Luigina Ciolfi
Luigina Ciolfi is Professor (Human-Computer Interaction) in the School of Applied Psychology at University College Cork (Ireland). She was previously Reader/Professor of Human Centred Computing at Sheffield Hallam University (UK), lecturer in Interaction Design at the University of Limerick (Ireland), visiting professor at the University of Rome Tor Vergata and research assistant at the University of Siena (Italy).
She holds a Ph.D. in Computer Science from the University of Limerick and a Laurea in Communication Sciences (summa cum laude), from the University of Siena, specialising in Human-Machine Interaction.
Luigina's research is focused on the design of interaction for cultural heritage, public spaces, work environments, with particular attention to embodiment, collaboration and participation. She studies a variety of domains including museums and other heritage sites, urban environments, transitional spaces and practices "on the move" by nomadic workers.
She is skilled in qualitative fieldwork, design methodologies and theories underpinning the study of human practices in context.
She has led and participated in a number of national and international research projects, including “SHAPE-Situating Hybrid Assemblies in Public Environments”, “HIPS - Hyper Interaction Within Physical Space”, "Shared Worlds", "NomadS", "Nomadic Work/Lives in the Knowledge Economy", "meSch" (EU FP7), "Sharing & Caring" (EU COST), and "CultureLabs" (H2020).
Luigina has published extensively in the areas of human-computer interaction (HCI) and computer-supported cooperative work (CSCW), as well as having organised a number of international workshops on the topic of museum technologies, ubiquitous computing and mobile work.
Luigina currently serves as Associate Editor and Book Review Editor for the Computer-Supported Cooperative Work Journal, and is member of the programme committee of several international conferences. Notable service roles include: General Co-Chair, ACM CSCW 2021; General Chair, ECSCW 2017; Subcommittee co-chair, CHI 2018-2019; Scientific Co-Chair, COOP 2014; Papers Co-Chair CSCW 2015; Associate Chair for ACM CSCW 2011-2016 (she has also served as Demos co-chair for the CSCW 2010 and 2012 Conferences); Associate Chair for ACM CHI 2013-2016; Associate Chair for ACM DIS 2012-2014; Proceedings Chair ECSCW 2009-2013; Workshops co-chair for ACM GROUP 2012; Program committee member for ACM TEI, PDC, ECSCW, COOP, ACM GROUP among others. She has also reviewed for a number of journals (including TOCHI, IJHCS, CoDesign) and as an expert evaluator for the European Commission and funding agencies in several countries.
Luigina has supervised 8 PhDs to completion and has served as a doctoral examiner in the UK, Ireland, Denmark, Finland, The Netherlands, Italy and Australia. She has been an invited speaker in thirteen countries.
She is a member of EUSSET (the European Society for Socially-Embedded Technologies), Member of the British Psychological Society, and Senior Member of ACM.
Luigina has taught a variety of subjects within the human-centred computing field to undergraduates and postgraduates in Digital and Interactive Media, Computer Science, New Media and English, Information Systems, Software Engineering and Computer Games Development students.
Address: School of Applied Psychology
University College Cork
Cork Enterprise Centre, North Mall
T23 Y363 Cork City (Ireland)
She holds a Ph.D. in Computer Science from the University of Limerick and a Laurea in Communication Sciences (summa cum laude), from the University of Siena, specialising in Human-Machine Interaction.
Luigina's research is focused on the design of interaction for cultural heritage, public spaces, work environments, with particular attention to embodiment, collaboration and participation. She studies a variety of domains including museums and other heritage sites, urban environments, transitional spaces and practices "on the move" by nomadic workers.
She is skilled in qualitative fieldwork, design methodologies and theories underpinning the study of human practices in context.
She has led and participated in a number of national and international research projects, including “SHAPE-Situating Hybrid Assemblies in Public Environments”, “HIPS - Hyper Interaction Within Physical Space”, "Shared Worlds", "NomadS", "Nomadic Work/Lives in the Knowledge Economy", "meSch" (EU FP7), "Sharing & Caring" (EU COST), and "CultureLabs" (H2020).
Luigina has published extensively in the areas of human-computer interaction (HCI) and computer-supported cooperative work (CSCW), as well as having organised a number of international workshops on the topic of museum technologies, ubiquitous computing and mobile work.
Luigina currently serves as Associate Editor and Book Review Editor for the Computer-Supported Cooperative Work Journal, and is member of the programme committee of several international conferences. Notable service roles include: General Co-Chair, ACM CSCW 2021; General Chair, ECSCW 2017; Subcommittee co-chair, CHI 2018-2019; Scientific Co-Chair, COOP 2014; Papers Co-Chair CSCW 2015; Associate Chair for ACM CSCW 2011-2016 (she has also served as Demos co-chair for the CSCW 2010 and 2012 Conferences); Associate Chair for ACM CHI 2013-2016; Associate Chair for ACM DIS 2012-2014; Proceedings Chair ECSCW 2009-2013; Workshops co-chair for ACM GROUP 2012; Program committee member for ACM TEI, PDC, ECSCW, COOP, ACM GROUP among others. She has also reviewed for a number of journals (including TOCHI, IJHCS, CoDesign) and as an expert evaluator for the European Commission and funding agencies in several countries.
Luigina has supervised 8 PhDs to completion and has served as a doctoral examiner in the UK, Ireland, Denmark, Finland, The Netherlands, Italy and Australia. She has been an invited speaker in thirteen countries.
She is a member of EUSSET (the European Society for Socially-Embedded Technologies), Member of the British Psychological Society, and Senior Member of ACM.
Luigina has taught a variety of subjects within the human-centred computing field to undergraduates and postgraduates in Digital and Interactive Media, Computer Science, New Media and English, Information Systems, Software Engineering and Computer Games Development students.
Address: School of Applied Psychology
University College Cork
Cork Enterprise Centre, North Mall
T23 Y363 Cork City (Ireland)
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Papers by Luigina Ciolfi
Taking as an example two case-studies from the EU meSch project, from Museon and Allard Pierson Museum in the Netherlands, we discuss our plan for devising and carrying out audience research so as to “document,” analyse, and interpret the impact of digitally enhanced, tangible, embodied, and multisensory museum visiting experiences.
Our intention is to provide an honest account of the different strengths and weaknesses encountered for all evaluation methodologies that were used, namely observations, interviews, video data, questionnaires, meaning maps, and post-visit interviews. We also share and discuss lessons learned, insights and best practices that could be of benefit for museum and audience research professionals.
Museums have been a domain of study and design intervention for (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills that gap. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems.
This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.
Taking as an example two case-studies from the EU meSch project, from Museon and Allard Pierson Museum in the Netherlands, we discuss our plan for devising and carrying out audience research so as to “document,” analyse, and interpret the impact of digitally enhanced, tangible, embodied, and multisensory museum visiting experiences.
Our intention is to provide an honest account of the different strengths and weaknesses encountered for all evaluation methodologies that were used, namely observations, interviews, video data, questionnaires, meaning maps, and post-visit interviews. We also share and discuss lessons learned, insights and best practices that could be of benefit for museum and audience research professionals.
Museums have been a domain of study and design intervention for (HCI) for several decades. However, while resources providing overviews on the key issues in the scholarship have been produced in the fields of museum and visitor studies, no such resource as yet existed within HCI. This book fills that gap. It consolidates the body of work in HCI conducted in the heritage field and integrates it with insights from related fields and from digital heritage practice. Processes of HCI design and evaluation approaches for museums are also discussed. This book draws from the authors' extensive knowledge of case studies as well as from their own work to provide examples, reflections, and illustrations of relevant concepts and problems.
This book is designed for students and early career researchers in HCI or Interaction Design, for more seasoned investigators who might approach the museum domain for the first time, and for researchers and practitioners in related fields such as heritage and museum studies or visitor studies. Designers who might wish to understand the HCI perspective on visitor-facing interactive technologies may also find this book useful.
The contributions address key themes such as the engagement of marginalised communities, the opening of debates and new interpretations around socially and historically contested heritages, and the way in which digital technologies may foster more inclusive cultural heritage practices. They will also showcase examples of work that can inspire reflection, further research, and also practice for readers such as practice-focused researchers in both HCI and design. Indeed, as well as consolidating the achievements of researchers, the contributions also represent concrete approaches to digital heritage innovation for social inclusion purposes.
The book’s primary audience is academics, researchers, and students in the fields of cultural heritage, digital heritage, human-computer interaction, digital humanities, and digital media, as well as practitioners in the cultural sector.
With different degrees of formality and training, these communities are increasingly defining and taking ownership of what is of value to them, thus reconfiguring the care, communication, interpretation and validation of heritage. Digital technology has played a crucial role in this transformative process.
In a fully international context, cultural heritage practitioners, community champions and academics from different fields of study have contributed to this book. Each chapter brings to the fore the multiple relationships between heritage, communities and technologies as a focus of study and reflection in an inclusive way. Contributions touch upon present and future opportunities for technology, as well as participatory design processes with different stakeholders.
This book brings together ideas from different disciplines, cultures, methods and goals, to inspire scholars and practitioners involved in community heritage projects.
Also available: http://www.ecscw.org/2009.htm