In the discussion on the work competences, the emotional competences are acquiring only in the last years a concrete popularity, although its importance is demonstrated. The COVID-19 pandemic increased the effect on works and on workers uncertainly, enlarging the needs of emotional competence tools, accessible to all category of users with a special focus on those with social or economic fragilities. Based on this background the project called EMOTION.exe aims to develop and assess an "Emotional Training Gym", a safe environment, designed for the acquisition of new socio-emotional competences. It is freely browsable that leaves a high degree of autonomy using digital tools, tailored for the users with a high risk of social exclusion or job insecurity. The article describes a study performed with focus groups for the qualitative acceptance of the EMOTION.exe software and the consequent co-design with the potential user for further improvement. The results show that the tool is highly accepted by the user groups, with some concrete proposals for improvement based on the needs of the participants that includes the centrality of the artificial tutors, the inclusion of gamification aspects, the redesign of the graphical layout and proposals of videos to be added in the multimedia library.

Qualitative acceptance and co-design of an app aimed at improving emotional intelligence for precarious workers

Di Fuccio Raffaele;Di Ferdinando Andrea;Rubinacci Franco;Ferrara Fabrizio;Diano Federico;Raffaele Calabretta
2020

Abstract

In the discussion on the work competences, the emotional competences are acquiring only in the last years a concrete popularity, although its importance is demonstrated. The COVID-19 pandemic increased the effect on works and on workers uncertainly, enlarging the needs of emotional competence tools, accessible to all category of users with a special focus on those with social or economic fragilities. Based on this background the project called EMOTION.exe aims to develop and assess an "Emotional Training Gym", a safe environment, designed for the acquisition of new socio-emotional competences. It is freely browsable that leaves a high degree of autonomy using digital tools, tailored for the users with a high risk of social exclusion or job insecurity. The article describes a study performed with focus groups for the qualitative acceptance of the EMOTION.exe software and the consequent co-design with the potential user for further improvement. The results show that the tool is highly accepted by the user groups, with some concrete proposals for improvement based on the needs of the participants that includes the centrality of the artificial tutors, the inclusion of gamification aspects, the redesign of the graphical layout and proposals of videos to be added in the multimedia library.
2020
Istituto di Scienze e Tecnologie della Cognizione - ISTC
Inglese
Onofrio Gigliotta, Michela Ponticorvo
PSYCHOBIT 2020 Psychology-Based Technologies 2020. Proceedings of the Second Symposium on Psychology-Based Technologies
The Second Symposium on Psychology Based Technologies (PSYCHOBIT2020
10
http://ceur-ws.org/Vol-2730/paper26.pdf
CEUR-WS.org
Aachen
GERMANIA
Sì, ma tipo non specificato
28-29/09/2020
Napoli
Co-design
Emotional competence
Emotional intelligence
ICT tool
No
6
none
DI FUCCIO, Raffaele; DI FERDINANDO, Andrea; Rubinacci, Franco; Ferrara, Fabrizio; Diano, Federico; Calabretta, Raffaele
273
info:eu-repo/semantics/conferenceObject
04 Contributo in convegno::04.01 Contributo in Atti di convegno
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/395052
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