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This design was created on the basis of a general definition of what the company was needing:
"Create a clean and super easy to use dashboard and to do list app that’s supposed to be integrated with Google Apps and to start with Google Tasks and a coming new KPI’s application. That helps the user to focus and do what’s most important every day at the same time as he get’s a quick business KPI status verification green/yellow/red based on how he’s business KPI’s is developing."
Toque Noir is an entrepreneurial idea of a young girl who wants to open her business inspired by homemade cuisine. The company takes his name from the typical chef hat, the Toque. To distinguish her business, she chose the black colour to represent elegance and to be opposite to the traditional white colour of the chef's hat. Based on the entrepreneurial idea, she asked me to design a logo for her company.
In this project I redesigned the homepage of the website A Word is not Enough with a clean and responsive layout. Attention to fonts and details has been given.
When I approached the idea of designing my personal logo, I decided that it should have brought with him part of my character and my personality. I wanted to embed in it a solid, strong, rational character, combined with a curious personality and a hidden creativity. Combine this with the first letters of my name and this is the result that came out.
This concept was developed during my master thesis project done at the Interaction Design & Technlogies program at Chalmers University (Gothenburg - Sweden). A special thanks go to Sus Lundgren, my supervisor and mentor.
Cicero was created to explore how gesture hinting can be designed to increase the usability of an app without disturbing those who choose not to use it. It was user tested in comparison with a previously suggested concept, called Alchemy, which it clearly outranked. Cicero allows users to ask help to the OS in every situation where the user doesn't know how to interact with an item on the screen. Cicero is not obtrusive since uses a mode intentionally evoked by the user. Cicero is easy to use and quick to learn. The results from the user testing show the goodness in terms of effectiveness, efficiency and satisfaction. Moreover Cicero is a concept extreamely flexible and adaptable, can introduce also custom gestures and can be extended to tablet devices. Therefore Cicero is a good concept that shows a way to the gesture hinting problem's solution.
The complete master thesis's project is describe on the website http://www.francescobusolini.it/Cicero/index.html.
The master thesis is available here: Cicero: A Concept for Gesture Hinting on Mobile Devices (PDF)
The Coffee Break design comes out of one of those moments when I want to spend some time to learn new tools. This time I was trying to improve my skills in logo design through Adobe Illustrator. I started from a simple idea. The inspiration came from the traditional coffee breaks that we have during our work-time (I should say that I do not drink coffee and this is perhaps the reason why I had this inspiration while I was looking my colleagues).
This was the major outcome of the Aesthetic of Interaction course, attended at Chalmers University of Technology. The essay shows what I've learned from this course about aesthetics and different approaches to design for interaction. There isn't always a stright path and rules that a designer can follow to create new innovative designs. Aesthetics, emotion, criticism, playfulness, coherency, user experience, and many others can be inspiration to enrich interaction or be the final goals of its design.
During the Mobile Computing course, with two colleagues Andrea Amodeo and Leo Clipet, I developed a small app for iOS. This app, called Find Your Happiness, allows the user to track his emotions during the day. The user can swipe between different mood smiles and tap on the desired one to record his status. The app store all these moods with the time, locations and notes added by the user. When the user feels like to consult his past moods, he can have a quick view of the moments of his life and scroll through to remember them. He has the possibility to filter the moods, consult the details, see the data aggregated in bar-charts or line-charts group per week, month or year.
What I tried to do in this essay was to reflect on the meaning of design, and the role of prototyping in interaction design.
Design means absorbing stimuli from the world around us, envisioning the future, and translating this vision in 'useful' (in a broad significance of the term) creations for the society.
Prototyping is the art of translating ideas in a form that the audience can understand and handle.
In this essay I analysed different forms of prototyping, I've worked with. I started from the text and graph based prototyping: text-based scenario, persona, asbstract models, requirement specifications. Then I analysed the 2D graphical/physical represantations: 2D sketches with pencil, storyboard, moodboard. 3D physical and tangible representations: cardboard model and 3D paper model, clay, textile, foam and styrofoam, Lego model. Drama and Interaction methodology for prototyping: dramatization and role play, use of 3D representations for dramatization, image storytelling. Finally, I discussed IT aided representations: software/GUI-based representations, 3D modelling and 3D printing, video prototyping, sound and music prototyping.
In this project, I was called to integrate a new functionality to an existing website. The client, a farm holidays with a website entirely custom developed with old HTML and PHP language, want to add a functionality that allows him to propose to the guests many recipes and allow them to select their favourite dishes. In this way the owner of the farm holidays will be able to plan custom menus for his guests.
I designed and developed the whole functionality using HTML, CSS, SQL, PHP and jQuery.
The aim of this game is to train your memeory, showing you a sequence that you should memorize and then repeat. This game allows different settings in order to challenge your and yours friend memory, pushing it to the limit. The number of blinks is based on the chunk theory, which states that people can retain in the short memory 7 +/- 2 chunks of information. Pushing to the limit this game will ask you to memorize and repeat up to 10 blinks. I used the jQuery technology that allows the users to play at this game directly from their browser. I used only HTML, CSS and jQuery.
The aim of this game is to recombine Puzzle pieces in the original image. I used the jQuery technology that allows the users to play at this game directly from their browser. I used only HTML, CSS and jQuery.
This essay, co-written with my colleague Giovanni Lesa, deals with the topic of persuasion. Through the application of the concepts of persuasion and its six basic principles embodied from the social psychology, we highlighted some positive and negative examples of persuasion in the context of websites.
We took advantage of the principles of social psychology to explain how certain persuasive mechanisms work, and why they work best when they work in a certain way. The ultimate purpose of the essay is to outline some guidelines for the realization of persuasive designs, which can increase the degree of effectiveness of the contents of a website.
This template for the "Start Cup FVG" website was created for the Web Design course taken at the University of Udine. It is based on a 960grid with 16 columns. The website template was designed with Adobe Fireworks and Adobe Photoshop. It was developed with HTML, CSS, JQuery. I also used the frameworks Bootstrap and Less for a faster development. The live version of the website is available on StartCup FVG.
In this project I redesigned an article page "Scatti d'Autore" with a minimal, B&W, clean and responsive layout. Attention to white spaces, allignments and grid details has been given.
La Fabule's logo was designed for a small web company consisting of four members. The name, which in Italian recalls the term "Favola" (fable/fairy tale), it's a word of pure invention, based on the first two letters of the surname of each member.
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