An app with digital storytelling and gamification represents a key element in promoting the learning of the typical terminology of the socio-health context that aims to ensure the psychophysical well-being and inclusion of migrants by removing language and cultural barriers, improving access to essential Italian health and social services by using sports as a vehicle for learning and socialization. The application could be integrated as an educational tool in integration centres or schools to encourage understanding of health concepts in an interactive and engaging way. The research study conducted the iterative user-centred “Design Thinking Process”, which includes the phases of empathy, definition, ideation, prototyping, and testing. In the living labs, we have gathered feedback from ten adolescent migrants who were co-designers of the iterative development, which enabled us to collect data to evaluate the app's usability, effectiveness, and social impact on migrant quality of life. Analysis of the feedback revealed that the app's usability and intuitiveness have the potential to be effective and well-accepted, as they enable language skills about social and health terms simply and pleasantly and consequently facilitate access to social and health services by improving migrants' mentalphysical health and social integration.

Design Thinking Process for a Gamified Mobile App to Improve Migrants’ Well-Being and Inclusion

Francesca Pia Travisani;Veronica Rossano;Enrichetta Gentile
2025-01-01

Abstract

An app with digital storytelling and gamification represents a key element in promoting the learning of the typical terminology of the socio-health context that aims to ensure the psychophysical well-being and inclusion of migrants by removing language and cultural barriers, improving access to essential Italian health and social services by using sports as a vehicle for learning and socialization. The application could be integrated as an educational tool in integration centres or schools to encourage understanding of health concepts in an interactive and engaging way. The research study conducted the iterative user-centred “Design Thinking Process”, which includes the phases of empathy, definition, ideation, prototyping, and testing. In the living labs, we have gathered feedback from ten adolescent migrants who were co-designers of the iterative development, which enabled us to collect data to evaluate the app's usability, effectiveness, and social impact on migrant quality of life. Analysis of the feedback revealed that the app's usability and intuitiveness have the potential to be effective and well-accepted, as they enable language skills about social and health terms simply and pleasantly and consequently facilitate access to social and health services by improving migrants' mentalphysical health and social integration.
2025
978-989-758-731-3
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11586/539830
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