on digital games


serious games


Techplay – Technological infrastructure for creating mobile games oriented to user integral development (2013)
Techplay logo
Techplay project logo

project website

techplay.mobi is an innovative platform for the rapid development of video games for training and educational environments. These videogames address all aspects of human development, including the development of psycho-educational skills, attending affective states and enhancing the user critical thinking.

My role within the project
  • User requirements analysis
  • User experience definition

augmented reality videogame


PiPlEx – Pingus Plasticine Experience (2010)
logo of the piplex project
Piplex project logo

project website

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
  • Definition of 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.


Nikvision – Natural Interaction for Kids (2009)
Nikvision logo
Nikvision logo

project website

NIKVision is a playful platform based on tabletop and tangible technology. It is designed to be mainly used by small children through physical manipulation of conventional toys on the table surface. The development of the product followed a Children-Centred design approach and its implementation is scalable and easy to reproduce.

My tasks within the project
  • Definition of children-centred design methodology
  • Expert evaluation 
  • Definition of user test methodology
Related publications

Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., Read, J. “Bringing Tabletop Technologies to Kindergarten Children”. In Proceedings of British HCI’09, Cambridge, UK, 2009

Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., Read, J. “User-Oriented Design and Tangible Interaction for Kindergarten Children”. In Proceedings of IDC’09, Como, Italy, 2009


mobile games


UMSIC – Usability of Music for Social Inclusion of Children (2008-2011)

(Project Reference: FP7-ICT-2008-224561)

logo of Umsic project
Umsic project logo

project website

UMSIC is a European funded project within the FP7. It developed a mobile game application (based on the Nokia N810 device) to encourage social inclusion of children through music playing, making and sharing. I worked on this project with the ChiCI group at UCLan, coordinating co-design sessions with the English and Finnish partners to evaluate initial design concepts with children and gather user requirements.
My tasks within the project:
  • evaluating design concepts with users
  • eliciting users requirements
  • coordinating design partners
  • design project logo
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)
u-think project logo
U-think project logo

game website

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


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