TY - JOUR
T1 - Design for social digital well-being with young generations
T2 - Engage them and make them reflect
AU - Gennari, Rosella
AU - Matera, Maristella
AU - Morra, Diego
AU - Melonio, Alessandra
AU - Rizvi, Mehdi
N1 - Funding Information:
This work was partially supported by the Italian Ministry of University and Research (MIUR) under grant PRIN 2017 “EMPATHY: EMpowering People in deAling with internet of THings ecosYstems”; and the SNAP project funds, granted by the Free University of Bozen-Bolzano, Italy , within the Smart Design agreements of the Free University of Bozen-Bolzano with Politecnico di Milano, Italy and Ca’ Foscari Venice University .
Publisher Copyright:
© 2023 Elsevier Ltd
PY - 2023/5
Y1 - 2023/5
N2 - Digital well-being traditionally means limiting the effects on individuals of technology abuses. However, in a broader perspective, it can be crucial to consider the pervasiveness of technology, and the effect it can have not only on individuals but also on their peers in the context of diverse everyday-life situations. Within this view, which emphasises the social side of digital well-being, the paper argues the need of educating young generations to participate in the making of technology for a social goal and have a reflective attitude towards technology and its impact on society. It, therefore, presents a design toolkit as a means to (i) engage young generations to become active in design for social digital well-being and, thanks to the exposure to how technology works, (ii) reflect deeply on the pros and cons of technology in use in their everyday life. By presenting the results of a study with 24 high-school pupils and their teachers, the paper discusses how a phygital toolkit, which structures the design process, engages them in the rapid prototyping of their own smart things, and how it acts as a proxy for soliciting their own reflections around technology and social digital well-being.
AB - Digital well-being traditionally means limiting the effects on individuals of technology abuses. However, in a broader perspective, it can be crucial to consider the pervasiveness of technology, and the effect it can have not only on individuals but also on their peers in the context of diverse everyday-life situations. Within this view, which emphasises the social side of digital well-being, the paper argues the need of educating young generations to participate in the making of technology for a social goal and have a reflective attitude towards technology and its impact on society. It, therefore, presents a design toolkit as a means to (i) engage young generations to become active in design for social digital well-being and, thanks to the exposure to how technology works, (ii) reflect deeply on the pros and cons of technology in use in their everyday life. By presenting the results of a study with 24 high-school pupils and their teachers, the paper discusses how a phygital toolkit, which structures the design process, engages them in the rapid prototyping of their own smart things, and how it acts as a proxy for soliciting their own reflections around technology and social digital well-being.
KW - Digital well-being
KW - Responsible design
KW - Smart-thing design
KW - Social digital well-being
KW - Toolkit
UR - http://www.scopus.com/inward/record.url?scp=85147546368&partnerID=8YFLogxK
U2 - 10.1016/j.ijhcs.2023.103006
DO - 10.1016/j.ijhcs.2023.103006
M3 - Article
AN - SCOPUS:85147546368
SN - 1071-5819
VL - 173
JO - International Journal of Human Computer Studies
JF - International Journal of Human Computer Studies
M1 - 103006
ER -