Mario Chiesa is a service design and UX design expert with a portfolio including projects in data visualization, service design, and UX design. Some of his work includes using techniques like serious play and design cards to elicit user needs and perspectives, as well as microstories to communicate user viewpoints. He has conceived tools like a card deck to support creative tasks and communication within projects.
4. In a large pilot project about Internet of Things and its applications, I experimented
innovative ways to elicit wants and needs from perspective users, and communicate the
results.
For the first goal, I experimented a "Serious Play" approach, that inherits elements from
techniques like brainstorming, focus group, bodystorming, role-play and in-field interviews
and allow to gain insights and design elements fast and cheaply. A paper about the work
was accepted and presented at a Telecom Italia event in Turin. Please follow the link for
more information
際際滷s available on slideshare
Serious Play
A new board game for designers
5. For the second goal, I experimented
microstories, to communicate better
the range of perspectives and points of
view of different users during their
interactions with several touchpoints
and steps of a service or process.
A paper about the work done was
accepted and presented at the Internet
of Things 2010 Conference in Tokyo.
Urban IoT workshop website
際際滷s available on 際際滷share
6. For a project about community-based mobility services, I conceived a card deck, to enhance
internal and external communication, and to support creative tasks within the project itself.
Cards were developed inside my Unit, and used in several workshops as main elements for
eliciting past experiences, forcing participants into odd scenarios, suggesting unexpected
relationships. Available in AutoUI proceedings
9. UX design tools and methods for designing a parking service: wireframes and contestual
micro-scenarios.
10. Diagram showing the iterative process as described within a Living Lab approach for a H2020
project. Each of the three iterations planned increase the fidelity of the prototype. The length
of each block shows the amount of work requested.
11. Activities and elements within a museum: defining a visual language for describing them and
better understanding relationships and correlations, from standalone isolated interactions
to seamless experiences with feedbacks and reactions through the whole visiting path.
12. Time analysis for typical behavior within a mall parking area:
drive -> search for slot -> walk to mall -> shopping and the way back.
14. From brainstorming to final results: data visualization and infographics.
Visual OPML: a project about mobility and the job market.
Visit OPML website