al contenitore. Così come fondamentale è il tema della duplicità: due sono i lati del foglio utilizzati, doppia è la funzione del foglio, quattro sono i contenitori (in richiamo anche al quadrato), doppia è la vita del cartone. Uno dei principali obiettivi di questo progetto è, infatti, quello di consentire a un pezzo di cartone una vita un po’ più lunga, favorendone il riutilizzo e il riciclo, data la sempre maggiore circolazione di imballaggi a base cellulosica in seguito all’aumento del fenomeno dell’e-commerce. Il progetto mira anche a educare alla sostenibilità, a offrire un nuovo modello di comportamento. Inoltre, esso vuole essere uno stimolo alla creatività e alla manualità; vuole favorire una nuova conoscenza del materiale così comune nelle nostre vite ma spesso così poco oggetto della nostra attenzione. Quante volte ci sarà capitato di ricevere un pacco di cartone, di aprirlo, privarlo del contenuto e gettarlo nel primo secchio trovato. La costruzione dell’oggetto funge quindi anche da pretesto per favorire un maggior contatto con il materiale protagonista di questo progetto.
2020 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session VI - Co-Supevisor
GRAPHIO - Uno strumento grafico ergonomico e adattabile per bambini disgrafici attraverso la modellazione parametrica (Dott.ssa S. Mignardi)
A partire dalla condizione di disgrafia nei bambini, grazie a ricerche ed interviste con specialisti, ho dapprima evidenziato gli aspetti fondamentali delle difficoltà nella scrittura, ovvero la postura e le impugnature che portano ad una grafia tremolante o scostante, dopodiché ho creato un modello plastico per capire gli errori delle impugnature a livello geometrico, ed infine ho riportato tramite delle semplificazioni e delle idealizzazioni, su una scala parametrizzata, queste dimensioni su un modello tridimensionale. Grazie alla parametrizzazione delle varie impugnature ho potuto progettare una gamma di prodotti composta da tre modelli, che portino l’utente a comprendere e memorizzare in modo graduale un’impugnatura dello strumento grafico corretta. I modelli si differenziano non solo per impugnatura di qualità crescente dal primo all’ultimo, ma anche per morfologia, abituando così la mano del bambino a maneggiare una matita comune.
2020 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session VI - Supevisor
I-SAFE: sistemi di protezione optoelettronici per il settore industriale impiantistico (Dott.ssa F.R. Micanti)
Il Design nel campo della sicurezza è il metodo più efficace per tenere sotto controllo i rischi derivanti dal lavoro nel settore impiantistico industriale.
Questo Studio cerca di adattare il Design alle applicazioni pratiche quotidiane nell’ambito industriale, nello specifico in quello della sicurezza, trovando effettivamente una soluzione efficace adatta sia alla tutela del personale che alle esigenze della quotidiana produzione. Entrambe le caratteristiche, strettamente legate tra loro, se sviluppate in maniera sinergica garantiscono in modo paritetico sia il lavoratore che l’investitore.
2020 Bachelor in Disegno Industriale / Architecture Faculty / Sapienza University of Rome / Session V - Supevisor
ITACA, L’HOUSEBOAT ECOSOSTENIBILE (Dott. C. Zazza)
Il lavoro di ricerca, sperimentazione e progettazione svolto in questa tesi verte a mostrare le principali fasi che caratterizzano lo sviluppo di un progetto nell’ambito del design nautico, partendo dalla fase di concept fino alla realizzazione in cantiere. Prendendo come caso studio il tema della casa galleggiante (o houseboat), vengono dunque evidenziati aspetti fondamentali della progettazione; sia per quanto riguarda lo scafo e gli spazi esterni del natante, sia per gli ambienti interni e le forniture, con particolari riferimenti alle scelte effettuate per i materiali e alle relative tecnologie di produzione. Si ritiene che le houseboat, nonostante siano poco conosciute in Italia, possano essere dei prodotti affascinanti. Esse rappresentano infatti un punto di incontro tra design, architettura e nautica, ponendo un progettista di fronte ad una grande sfida e assicurando all’utenza un ambiente inusuale. Partendo da queste considerazioni, ci si è posti come obiettivo quello di presentare un prodotto finale che sia realizzabile, innovativo, ecosostenibile, completo in tutti i suoi aspetti progettuali e competitivo sul mercato. Inoltre si è cercato di conferire al prodotto una doppia connotazione: da un lato, grazie all’ottimizzazione degli ambienti, rendere confortevole l’abitabilità del natante, dall’altro dotare il prodotto della funzionalità di un’imbarcazione e dunque la possibilità di navigare. Oltre ai punti appena elencati, il tema della sostenibilità ambientale ha svolto un ruolo fondamentale in tutto il processo di progettazione sia per quanto riguarda i materiali utilizzati per struttura e forniture, sia per garantire l’utilizzo di energia green per alimentare tutti gli impianti dell’houseboat. La finalità del prodotto è quella di offrire un servizio innovativo e proporre una nuova idea di abitazione destinata a diverse tipologie di utenti in contesti differenti oltre che incentivare la produzione nei cantieri italiani.