Alessandro Soro

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22ranked-venue papers
6as first author
4since 2021 · last 2026
0000-0003-3352-4436ORCID · verified

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Human-computer interaction and ubiquitous computing · 18 · 4 first-author · 4 since 2021Systems, architecture and hardware · 1Computer networks · 1 · 1 first-author
YearPublicationVenuePosition
2026 Exploring Women's Perspectives on Learning and Trust in Automated Vehicles: A Socio-Ecological Lens
abstract
As automated vehicles (AVs) move toward mainstream adoption, understanding how users learn about and build trust in them is critical. Prior research shows that women hold safety concerns and report low trust and familiarity with AVs. While limited exposure is often cited as a cause, growing evidence indicates that women’s needs, preferences, and safety priorities remain insufficiently addressed in AV design and governance. We conducted ten dyadic and five individual semi-structured interviews with fifteen women drivers, guided by feminist HCI principles. We then analysed the findings for themes and through a socio-ecological framework to explore trust and learning across individual, interpersonal, institutional, community, and policy levels.
Alaa H. A Abusafia, Ronald Schroeter, Alessandro Soro
CHI3
2024 Mentorable Interfaces for Automated Vehicles: A New Paradigm for Designing Learnable Technology for Older Adults
abstract
We introduce a conceptual framework exploring the learning methods for older adults in navigating automated vehicle interfaces. Through semi-structured interviews, we observed distinct approaches to learning, and based on these, offer a novel conceptualization of a ‘mentorable’ interface to enhance technology education. The introduction of automated vehicles (AVs) to transportation has required novel lenses to technology adoption. Although AVs require less demand in cognitive, motor, and sensory acuity, there is an increasing dependence on digital literacy. While technology education has been broadly explored through the lens of learnability, this paradigm does not work well for older adults due to its inherent trial-and-error approach to independent learning. Because older adults rely heavily on additional external support in learning technologies, we present a conceptual framework for ‘mentorability’, where a network of support is emphasized, and mentorship is integrated into the design process for in-vehicle interfaces.
Togtokhtur Batbold, Alessandro Soro, Ronald Schroeter
CHI2
2023 Calming Down in Lockdown: Rethinking Technologies for a Slower Pace of Life
abstract
This study investigated Australian older adults’ response to the conditions of the COVID-19 pandemic, the adjustments they made to their activities, technology use, and social relations, to inform how technology design could be inspired by these adaptations. Online interviews revealed that some sorely missed social interactions, however, most enjoyed having a greater agency to curate their own activities and slowing down as a result of lockdown. These findings prompted us to rethink the design space of temporal design from the perspective of those craving an ongoing impact of slowness in their lives. We suggest that designing for a slower pace of life can be inspired by people’s response to life circumstances in lockdown, complementing the original concept of slow technology which seeks to intervene in a fast-paced life to encourage people to slow down and reflect. We conclude by proposing three new design pathways based on this new standpoint.
Yasamin Asadi, Margot Brereton, Aloha May Hufana Ambe, Alessandro Soro, Mahnoosh Kholghi
Conference on Designing Interactive Systems4
2022 From Collaborative Habituation to Everyday Togetherness: A Long-Term Study of Use of the Messaging Kettle
abstract
We present a long-term study of use of the Messaging Kettle, an Internet of Things (IOT) research prototype that augments an everyday kettle with both sensing and messaging capability and a beautiful light display in order to investigate connecting geographically distant loved ones to their family through the routine of boiling the kettle. Connection at a distance has been of sustained interest to the CHI community, and the social connection of older people is of increasing importance in recognition of ageing populations globally. However, very few novel designs in this domain have been investigated in situ or over the long term to examine whether their use sustains, and if so, how they impact communication in a relationship. The Messaging Kettle was trialled with four pairs of dispersed older mothers and adult daughters over timeframes that lasted between two months to more than two years. We observed the phenomenon ofcollaborative habituationwherein each party creatively made the technology work for them both through a combination of the gradual transformation of their everyday practices, arrangements, and living. Through developing these joint practices over time, participants expressed feelings ofeveryday togethernessthat nurture their relationship at a distance. Three of the four couples continued to use the prototype for years, beyond the initial trial. We reflect on the artful integration of features of the Messaging Kettle and the way in which these features supportedcollaborative habituation. We also reflect on lessons and implications for the design of such relational technologies.
Aloha May Hufana Ambe, Alessandro Soro, Daniel Johnson 0001, Margot Brereton
ACM Trans. Comput. Hum. Interact.2
2020 Designing in the Network of Relations for Species Conservation: The Playful Tingtibi Community Birdhouse
abstract
This paper investigates connecting people in remote communities through nature in order to foster stewardship and conservation of endangered species. Global citizen science technologies have found success in urban, developed countries, but they typically rely on large distributed populations to gather or analyze data and do not suit sparsely populated and remote contexts. We undertook a long-term field study to iteratively co-design a tangible and playful nature engagement prototype in a remote World Heritage Area community. The prototype design fosters learning through ambient sounds as well as exploration and discovery of species through nature soundscape recordings. We found that the prototypes amplified locals' interest, became embedded in community relations and gradually led to placemaking of new engagement 'spaces' and of newer forms. We contribute lessons learned on how design can foster nature engagement and stewardship of endangered species by heeding Suchman's call for design to "enter networks of relations that make technology possible". We contribute design implications and new design foci HCI/Citizen science engagement for species conservation.
Tshering Dema, Margot Brereton, Michael Esteban, Alessandro Soro, Sherub Sherub, Paul Roe
CHI4
2019 The Stories People Tell About The Home Through IoT Toolkits
abstract
Stories on the home materialize in many different ways. Simple design scenarios of more efficient smart homes exist alongside more articulated design fictions narrating complex domestic futures. IoT toolkits can be used in co-design to narrate design stories together with people. However, there is little attention on the stories captured in the co-creation process. This paper presents a framework describing, comparing, and assessing design stories. We illustrate the framework through the comparison of the design stories captured from three divergent IoT toolkits in co-design workshops. Three dimensions characterize the design stories emerging from our inquiry: complexity (resolution and scope), likeliness (conceivability and feasibility), and implications (acceptability and consequentiality). This framework contributes towards understanding which properties of IoT toolkits support the emergence of what kind of design story. Our findings help designers to frame expectations when using IoT toolkits and to conceive IoT toolkits that support underexplored qualities of design stories.
Arne Berger, Aloha May Hufana Ambe, Alessandro Soro, Dries De Roeck, Margot Brereton
Conference on Designing Interactive Systems3
2019 The Adventures of Older Authors: Exploring Futures through Co-Design Fictions
abstract
This paper presents co-design fiction as an approach to engaging users in imagining, envisioning and speculating not just on future technology but future life through co-created fictional works. Design fiction in research is often created or written by researchers. There is relatively little critical discussion of how to co-create design fictions with end-users, with the concomitant opportunities and challenges this poses. To fill this gap in knowledge, we conducted co-design fiction workshops with nine older creative writers, utilising prompts to inspire discussion and engage their imaginative writing about the trend towards tracking and monitoring older people. Their stories revealed futures of neither dystopia nor utopia but of social and moral dilemmas narrating their wish not just to "maintain their independence", but a palpable desire for adventure and very nuanced senses of how they wish to take control. We discuss inherent tensions in the control of the co-design fiction process; balancing the author's need for freedom and creativity with the researcher's desire to guide the process toward the design investigation at hand.
Aloha May Hufana Ambe, Margot Brereton, Alessandro Soro, Laurie Buys, Paul Roe
CHI3
2019 Older People Inventing their Personal Internet of Things with the IoT Un-Kit Experience
abstract
We introduce the IoT Un-Kit Experience, a co-design approach that engages people in exploring, designing and generating personally meaningful IoT applications and that also serves as a means to explore IoT kit design through in-home workshops. Un-Kit represents a seemingly uncompleted set of sensors, actuators and media elements that have a decontextualized appearance - unfinished state, undefined purpose and unboxed form. The approach emphasises users contemplating and experiencing the IoT elements in their familiar space through detailed and layered conversation with researchers; rather than focusing on connecting up the kit itself, thus their ideas are not constrained by the kit or their competence with it. We illustrate the approach through in-home workshops with older adults, envisioned users of IoT who have had limited voice in its conception. The Un-kit approach supported participants to lead the process and to imagine new artfully integrated designs, with personally legible interactions and aesthetic qualities that fit their desire. We offer insights for a more situated and responsive approach to design of the IoT and its constituent kits.
Aloha May Hufana Ambe, Margot Brereton, Alessandro Soro, Min Zhen Chai, Laurie Buys, Paul Roe
CHI3
2018 Child designers creating personas to diversify design perspectives and concepts for their own technology enhanced library
abstract
We report on a participatory design project that explored the use of child-created Personas to enable child designers to empathize with other children thereby contributing multiple divergent perspectives. The ongoing project aims to promote reading and creative writing skills among young children in Namibia. For decades libraries worldwide have been the key actors in fostering reading. Hence, in order to maintain their relevance, they are being re-conceptualized to cater for new needs and aspirations in the 21st century. In Namibia, dysfunctional public and school library services are lagging behind in this renovation effort, and are not contributing to the promotion of a reading culture. In an ongoing collaboration with a school in Windhoek, to design and implement an interactive tech library, 19 young learners engaged in weekly participatory design workshops to redesign their own school library. The children first created four distinct Personas for which they then modelled spaces and technologies. This paper reflects on the techniques used to enable children to become active design partners and to gain an understanding of designing for other children.
Helvi Itenge-Wheeler, Heike Winschiers-Theophilus, Alessandro Soro, Margot Brereton
IDC3
2018 The Ambient Birdhouse: An IoT Device to Discover Birds and Engage with Nature
abstract
We introduce the Ambient Birdhouse, a novel IoT design for the home that seeks to encourage awareness and discovery of birds outside. People increasingly have routines and technologies that disconnect them from nature. Moreover birds are hard to come to know, seen but not heard, heard but not seen, or simply around when we are not. The Ambient Birdhouse aims to reconcile these positions, by using local bird media to leverage people's playfulness and curiosity, calmly sustain interest over time and ultimately to garner interest and engagement in nature and conservation projects. We trialled the Ambient Birdhouse with five families. Key findings are that the playful nature of the Birdhouse has an immediate grasp on children, and through them on the rest of the family. Children were prompt to learn bird calls, and invented and played games that involved the Birdhouse. Learning strategies emerged spontaneously from family routines and arrangements, with each family creating different moments and spaces for learning.
Alessandro Soro, Margot Brereton, Tshering Dema, Jessica L. Oliver, Min Zhen Chai, Aloha May Hufana Ambe
CHI1
2018 "Debrief O'Clock": Planning, Recording, and Making Sense of a Day in the Field in Design Research
abstract
Design research is generative, intuitive, experiential, and tactical. Documenting the design research process helps to communicate these decisions, judgements, and values that are embodied in design products. Yet, practices for documenting design research are underreported in the CHI community, particularly for immersive design research field studies. We contribute the "Debrief O'Clock" fieldnote practice for documenting design research field studies, comprising collaborative discussion sessions and the production of written research accounts. We show how the Debrief O'Clock practice emerged in the context of a Digital Community Noticeboard project with a very remote Australian Aboriginal community, and explain three key purposes of Debrief O'Clock as: 1) an early stage data recording and analysis process; 2) a tactical manoeuvre in responsive project planning; and 3) a mechanism for personal debriefing and reflexivity. We conclude with a series of open practical, ethical, and methodological questions to advance the discussion of design research documentation practices.
Jennyfer Lawrence Taylor, Alessandro Soro, Paul Roe, Anita Lee Hong, Margot Brereton
CHI2
2017 Technology Individuation: The Foibles of Augmented Everyday Objects
abstract
This paper presents the concept of technology individuation and explores its role in design. Individuation expresses how, over time, a technology becomes personal and intimate, unique in purpose, orchestrated in place, and how people eventually come to rely on it to sustain connection with others. We articulate this concept as a critical vantage point for designing augmented everyday objects and the Internet of Things. Individuation foregrounds aspects of habituation, routines and arrangements that through everyday practices reveal unique meaning, reflect self-identity and support agency.
Aloha May Hufana Ambe, Margot Brereton, Alessandro Soro, Paul Roe
CHI3
2017 Situational When: Designing for Time Across Cultures
abstract
We propose the concept of "Situational When", an approach to understanding time in interface design not as a point on a calendar or clock, but as a set of converging circumstances that constitute "the time" for happenings to take place. Time is encoded both explicitly and implicitly in designed products. However, many technologies propagate business-centric, modernist values such as scheduling and efficiency, and marginalize broader socio-cultural aspects on which many activities are nonetheless contingent, e.g. the right people, the right weather conditions, and the right vibe. We derive our reflections from a case study of a cross-cultural digital noticeboard designed with an Australian Aboriginal community. Attention to the situational when opens up new possibilities for design that put greater emphasis on the social and relational aspects of time, the situational insights embodied in local narratives, and the tangible (e.g. people) and intangible (e.g. energy) circumstances that together make up the "right" time.
Jennyfer Lawrence Taylor, Alessandro Soro, Paul Roe, Anita Lee Hong, Margot Brereton
CHI2
2017 A Cross-Cultural Noticeboard for a Remote Community: Design, Deployment, and Evaluation
Alessandro Soro, Margot Brereton, Jennyfer Lawrence Taylor, Anita Lee Hong, Paul Roe
INTERACT (1)1
2017 Minding the Gap: Reconciling Human and Technical Perspectives on the IoT for Healthy Ageing
abstract
There are two distinct bodies of literature on the Internet of Things, one that derives from a technical perspective, while the other comes from a human perspective. From a technical perspective, sensors can automatically detect physical activity, thus enabling elderly people to live independently, while sensors in essence check that they are active, remind them to take their pills, and so on. From a human perspective, people seek control over their lives, good health, social connection, and a sense of well-being that comes from having purpose and feeling competent in daily routines. So are technologies meant to enable users to stay in control of their lives and manage their relations and preferred routines, or do they undermine it, making elderly people feel subjects of surveillance and incompetent, disrupting their daily arrangements? And is there a middle path that we might take in design that creates innovative technologies that are aesthetic in form and function and empowering to use? In this paper, we offer a framework and examples of designs that bridge these perspectives.
Alessandro Soro, Aloha May Hufana Ambe, Margot Brereton
Wirel. Commun. Mob. Comput.1
2016 Towards an Analysis Framework of Technology Habituation by Older Users
abstract
Smart everyday objects could support the wellbeing, independent living and social connectedness of ageing people, but their successful adoption depends upon them fitting with their skills, values and goals. Many technologies fail in this respect. Our work is aimed at designs that engage older people by building on their individual affective attachment to habituated objects and leveraging, from a participatory design perspective, the creative process through which people continuously adapt their homes and tools to their own lifestyle. We contribute a novel analytic framework based on an analysis of related research on appropriation and habituated objects. It identifies steps in appropriation from inspection to performance and habituation. We test this framework with the preliminary testing of an augmented habituated object, a messaging kettle. While only used in one home so far, its daily use has provoked many thoughts, scenarios and projections about use by friends, both practical, utopian and dystopian.
Alessandro Soro, Margot Brereton, Paul Roe
Conference on Designing Interactive Systems1
2015 The Messaging Kettle: Prototyping Connection over a Distance between Adult Children and Older Parents
abstract
A prototype "messaging kettle" is described. The connected kettle aims to foster communication and engagement with an older friend or relative who lives remotely, during the routine of boiling the kettle. We describe preliminary encounters and findings from demonstrating a working prototype in morning tea gatherings of people in their 50s-late 70s and from introducing it into the homes of two people in their 80s who live on another continent. Key findings are that: The concept of keeping in touch around a "habituated object" such as a kettle was well received; Simple and varied interaction modalities that allow asymmetric forms of communication are needed; Designing for use across different time zones requires attention; And, that even when augmenting a habituated object, the process of introduction, appropriation and habituation still needs significant attention and investigation.
Margot Brereton, Alessandro Soro, Kate Vaisutis, Paul Roe
CHI2
2014 Three social car visions to improve driver behaviour
Andry Rakotonirainy, Ronald Schroeter, Alessandro Soro
Pervasive Mob. Comput.3
2012 Evaluation of Trippple: a field analysis
abstract
This paper illustrates a field research performed with a team of experts involved in the evaluation of Trippple, a system aimed at supporting the different phases of a tourist trip, in order to provide feedback and insights, both on the functionalities already implemented (that at the time of evaluation were available only as early and very unstable prototypes), and on the functionalities still to be implemented. We show how the involvement of professionals helped to focus on challenging aspects, instead of less important, cosmetic, issues and resulted profitable in terms of early feedback, issues spotted, and improvements suggested.
Selene Uras, Emanuela De Vita, Daniele Ardu, Ivan Marcialis, Alessandro Soro, Gavino Paddeu
MoMM5
2011 Evaluation of user gestures in multi-touch interaction: a case study in pair-programming
abstract
Natural User Interfaces are often described as familiar, evocative and intuitive, predictable, based on common skills. Though un-questionable in principle, such definitions don't provide the de-signer with effective means to design a natural interface or evalu-ate a design choice vs another. Two main issues in particular are open: (i) how do we evaluate a natural interface, is there a way to measure 'naturalness'; (ii) do natural user interfaces provide a concrete advantage in terms of efficiency, with respect to more tradi-tional interface paradigms? In this paper we discuss and compare observations of user behavior in the task of pair programming, performed at a traditional desktop versus a multi-touch table. We show how the adoption of a multi-touch user interface fosters a significant, observable and measurable, increase of nonverbal communication in general and of gestures in particular, that in turn appears related to the overall performance of the users in the task of algorithm understanding and debugging.
Alessandro Soro, Samuel Aldo Iacolina, Riccardo Scateni, Selene Uras
ICMI1
2009 Natural exploration of multimedia contents
abstract
In this paper we present a research experience of tangible exploration of multimedia contents: the troll, as we dubbed it, consists in the coupling of a paper brochure and a LCD display. Browsing the brochure the user can access multimedia contents that are displayed on the screen; the animations and movies are related to each specific page of the brochure, that in turn reports a description of our projects. We show the rationale behind the exploitation of TUIs in the specific design space of the demo corner of our research lab, discuss the implementation and evaluation with users of a working prototype, and suggest a broader viewpoint in the context of natural interaction as well as further work.
Alessandro Soro, Massimo Deriu, Gavino Paddeu
MoMM1
2006 Integrating XP project management in development environments
Manuela Angioni, Davide Carboni, S. Pinna, Raffaella Sanna, N. Serra, Alessandro Soro
J. Syst. Archit.6