In a context where digitalisation is profoundly transforming everyday experiences, most people are increasingly interacting with devices that require predefined gestures and interfaces that engage the senses, primarily sight and hearing. The material and aesthetic characteristics of these devices are the result of standardised production, whilst the digital content consumed immerses users in a virtual and intangible dimension. Users’ gestures on digital devices therefore exist as the outcome of two processes: on the one hand, the interpretation of virtual objects; on the other, the manipulation of these objects by means of the device and its components, be they touchscreens, buttons or other input devices. If we consider the gesture both as the result of the user’s interpretation of virtual signs and as the context in which they produce meaning, then a lack of awareness of the behaviours and gestures performed in the digital realm can render users’ actions meaningless (Kolesárová, 2018), and thus, in the long run, undermine their sense of agency or self-efficacy (Bandura, 1997) and their psychological well-being. In light of this, identifying the age at which digital habits are currently most firmly established may be an effective way of countering these phenomena. This work therefore draws on theories of embodied cognition to analyse the most common digital interactions, with the aim of examining gesture in the world of technology, its meanings and its impact on the sensory and manual spheres. The research then extends to the relationship between younger users and their devices, with a specific focus on the Lombardy region, and to the examination of a number of workshop-based case studies, in order to identify design and pedagogical approaches useful for exploring the topic with a young audience. The result of the project is ‘out of touch’, a workshop inspired by embodied design and experiential teaching methodologies that invites students to reflect on their everyday relationship with digital technology and the sensory dimension. The workshop uses analogue materials and the ‘chain reaction’ teaching method to explore the gestures and psychological mechanisms of certain digital interfaces, leading participants to co-design new ones, with the aim of stimulating critical reflection on the use of digital media, honing sensory awareness and promoting more responsible online behaviour. Finally, the ‘out of touch’ model was tested with a small pilot group at the ‘Galileo Ferraris’ State Scientific High School in Varese to gauge its impact and develop a version that could be replicated in other educational contexts.
In un contesto in cui la digitalizzazione sta profondamente trasformando le esperienze quotidiane, la maggior parte delle persone interagisce sempre più spesso con dispositivi che richiedono gesti predefiniti e interfacce che coinvolgono un registro sensoriale dominato soprattutto da vista e udito. Le caratteristiche materiali ed estetiche di questi dispositivi sono risultato di una produzione standardizzata, mentre i contenuti digitali fruiti immergono gli utenti in una dimensione virtuale e intangibile. I gesti degli utenti sui device digitali esistono perciò come risultato tra due processi: da un lato, l’interpretazione di oggetti virtuali; dall’altro, la manipolazione di tali oggetti per mezzo del dispositivo e delle sue parti, che siano touchscreen, pulsanti, o altre periferiche di input. Se si considera il gesto sia come risultato dell’interpretazione che l’utente fa dei segni virtuali, sia come luogo in cui egli produce senso, allora una scarsa consapevolezza dei comportamenti e dei gesti compiuti nel digitale può privare di senso le azioni degli utenti (Kolesárová, 2018), e quindi a lungo andare compromettere il loro senso di agency o autoefficacia (Bandura, 1997) e il loro benessere psicologico. A fronte di ciò, intercettare l’età in cui ad oggi si consolidano maggiormente le proprie abitudini digitali può essere efficace per contrastare questi fenomeni. Questo lavoro parte quindi da teorie sulla cognizione incorporata per condurre un’analisi delle interazioni digitali più comuni, con l’obiettivo di analizzare il gesto nel mondo della tecnologia, i suoi significati e l’impatto sulla sfera sensoriale e manuale. La ricerca si estende poi al rapporto degli utenti più giovani con i propri dispositivi, con un focus specifico sul contesto lombardo, e all’indagine di alcuni casi studio laboratoriali, così da individuare approcci progettuali e pedagogici utili per esplorare il tema con un target giovane. Risultato del progetto è out of touch, un laboratorio ispirato all’embodied design e a metodologie di didattica esperienziale che invita gli studenti a riflettere sul proprio rapporto quotidiano con il digitale e con la dimensione sensoriale. Il laboratorio utilizza materiali analogici e il metodo didattico delle reazioni a catena per esplorare gestures e meccanismi psicologici di alcune interfacce digitali, per poi portare a co-progettarne di nuove, con l’obiettivo di stimolare riflessioni critiche sull’uso dei media digitali, allenare la sensorialità e promuovere comportamenti online più responsabili. Il modello di out of touch è stato infine testato con un piccolo gruppo pilota presso il Liceo Scientifico Statale “Galileo Ferraris” di Varese per misurarne l’impatto e per definirne una versione replicabile in altri contesti formativi.
Out of touch : progettare un laboratorio per la corporeità nell'era del digitale
Calabrese, Giulia
2025/2026
Abstract
In a context where digitalisation is profoundly transforming everyday experiences, most people are increasingly interacting with devices that require predefined gestures and interfaces that engage the senses, primarily sight and hearing. The material and aesthetic characteristics of these devices are the result of standardised production, whilst the digital content consumed immerses users in a virtual and intangible dimension. Users’ gestures on digital devices therefore exist as the outcome of two processes: on the one hand, the interpretation of virtual objects; on the other, the manipulation of these objects by means of the device and its components, be they touchscreens, buttons or other input devices. If we consider the gesture both as the result of the user’s interpretation of virtual signs and as the context in which they produce meaning, then a lack of awareness of the behaviours and gestures performed in the digital realm can render users’ actions meaningless (Kolesárová, 2018), and thus, in the long run, undermine their sense of agency or self-efficacy (Bandura, 1997) and their psychological well-being. In light of this, identifying the age at which digital habits are currently most firmly established may be an effective way of countering these phenomena. This work therefore draws on theories of embodied cognition to analyse the most common digital interactions, with the aim of examining gesture in the world of technology, its meanings and its impact on the sensory and manual spheres. The research then extends to the relationship between younger users and their devices, with a specific focus on the Lombardy region, and to the examination of a number of workshop-based case studies, in order to identify design and pedagogical approaches useful for exploring the topic with a young audience. The result of the project is ‘out of touch’, a workshop inspired by embodied design and experiential teaching methodologies that invites students to reflect on their everyday relationship with digital technology and the sensory dimension. The workshop uses analogue materials and the ‘chain reaction’ teaching method to explore the gestures and psychological mechanisms of certain digital interfaces, leading participants to co-design new ones, with the aim of stimulating critical reflection on the use of digital media, honing sensory awareness and promoting more responsible online behaviour. Finally, the ‘out of touch’ model was tested with a small pilot group at the ‘Galileo Ferraris’ State Scientific High School in Varese to gauge its impact and develop a version that could be replicated in other educational contexts.| File | Dimensione | Formato | |
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https://hdl.handle.net/10589/267291