Quaderno n. 4 – bibliografia

Per un’introduzione all’accessibilitá

  • Ciaccheri M. C. (2022). Museum Accessibility by Design.
    A Systemic Approach to Organizational Change. American Alliance of Museums & Rowman & Littlefield.
  • Ciaccheri M. C. (2024). Musei e accessibilità. Progettare l’esperienza e le strategie. Editrice Bibliografica.
  • Holmes K. (2020). Mismatch: How Inclusion Shapes Design. The MIT Press.
  • Lidwell W., Holden K., and Butler J. (2010). Universal Principles of Design, Revised and Updated: 125 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make BetterDesign Decisions, and Teach
    through Design. Rockport Publishers.
  • Lupton E., Lipps a., eds. (2018). The Senses: Design beyond Vision. Princeton Architectural Press.
    Roppola T. (2014). Designing for the Museum Visitor Experience. Routledge.
  • Sandell R., Dodd J., Garland-Thomson R. (2010). Re-Presenting Disability: Museums and the Politics of Display. Taylor & Francis, Inc.

L’accessibilitá nei luoghi della cultura e le lingue dei segni come strumento di partecipazione su base di uguaglianza


Musei Brain-Friendly: i progetti Asba e BeWe per contribuire a generare esperienze trasformative nei visitatori e nello staff museale


Fare partecipazione: fra tabú e rischi

  • AA.VV. (2014). 10 must Reads: Inclusion. Empowering New Audiences. MuseumsEtc.
  • Brook O., O’Brien D., Taylor M. (2020). Culture Is Bad for You: Inequality in the Cultural and Creative Industries. University Press.
  • Hart R. A. (1992). Children’s Participation: From tokenism to citizenship, Innocenti Essay, no. 4. International
    Child Development Centre.
  • Huybrechts L. (ed.), (2013). Participation Is Risky: Approaches to Joint Creative Processes. Valiz.
  • Jancovich L., Stevenson D. (2022). Failures in Cultural Participation, Palgrave Macmillan, open access.
    https://link.springer.com/book/10.1007/978-3-031-16116-2
  • Schianchi M. (2012). Storia della disabilità. Dal castigo degli dèi alla crisi del welfare. Carocci.
  • Shakespeare T. (2017). Disabilità e società: Diritti, falsi miti, percezioni sociali. Erickson.
  • Simon N. (2010). The Participatory Museum. Museum 2.0.

Co-progettare attraverso l’apprendimento attivo

  • Bottà E. (2018). User eXperience Design. Hoepli.
  • Clark R., Wittrock M. C. (2000). Psychological principles in training. In Tobias S., Fletcher J. D., Training & retraining: a handbook for business, industry, government, and the military (p. 51-84). New York: Macmillan Reference USA.
  • Hart R. A. (1992). Children’s Participation: From tokenism to citizenship, Innocenti Essay, no. 4, International Child Development Centre, Florence.
  • Kahneman D., Tversky A. (1979). Prospect Theory: An Analysis of Decision Under Risk. Econometrica, 47(2), 263-291.
  • Norman D. (1988). The Design of Everyday Things.The MIT Press.
  • Norman D. (2003). Emotional Design. Basic Books.
  • Prince M. (2004). Does active learning work? A review of the research. Journal of engineering education, 93(3), 223-231.

Progettare contenuti accessibili

  • Wienschenk S. (2011), 100 Things Every Designer needs to know about People. Indianapolis: New Riders Publishing.
  • Perondi L. (2024). L’alta leggibilità (non) esiste? Cosa significa progettare un testo graficamente inclusivo. Nomos Edizioni
  • Lupton E., Lipps A. (2018). The Senses: Design beyond Vision. Hudson, NY: Princeton Architectural Press
  • Clemens NJ., Vaughn S. (2023). Understandings e misunderstandings about dyslexia – in Recording Research Quarterly (vol 58 fascicolo 2 pp 181-187)
  • AA.VV.(2012). Quaderno della Commissione Accessibilità – QuAM. ICOM Italia.
    https://www.icom-italia.org/wp-content/uploads/2023/01/QuAM-numero1-DEF.pdf
adminQuaderno n. 4 – bibliografia