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HINT Lab

Our projects

We address Human-Computer Interaction methods which pose the user at the center of the entire development process. Our team designs and develops frameworks to enhance the life of people by leveraging advanced Web technologies, conversational AI and IoT.

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CONWEB

Conversational agents (CAs) are pervading a broad range of activities, as their natural language (NL) paradigm simplifies the interaction with digital systems. They offer benefits in different situations where users may take advantage of voice-based interaction for accomplishing their tasks. Recent works are capitalising on this technology, for example to design voice-based CAs for searching the Web. However, very often CAs are seen as tools that complement the Web access experience by providing additional content, not granting access to the website content itself. There is still a lack of proposals for a full-fledged integration of Conversational AI within Web architectures.

This project tries to fill this gap by proposing ConWeb, a framework for Conversational Web Browsing that responds to requirements that we identified through an extensive human-centred process involving 26 blind and visually impaired (BVI) users, along different sessions of interviews and co-design workshops. ConWeb enables users to navigate content and services accessible on the Web by “talking to websites” instead of browsing them visually, by expressing their goals in natural language and accessing the websites through a dialog mediated by a conversational agent (e.g., a voice-based browser plugin).

Awards

Google Award for inclusion research program
The Award for Inclusion Research Program recognizes and supports academic research in computing and technology that addresses the needs of historically marginalized groups globally. Launched in 2020, the Award for Inclusion Research (AIR) Program is an ongoing effort to support innovative research and professors working to create positive societal impact.

Publications

Speaking with LLMs: Co-Designing Voice Interaction Patterns with Blind and Visually Impaired Users.
Emanuele Pucci, Giulia di Fede, Michael Gilbert, Barbara Leporini, Salvatore Andolina, Maristella Matera.
International Journal of Human–Computer Interaction, 1–24.
Conversational AI for Digital Accessibility: An Experimental Study Involving Blind and Low Vision Users
Andrea Esposito, Rosa Lanzilotti, Maristella Matera, Andrea Piccinno, Ludovica Piro, Emanuele Pucci, Grazia Ragone
Leveraging LLMs for Voice-Based form Filling on the Web: The ConWeb Approach.
Ludovica Piro, Giulia Di Fede, Emanuele Pucci, Stefano Tolomeo, Maristella MateraICWE 2025: 370-373, Winner of the Best Demo Award.
From Conversational Web to Inclusive Conversations with LLMs.
Emanuele Pucci, Ludovica Piro, Salvatore Andolina, Maristella Matera AVI 2024: 87:1-87:3
Co-designing the integration of voice-based conversational AI and web augmentation to amplify web inclusivity.
Emanuele Pucci, Ludovica Piro, Isabella Possaghi, et al
Sci Rep 14, 16162 (2024).
Improving Citizen Inclusivity through Conversational AI. The PROTECT Approach. Maristella Matera, Ludovica Piro, Emanuele Pucci, Maria Francesca Costabile, Rosa Lanzilotti, Antonio Piccinno.
Proceedings of the Italia Intelligenza Artificiale – Thematic Workshops co-located with the 3rd {CINI} National Lab {AIIS} Conference on Artificial Intelligence (Ital {IA} 2023), Pisa, Italy, May 29-30, 2023.
Defining Patterns for a Conversational Web
Emanuele Pucci, Isabella Possaghi, Claudia Maria Cutrupi, Marcos Báez, Cinzia Cappiello, Maristella Matera.
CHI 2023: 118:1-118:17
Exploring challenges for Conversational Web Browsing with Blind and Visually Impaired Users
Marcos Báez, Claudia Maria Cutrupi, Maristella Matera, Isabella Possaghi, Emanuele Pucci, Gianluca Spadone, Cinzia Cappiello, Antonella Pasquale.
CHI Extended Abstract 2022: 234:1-234:7
Improving Citizen Inclusivity through Conversational AI. The PROTECT Approach. Maristella Matera, Ludovica Piro, Emanuele Pucci, Maria Francesca Costabile, Rosa Lanzilotti, Antonio Piccinno.
Proceedings of the Italia Intelligenza Artificiale – Thematic Workshops co-located with the 3rd {CINI} National Lab {AIIS} Conference on Artificial Intelligence (Ital {IA} 2023), Pisa, Italy, May 29-30, 2023.

CODEX

Conversational Agents mainly support simple tasks for retrieving very specific data items, while it is still unclear how they can be applied for interaction with large bodies of information. Codex presents a design approach whose key ingredient is a modeling technique that facilitates filtering relevant information entities and mapping data elements onto conversational elements. Once a dataset is properly tagged, a conversational agent is automatically generated, and the users can simply ask the agent for an information instead of having to create queries, getting back data intelligence and graphics. Other than that, CODEX relies on a set of conversational patterns for the exploration of datasets that help the user better understand the reality represented by the data. The approach can be useful for i) non-technical users to explore a database content without any knowledge of specific query languages and ii) database experts to explore a database with performance and satisfaction comparable to the use of query languages. ​

Publications

Rapid Prototyping of Chatbots for Data Exploration
Giuseppe Desolda, Rosa Lanzilotti, Maristella Matera, and Emanuele Pucci.
Proceedings of the 1st ACM SIGPLAN International Workshop on Beyond Code: No Code (BCNC ’21).
An Interactive Paradigm for the End-User Development of Chatbots for Data Exploration
Ludovica Piro, Giuseppe Desolda, Maristella Matera, Rosa Lanzilotti, Sara Mosca, Emanuele Pucci
INTERACT 2021: 18th IFIP TC 13 International Conference, Bari, Italy, 2021. Springer-Verlag, Berlin, Heidelberg, 177–186.
An example of an interaction with Codex

VOICE-BASED INTERACTION WITH LLMs

Exploration of new interaction mechanisms for voice-based interaction with Large Language Models (LLMs).

Publications

Voice-based Direct Manipulation to Foster Inclusion in Intent-driven User Interfaces
Laura Colazzo, Emanuele Pucci, Maristella Matera

Joint Proceedings of the Workshops, Work in Progress Demos and Doctoral Consortium at the IS-EUD

Enabling Voice-based Direct Manipulation in Intent-oriented Interaction Paradigms
Laura Colazzo, Maristella Matera

Proceedings of the 16th Biannual Conference of the Italian SIGCHI Chapter

smartifier

MAKENODES

MakeNodes is a toolkit designed to help people with intellectual disabilities to participate in workshops that create smart things and spaces in an easy, guided, and engaging way. The toolkit includes a series of input and output nodes that can be paired and placed around to make things become smart and interconnected. By using the MakeNodes, people can reflect on daily problems and challenges and attempt to resolve them by also reflecting on peer-to-peer and Internet of Things (IoT) technologies implications. MakeNodes encourages collaboration and creativity, making it a valuable tool for anyone interested in exploring the possibilities of smart technology.

Publications

MakeNodes: Opening connected-IoT making to people with intellectual disability
D Morra, G Caslini, M Mores, F Garzotto, M Matera
International Journal of Human-Computer Studies 190, 103325 (2024)

IOTOGO 4 INCLUSION

Making tools, coupled with card-based tools are often employed for designing with their end users smart things, that is, every-day’s physical things augmented with electronics. The potential benefits of prototyping them for people with intellectual disabilities has attracted the interest of HCI researchers. However, limited efforts have been devoted to smart-thing prototyping toolkits for them. The work illustrated in this paper tries to tackle this gap. It presents a toolkit for people with intellectual disabilities to rapidly prototype together their own ideas of smart things, for their environment. By discussing the results of two workshops with it, with eight users with intellectual disability, this paper analyses and discusses aspects of the toolkit that (dis)engaged them in design with prototyping, with or without assistance. Lessons of broad interest for the design of similar toolkits are drawn from the literature and study findings.​

Publications

A rapid-prototyping toolkit for people with intellectual disabilities
R Gennari, M Matera, A Melonio, M Mores, D Morra, M Rizvi
International Journal of Human-Computer Studies 192, 103347 (2024)
IotGo sperimentazione
Cobo 01

COBO

COBO is phygital interactive toolkit for co-designing interactive outdoor experiences and intended for people with intellectual disability. The toolkit consists of an interactive board and a dedicated tablet application, with which the user can interact during all stages of the game and which is able to provide information and advice. The interactive board is able to recognize the card combinations made by users and permits to test them through a series of interactive functions, which make the effects on reproductions of the park elements visible.

Publications

COBO: A Card-Based Toolkit for Co-Designing Smart Outdoor Experiences with People with Intellectual Disability.
Cosentino, G., Morra, D., Gelsomini, M., Matera, M., & Mores, M.
INTERACT 2021: 18th IFIP TC 13 International Conference (2021)

The five Eko recorders

EKO

Studies in the last decades have highlighted how children spend less time outdoors, while they are increasingly attracted by screens and indoor digital activities. Based on the assumption that technology and open-air activities are not necessarily mutually exclusive, this article illustrates the design of integrated physical-digital systems motivating children to connect with nature and learn
from it. A key ingredient is the provision of unobtrusive technology supporting playful, creative, and educational outdoor experiences without distracting children from their experience with nature. Based on the insights gathered through design-based research, the article also outlines design dimensions that aim to refine the theory and practice of technology for children-nature interaction.

Publications

Designing integrated physical-digital systems for children-nature interaction
Valentina Caiola, Elisabetta Cusumano, Margherita Motta, Ludovica Piro, Mirko Gelsomini, Diego Morra, Mehdi Rizvi, Maristella Matera.
Int. J. Child Comput. Interact. 36: 100582 (2023)
Ekō: a Smart Toy for Fun and Active Learning during Outdoor Experiences
Elisabetta Cusumano, Giulia Fumagalli, Ludovica Piro, Margherita Motta, Valentina Caiola. NatureHCI@CHItaly 2021: 54-62

GAIA

GAIA is a screen-less tangible device. It
is a band that can be attached to outdoor elements (for example trees or even street lamps in parks). Each band has four disks that
emit light and react with sounds and audio. When a child touches the buttons, GAIA tells stories that guide children on a treasure
hunt asking them to look for specific elements in the outdoors, for example, trees belonging to a given species. The treasure hunt is
collaborative by its nature; by solving it together, children are led to explore the nature around them.

Three children playing with Gaia. They are focused on a tree trunk wher the Gaia device has been installed.
Tablet showing ABBOT's interface, the device, and the three steps necessary to play with it. First, exploring the environment; second, detect materials with abbot; third register them in the app to learn more

ABBOT

ABBOT is an interactive smart toy, born to stimulate kids around 5/6 y.o. to play outdoor and explore natural elements. In this way they can “catch textures” and become true explorers and start their own material collection!

It is a pervasive interactive game for children at the early years of primary school that aims to stimulate exploration of outdoor environments. It’s a screen-free smart toy made of natural materials.

ABBOT combines a smart tangible object to play outdoors, with a mobile app to access new content related to the discovered natural elements. The tangible object helps children capture images of the elements they find interesting in the physical environment. Through simple interactive games on a tablet, at home children can continue to interact with the collected digital materials and can also access new related content.

Publications

ABBOT: a smart toy motivating children to become outdoor explorers
Federica Delprino, Chiara Piva, Giovanni Tommasi, Mirko Gelsomini, Niccolò Izzo, Maristella Matera.
AVI 2018: 23:1-23:9

SNaP

ABBOT is an interactive smart toy, born to stimulate kids around 5/6 y.o. to play outdoor and explore natural elements. In this way they can “catch textures” and become true explorers and start their own material collection!

It is a pervasive interactive game for children at the early years of primary school that aims to stimulate exploration of outdoor environments. It’s a screen-free smart toy made of natural materials.

ABBOT combines a smart tangible object to play outdoors, with a mobile app to access new content related to the discovered natural elements. The tangible object helps children capture images of the elements they find interesting in the physical environment. Through simple interactive games on a tablet, at home children can continue to interact with the collected digital materials and can also access new related content.

Publications

A Board-Game for Co-Designing Smart Nature Environments in Workshops with Children
Rosella Gennari, Maristella Matera, Alessandra Melonio, Eftychia Roumelioti.
IS-EUD 2019: 132-148
Complete set of the SNaP cards

VIBS

Practising sports, and in particular, swimming has several
positive effects, among which improving individuals’ perception of the
self and therefore their control over their own body. Nevertheless, the
swimming accessibility is very low for people with visual impairments.<br>In order to address this issue, this paper proposes VIBS, a touch-sensitive swimming cap that aims to make visually-impaired swimmers feel safe and independent. VIBS is the result of a human-centered process that, involving 3 Paralympic swimmers, allowed us to collect insights informing its design. It also discusses the results of a preliminary evaluation that highlighted the potential of the designed technologies and directions for extensions.

Publications

Improving Swim Accessibility through Vibro-Tactile Sensory Substitution: A Preliminary Study
Elena Gibelli, Diego Morra, Mirko Gelsomini, Maristella Matera
CHItaly ’23: Proceedings of the 15th Biannual Conference of the Italian SIGCHI Chapter

GOAL-DRIVEN WEB INTERFACES

Traditional Web applications require users to navigate menus, pages,
filters, and forms, even when they already know the goal they want to
achieve. This project investigates a different interaction paradigm in
which users express their intentions in natural language and an AI agent
dynamically presents the graphical components required to complete the
task.

The project explores how Large Language Models can orchestrate existing
Web interface components while preserving the precision, reliability,
and direct-manipulation capabilities of graphical user interfaces.
Rather than generating arbitrary interfaces or autonomously clicking
through websites, developers expose reusable components through
semantic descriptions and typed contracts.

This research resulted in Mirage, a framework for
building goal-driven Web applications from declarative and reusable
components. The AI interprets the user’s intention, selects the
appropriate components, and configures them as a simplified and
interactive interface.

Publications


From Navigation to Intention: Reframing the Web Experience through Goal-Driven Interfaces

Luca Cordioli and Maristella Matera.
Proceedings of The ACM Web Conference 2026.

DRIP

Workplace coordination is often fragmented across emails, messages,
and separate task-management systems. Responsibilities, deadlines,
decisions, and pending actions remain buried in conversations and must
be continuously reconstructed by the people involved.

This project investigates state generation, a
Generative UI paradigm in which an AI system does not simply generate
another message or summary, but creates and maintains a persistent,
inspectable, and actionable representation of collaborative work.

The project resulted in
DRIP — Dynamic Responsibility and Intent Platform,
a research prototype that transforms conversational input into a
structured shared workspace. The system represents work objects,
participants, owners, deadlines, decisions, next steps, contextual
actions, and an inspectable history of changes.

The research examines how people understand and act through
AI-maintained coordination state, highlighting the importance of
legibility, provenance, action visibility, correction mechanisms,
human override, and the boundary between private and shared information.

Publications


Generated Coordination State: Exploring a State-Centric Generative-UI Paradigm for Workplace Coordination

Luca Cordioli and Emanuele Pucci.
Research paper under development.

State as an Inclusive Interaction Substrate

Luca Cordioli and Emanuele Pucci.
Inclusive AI Workshop at ICMI 2026.

LLYMX

Extended Reality environments can provide immersive support for
industrial training, maintenance, and operational activities.
However, interacting with complex virtual environments often requires
menus, controllers, or predefined commands that do not reflect how
people naturally refer to objects and situations in physical space.

This project investigates the integration of Large Language Models
into Extended Reality environments to enable natural, multimodal, and
context-aware interaction. Users can communicate through speech, text,
and gestures, for example by pointing at or selecting a virtual object
and asking questions about it.

The project resulted in LlymX, a prototype that
connects 3D objects with validated external knowledge sources.
Structured descriptions of virtual objects, semantic embeddings,
vector databases, and Retrieval-Augmented Generation are combined to
identify the object referenced by the user and retrieve relevant
information from technical documents and knowledge bases.

LlymX has also been evaluated through a comparative user study
involving menu-based, infographic-based, and LLM-driven multimodal
interaction. The results showed that the LLM modality was perceived
as significantly more usable than the infographic-based interface,
while differences in task-completion time and cognitive workload were
not statistically significant.

The broader objective is to develop
Extended Intelligent Reality environments in which
AI understands spatial context and provides accurate assistance
directly within immersive experiences.

Publications


Integrating Large Language Models into Extended Reality Environments for Enhanced User Experiences

Luca Cordioli, Matteo Valoriani, and Maristella Matera.

Exploring LLM-Driven Interaction for Knowledge Retrieval in Extended Reality

Luca Cordioli, Ludovica Piro, Matteo Valoriani, and Maristella Matera.
CHItaly 2025: 16th Biannual Conference of the Italian SIGCHI Chapter.

LlymX: Multimodal LLM-Augmented XR for Context-Aware Information Access

Luca Cordioli, Matteo Valoriani, and Maristella Matera.
IEEE Computer Graphics and Applications.

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DUAL-USER BIOMOTION

The research aims to develop an end-to-end computational framework and dual-user interface for translating complex motion analysis data into interpretable, actionable insights tailored to the needs of patients and clinicians.

Awards

International Society of Biomechanics Student Travel Award

The Award supports an international training opportunity related to the project, allowing recipients to participate in scholarly discussions, receive mentorship, share doctoral research with another academic team, and engage in professional development activities related to research.

Publications

From Motion Data to Meaning: Towards Human-Centered and Interpretable Movement Analysis Interfaces

Eleonora Cabai, Maristella Matera, Jonathan A. Gustafson

Proceedings of the 18th International Conference on Advanced Visual Interfaces (AVI 2026). DOI: 10.1145/3811427.3811520

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