Designer, artista, musicista.
Consegue la Laurea Triennale in Disegno Industriale ed Ambientale presso la Facoltà di Architettura di Ascoli Piceno e la Laurea Specialistica all'Università IUAV di Venezia - Facoltà di Design e Arti con il massimo dei voti.
Nel 2006 svolge un tirocinio trimestrale presso lo studio dublinese Raymond McGinley Architects e l'anno successivo si stabilisce in Spagna per frequentare il Master in Grafica all'Universidad Cardenal Herrera-CEU di Valencia (E).
Scrive una tesi sperimentale sull'applicazione di metodi e tecniche di Knowlegde Elicitation nei processi di progettazione dei prodotti industriali, dove fonde etnografia, intelligenza artificiale e design per una nuovo concetto di cucina per ipovedenti.
A partire dal 2008 inizia diverse con studi e aziende locali, tra cui Clementoni, Grottini Communication, Quodlibet, lo studio CDM di Macerata e EST[ro]workgroup di Potenza Picena. Nello stesso anno fonda insieme all'arch. Carlo De Mattia il gruppo artistico DM-A, realizzando macro-sculture nel paesaggio e nei centri urbani con materiali poveri e di scarto.
Tra le sue opere di design sostenibile si ricordano gli interni del negozio "urbanwear" di Osimo, realizzati interamente in cartone stratificato e lamiera piegata; la serie di lampade "Highway" e "Cestello" disegnate e realizzate nel 2010 per RIFUSE, riutilizzando materiali industriali di scarto.
Attualmente è grafico presso la casa editrice Quodlibet di Macerata e svolge la regolare attività di visual and product designer con il network :QUANTI:
Designer, artist and musician.
He graduated, with honors, in Industrial and Environmental Design at the University of Camerino (Macerata, Italy) and in Product's Design at the University of Design and Fine Arts (IUAV) in Venice (Italy).
In 2006 he did a three months internship at Raymond McGinley Architects in Dublin (Ireland). On September 2006 he gave a large contribution to the realization of the 3th edition of the International Festival of Visual Communication Teachme and, in the same year, he worked for Clementoni S.p.A. as an outside collaborator, responsible for the restyling of scientific games.
He also took some experiences abroad, with the Leonard Project in Portsmouth (GB) in 2001 and in Dublin (Ireland) in 2005. In 2007, he attended the Graphic Master Classes at the University of "Cardenal Herrera-CEU" in Valencia (Spain). Throughout the years, he also developed a great interest towards other subjects, such as philosophy and anthropology. Such disciplines have inspired him in writing an experimental thesis on the application of Knowledge Elicitation Methods and Techniques in the design process for industrial products.
In the summer 2008, together with the architect Carlo De Mattia, he founded the artistic workgroup DM-A, with which he created big sculptures on landscape and urban sculpture with reused materials. In 2009 he starter a working collaboration with the design offices CDM - in Macerata (Italy) - and EST[r]WORKGROUP - in Potenza Picena (Italy). He also worked for Grottini Communication as visual designer and visual merchandiser; and for Quodlibet S.r.l. publishing house as graphic designer.
In 2011 he founded the creative laboratory :QUANTI: for studying and designing communication stategies for companies, based on analogical original works. His special works are: the interior and visual design for "SE vibrating urbanwear" fashion store in Osimo, with made of stratified paper, sheet steel and the concrete floor of epoxy paint; and the lamp series, "Highway Lamp" and "Drum Lamp", designed for the company RIFUSE, made with industrial waste.
At the present time, he still collaborates with "Quodlibet" publishing house in Macerata and the works as a freelance visual and industrial designer.
The human-centered design is nowdays in the midst of an evaluation phase. The necessity of satisfying all the real needs of the human being through artifacts and products, is encouraging companies to involve the final users into the design process, from the formulation of the concept to the development of the product and the final tests.
Nevertheless, the procedures and the methods required to analyze the relationship between designer, user and final product are not quite clear yet. The solution to this issue may lie in focusing the design efforts on the use of the artifacts, where both the designer's and the user's knowledges are kept. The main purpose of this work is to confi rm the possibility of extending the Knowledge Elicitation methods and techniques to the design of an accessible kitchen for people who have serious sight problems (such as blind people, "ipovedenti", aged people and all those who have a visus between 3/10 and 6/10), in order to deeply understand the real needs of the customers.
The Knowledge Elicitation techniques allow a methodologic, multimodal and creative approach to elicit, analyze and represent the expert customer's knowledge of a specific domain. This experimental research provides a representation of some of the problems that may occur to blind people within a "micro-environment". Subsequently, some potential future scenarios will be analyzed together with a range of improvements applicable in order to understand how much a deep analysis could help the refinement and the innovation of the products.

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mb (+39)349.5945995
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