Nowadays, smartphones are increasingly pervasive, and many people struggle to find a healthy balance in their technology use. This challenge is particularly evident among young people. Existing tools supporting digital self-control have shown limited effectiveness in fostering long-term autonomy, highlighting the need for innovative and more impactful solutions. My research investigates the design of interactive systems aimed at enhancing young people’s awareness of their digital practices, with the goal of supporting healthier digital habits. My work explores two key dimensions: individual versus group-based interventions, and ludic versus non-ludic approaches. This dual perspective allows comparison of different design strategies and assessment of their effectiveness across diverse populations. To date, the research has examined several interventions, including an educative system for digital wellbeing education at school and an AI-assisted goal-oriented tool guiding users through a personalized self-reflection path. Future work will further explore new approaches to support young people’s digital wellbeing.

Supporting Young People Digital Awareness through Novel Interactive Systems / Scibetta, Luca. - ELETTRONICO. - (2026), pp. 1-5. ( CHI conference on Human Factors in Computing Systems Barcelona (ES) 13-17/04/2026) [10.1145/3772363.3799217].

Supporting Young People Digital Awareness through Novel Interactive Systems

Luca Scibetta
2026

Abstract

Nowadays, smartphones are increasingly pervasive, and many people struggle to find a healthy balance in their technology use. This challenge is particularly evident among young people. Existing tools supporting digital self-control have shown limited effectiveness in fostering long-term autonomy, highlighting the need for innovative and more impactful solutions. My research investigates the design of interactive systems aimed at enhancing young people’s awareness of their digital practices, with the goal of supporting healthier digital habits. My work explores two key dimensions: individual versus group-based interventions, and ludic versus non-ludic approaches. This dual perspective allows comparison of different design strategies and assessment of their effectiveness across diverse populations. To date, the research has examined several interventions, including an educative system for digital wellbeing education at school and an AI-assisted goal-oriented tool guiding users through a personalized self-reflection path. Future work will further explore new approaches to support young people’s digital wellbeing.
2026
979-8-4007-2281-3
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/3010250