multi-device products
Vodafone mutli-device experience (2014)
My tasks within the project
- defining information architecture and wireframes for multi-user management settings
- evaluating the interface and interaction for the three devices
- proposing re-design solutions for the three devices
unaxone (2014)

Unaxone is a Vodafone’s xone product for tablets that allows seniors to be in touch with their families and friends in an easy and straightforward way. Families and carer can use the app from their mobiles or PCs to share photos, events and make video-calls, and remotely support the seniors with the product’s handle.
My tasks within the project
- overseeing the user experience of the product throughout all the development phases, from user journeys to wireframes, visual design, copies and implementation
- revising design and development deliverables
- presenting results and negotiating decisions with stakeholders
- coordinating user research with external agencies
accessible adapted e-learning environments
EU4ALL (European Unified Approach for Assisted Lifelong Learning) (2008-2011)

(Project reference: FP6-2005-IST-5)
project website – project page at aDeNu
I participated in this project with the aDeNu research group at UNED (Spain). This European funded research project aims to provide dynamic content adaptation of learning materials to guarantee for universal access in learning management systems.
My tasks within the project
- Usability and accessibility evaluation with users
- Results analysis
- Report writing
Related publications
framework on co-design sessions with children
PhD thesis: Designing with Children: Reflections on Effective Involvement of Children in the Interaction Design Process
With my PhD research I explored a way to ease the organisation of co-design sessions with children through reflective practice by providing an understanding of the practice and its implications.
The research followed a design research process, with the emphasis on the exploration and investigation of the context of the co-design practice with children. The framework resulting from this research aims to assist design practitioners, especially less experienced ones, in taking decisions when planning and coordinating co-design sessions in a flexible way that can be applied to different design situations.
Supervisors: Prof. Janet Read, (UCLan, UK); Prof. Russell Beale, (University of Birmingham, UK).


Related publications
e-training environments
Ami4Inclusion (Entornos de Inteligencia Ambiental para la Integración Laboral de Jóvenes con Discapacidad Intelectual) 2008-2010

(Project reference: TSI-020100-2009-172)
project website – project page at aDenNu website
I worked on this project with the aDeNu research group at UNED (SPAIN) as part of a Spanish government funded project. The project explores the inclusion of digital technology in the training of intellectually disabled people (aged 18-30) for administrative jobs. For this project we collaborated with staff and students from the Prodis Foundation
My tasks within the project
- Context analysis
- User’s requirement specifications
- Information architecture
- Evaluation with users
Related publications
Santos, O.C., Mazzone, E., Aguilar, M.J., Martin, L., Boticario, J.G. “Challenges in designing the user interface for educators managing recommendations in an e-learning context,” in Learning Design: User Interface Design for Virtual Environments: Challenges and Advances. Khan, B.H. (Ed.), Information Science Reference, IGI Global (2012)
Santos, O.C, Barrera, C., Mazzone, E., Boticario, J.G. “Catering for personal autonomy with e-mentoring supported by recommendations” in Pereira, J (Ed) Learning Design: Handbook of Research on Personal Autonomy Technologies and Disability Informatics, Information Science Reference, IGI Global (2012)
CISVI (Comunidades de Investigación para la Salud y la Vida Independiente) 2008-2010

(Project reference: TSI-020301-2009-20)
project website – project page at aDenNu website
The project was funded by the Plan Avanza programme of the Spanish government. Included 4 sub-projects of different Social Spaces for Innovation (e-health, professional training, basic daily life activities, e-bureaucracy) all aiming to improve the independent living for potentially disadvantaged groups, like elderly people and people with both strong or mild intellectual disabilities, with the use of technology. I worked with the aDeNu research group at different stages of the 4 sub-projects with public and private partners around Spain.
My tasks within the project
- Context analysis
- Information architecture
- Wireframe
- Evaluation studies
Related publications
Mazzone, E., Restrepo, E., Barrera, C., et al. “Involving users in the design of ICT aimed to improve education, work, and leisure for users with intellectual disabilities”. Proceedings of the 12th International Conference on Computers Helping People with Special Needs, LNCS (2010)
Santos, O.C, Barrera, C., Mazzone, E., Boticario, J.G. “Catering for personal autonomy with e-mentoring supported by recommendations” in Pereira, J (Ed) Learning Design: Handbook of Research on Personal Autonomy Technologies and Disability Informatics, Information Science Reference, IGI Global (2012)
social network for users with special needs
Accedo 2.0 (2009-2011)

(Project reference number: TSI-040200-2009-137)
project website – project page at aDeNu
Within the ‘Plan Avanza’ Spanish funding programme, this project developed an accessible social network for users with mild intellectual disabilities. I coordinated the team at aDeNu research group, working in this project with two partner institutions and a network of centres for people with special needs all around Spain.
My tasks within the project
- Team coordination
- Requirements elicitations – survey design and analysis
- Usability evaluation
- Evaluation results analysis
Related publications
Mazzone, E., Restrepo, E., Barrera, C., et al. “Involving users in the design of ICT aimed to improve education, work, and leisure for users with intellectual disabilities”. Proceedings of the 12th International Conference on Computers Helping People with Special Needs, LNCS (2010)
augmented reality videogame
PiPlEx – Pingus Plasticine Experience (2010)

The project was proposed by the Plastic Interaction research group from the University of Pompeu Fabra (Barcelona, ES) and I collaborated in it in the context of the PlayLab workshop at MediaLab Prado (Madrid, ES). The project develops a mixed reality games for children, based on the Pingus videogame. In this game the players create with plasticine the layout for the digital character projected on the screen.
My tasks within the project
- Game-play scenarios
- Usability design
- Usability evaluation with users
Related publications
Blanco, J.M., Landry, P., C., Mealla. Sebástian, Mazzone, E., and Parés, N. “PIPLEX: tangible experience in an augmented reality video game”, in Proceedings of the 9th International Conference on Interaction Design and Children – IDC ’10, (2010), 274.
mobile device for music application
UMSIC – Usability of Music for Social Inclusion of Children (2008-2011)
(Project Reference: FP7-ICT-2008-224561)

My tasks within the project:
- evaluating design concepts with users
- eliciting users requirements
- coordinating design partners
Related Publications
Mazzone, E., Tikkanen, R., Read, J.C., Iivari, N., and Beale, R. “Integrating Children’s Contributions in the Interaction Design Process”. International Journal of art and Technology, Vol. 5, Nos. 2/3/4, pp.319–346 (2012)
Mazzone, E., Iivari, N., Tikkanen, R., Read, J.C., and Beale, R. “Considering context, content, management, and engagement in design activities with children”. Proceedings of the 9th International Conference on Interaction Design and Children, (2010), 108-117.
Fredrikson, M., Welch, G., Porras, J., Paananen, P., Read, J., Stadler Elmer, S., Heikkinen, K., Myllykoski, M., Hedberg, H., Iivari, N. & Mazzone, E. (2009): Music as an Enabler for Social Inclusion and Provision – The UMSIC approach. In P. L. Emiliani, L. Burzagli, A. Como, F. Gabbani & A-L. Salminen (Eds.) Assistive Technology from Adapted Equipment to Inclusive Environments, IOS Press, Amsterdam. Pp. 622-627.
digital game on emotional intelligence
COOL – Collaborative Object for Off target Learners (2007)

This research project was part of the HEFCE’s Strategic Development Urban Regeneration Fund in UK and resulted from the collaboration of the Departments of Psychology and of Computing at the University of Central Lancashire. the project aimed at engaging pupils excluded from mainstream high school educational settings in reflecting on their emotional intelligence and behaviour. To achieve this aim we developed a web game and involved users of local Pupil referral Units in its design and evaluation process.
My tasks within the project
- Co-design activities with users and stakeholders
- Design requirements definition
- Evaluation with users
- Design team co-ordination
Related Publications
Mazzone, E., Read, J.C., Beale, R. (2008) “Design with and for Difficult Teenagers” in Proceedings of the NordiCHI Conference 2008, Lund, Sweden, ACM Press
Mazzone, E., Read, J., Qualter, P., Zioui, L., Gater, C. (2008) “A Computer Game on Emotions for Teenagers Excluded form School”, in Proceedings of the workshop on Marginalised Young People at the Interaction Design and Children Conference 2008, Chicago, USA
Read, J., Mazzone, E., Qualter, P., Horton, M., Zioui, L., Gator, C. (2007) “The CooL Project: Learners designing their own e-learning in Proceedings of the workshop Design, Use and Experience of E-Learning Systems in British HCI conference 2007, Lancaster, UK
interactive museum schoolvisits
BEAM – Broadband Enhancement of Activities for Museum (2006)

Funded by the Lancashire Digital Development Agency (LDDA) and in collaboration with the Lancashire County Museum Services. I worked in this research project with the ChiCI group at University of Central Lancashire (UK). The project aimed at enhancing children’s experience allowing them to use novel technologies in the museum environment, whilst supporting learning activities with pre- and post-visit interaction via the internet.
My tasks within the project:
- field observation in local museums
- requirements gathering from children, teachers, museum staff
- co-design sessions with children
- mock-ups
- evaluation with users in the field
Related Publications
Mazzone, E., Read, J.C., Beale, R. (2008) “Understanding Children’s Contribution during Informant Design” in Proceedings of the British HCI Conference 2008, Liverpool, UK, ACM Press
Kelly, R., Mazzone, E., Horton, P., Read, J. (2006) “Bluebells: A Design Method for Child-Centred Product Development”. in Proceedings of NordiCHI 2006, Oslo, Norway. ACM Press
Read, J., Kelly, R., Mazzone, E., Horton, M. (2006) “Bluebells: Designing and Fun”, in Proceedings of the Fun and Games 2006 Conference, Preston, UK
enhancing cultural and social experience
Enotech (2003)

This project was developed within the Master in Design for Collective Spaces – design solutions for interactive environments, held by Siena University and ArsNova, Multimedia Art Academy (siena, Italy). The project intended to enhance user experience and awareness of wine tasting within the spaces of the Enoteca Italiana in Siena. It explored ambient intelligence technologies, location aware services, sensitive environments and wireless communication technologies in distributed systems.
Supervisors: Job Rutgers, Philips Design; Prof. P.Marti, University of Siena (IT)
My tasks within the project:
- Context analysis
- Ethnographic studies
- User activity analysis and modelling
- Concept generation
- Mock-ups
- Scenarios evaluation
Related Publications
Fano, F., Mazzone, E., Toccafondi, G., Torsi, S. (2005) “Tasting the Wine Culture: the Design of an Experience” in Proceedings of1st International Workshop “Re-Thinking Technology in Museums”, Limerick, Ireland