Arianna Bassoli

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An ethnographic study and a design proposal for a situated music-exchange application suggest how explicitly foregrounding the experiential qualities of urban life can help rethink urban computing design. In this article, through reflection on the ethnographic study results and the undersound design, how an aesthetic account of urban life might be the basis(More)
BluetunA is an application running on Bluetooth-enabled mobile phones that allows users to share information about their favourite music. With BluetunA people can select a list of favourite artists or songs and see who else in proximity share their taste in music, or they can search whom nearby has selected specific artists, and check out what other(More)
In this paper we will present the research process that led to the development of tunA, a mobile peer-to-peer application that allows users to share their music locally in a synchronised way. Implemented on Wi-Fi enabled Pocket PC iPaqs, the application can be seen as part of a large-scale case study on ad-hoc wireless networks, developed in order to(More)
Tangible and proximity based interfaces open up new avenues for interaction, but they also raise new questions and pose different problems with respect to the gendering of these technologies. In this paper we discuss the ways in which we might begin to uncover our cultural assumptions about gender. Using two examples of recent design cases, we explore the(More)
Why Wait? and Betwixt are two of the workshops we have recently run on the theme of in-between-ness. The approach of social computing, where researchers work to understand how the socio-cultural aspects of human life relate to the design of new technologies, was the starting point for our investigation. By observing actual instances of in-between-ness in(More)
In this paper, we present a new service for web and iPhone for promoting and discovering live music, frēstyl. We will show how frēstyl addresses and attempts to solve the problem that emerging musicians, local promoters and small/medium venues face when publicizing their events, both on a local and global level, and the problem that music fans(More)
The WAND (Wireless Ad hoc Network for Dublin) project represents an attempt to understand how new ICT, Information and Communication Technologies, and applications can be optimised according to the socioeconomic and cultural characteristics of the local area in which they are introduced. The idea is to use social research methods during the innovation(More)
In a World where the main role of Information and Communication Technologies still seems to be the one of connecting people over distance, a process of remediation is slowly showing how new ICTs also have the opportunity to improve the connection between individuals and their immediate surroundings. This paper presents an attempt to understand how this(More)