Arianna Bassoli

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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)
Can the Walkman become a social experience? Can anyone become a mobile radio station? With the TunA project we are investigating a way to use music in order to connect people at a local scale, through the use of handheld devices and the creation of dynamic and ad hoc wireless networks. TunA gives the opportunity to listen to what other people around are(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)
tunA is a mobile peer-to-peer application that allows users to share their music locally with others who happen to be in their physical proximity. Playback is synchronized on all tunA devices that are " tuned into " the same source. These handheld devices are connected via ad-hoc 802.11 wireless networks formed as they come into and out of range with each(More)
3 million people each day travel through London by means of the Underground, the oldest subway system in the world—people hate it, people love it. Still, the Tube is one of the most widely recognized symbols of the city, and practically one of the most used transport systems. With the project undersound we are exploring the experience of riding 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)
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)