Emotional intelligence (EI) (Salovey, Mayer 1990) is crucial for understanding and managing one’s own and others’ emotions. Its acquisition improves personal, social and relational well- being (Huc. M et al., 2025), but it is not innate. EI can be learned, and its diffusion depends on school, family and social education, through five key factors: self-awareness, self-regulation, motivation, empathy and social skills (Goleman, 2005). Emotional illiteracy can cause self- closure, anxiety, depression and aggressive behaviors (Goleman 2005) as well as contexts of discomfort, emotional abuse or violence can hinder the development of this competence in developmental years (Ren A. et al., 2025). Project Objective The Sentire+ project, developed by an interdisciplinary convergence of designers, psychologists and pedagogists, aims to bridge the distance between theory and practice of EI in children aged 3-6, supporting them in developing a new awareness of emotionality, a new form of feeling, helping them recognise and manage their own and others’ emotions through play activities that stimulate interaction, inclusivity, observation in interactive-didactic environments with the aid of ludic-educational kits to develop a new emotional posture. Methodologies and Steps The experimental program lasts 12 weeks and involves preschool children, a crucial phase for personal identity and emotionality (Grace J. Craig, 1980). Ludic-didactic materials (Role Game, Cards Game,) are developed through plural processes of participatory design that integrate different design methodologies. In particular, approaches such as “Human-Centered Design”, “Design Thinking”, “Game Design” (Bertolo M., Mariani I., 2020) and “Empathic Design” are combined, together with psychological tools like the TEC-TEST (Grazzani. I. et. al. 2020), questionnaires and direct observation, in addition to Montessori pedagogical principles. (Montessori M. 2008) The proposed ludic-educational kit presents tools and instruments to make small users interact and generate progressive learning activities, from recognition of primary emotions on Ekman’s model (Ekman P. & V. Friesen W. 2003) to the consequent development of principles of self-awareness, empathy, self- motivation and social skills. (Goleman, 2005). Expected results and developments Learning processes and obtained results are recorded and systematised to obtain a measurable version of achieved progress. Results analysis allows project optimisation. Subsequent scientific dissemination makes Sentire+ a replicable project by educational institutions, favoring its large-scale diffusion. Sentire+ looks to the future, contributing to the growth of more aware children capable of managing their own emotions, laying the foundations for the development of empathetic and aware adults in tomorrow’s society.
L’intelligenza emotiva (EI) (Salovey, Mayer 1990) è cruciale per comprendere e gestire le emozioni proprie e altrui. La sua acquisizione migliora il benessere personale, sociale e relazionale (Huc. M et al., 2025), ma non è innata. L’EI si può apprendere, e la sua diffusione dipende dall’educazione scolastica, familiare e sociale, attraverso cinque fattori chiave: autoconsapevolezza, autoregolazione, motivazione, empatia e abilità sociali (Goleman,2005). L’analfabetismo emotivo può causare chiusura in se stessi, ansia, depressione e comportamenti aggressivi (Goleman 2005) così come contesti di disagio, abuso emotivo o violenza possono ostacolare lo sviluppo di questa competenza negli anni dello sviluppo (Ren A. et al., 2025). Il progetto Sentire+, sviluppato da una convergenza interdisciplinare di designer, psicologi e pedagogisti, mira a colmare la distanza tra teoria e pratica dell’EI nei bambini di 3-6 anni, supportandoli nello sviluppo di una nuova consapevolezza dell’emotività, una nuova forma del sentire, aiutandoli a riconoscere e gestire le emozioni proprie e dell’altro attraverso le attività del gioco che stimolano l’interazione, l’inclusività, l’osservazione in ambienti interattivo-didattici con l’ausilio di kit ludici- educativi per lo sviluppo di una nuova postura emotiva. Il programma sperimentale dura 12 settimane e coinvolge bambini in età prescolare, fase cruciale per l’identità personale e dell’emotività (Grace J. Craig, 1980). I materiali ludico-didattici (Role Game, Card Game,) vengono sviluppati attraverso processi plurali di design partecipativo che integrano diverse metodologie progettuali. In particolare, si combinano approcci come l’“Human-Centred Design”, il “Design Thinking”, il “Game Design” (Bertolo M.,Mariani I., 2020) e l’Empathic Design” insieme a strumenti psicologici come il TEC-TEST (Grazzani. I. et. al. 2020), questionari e osservazione diretta, oltre ai principi pedagogici Montessoriani. (Montessori M. 2008) Il kit ludico-educativo proposto presenta tool e strumenti per favorire l’interazione dei bambini e generare attività di apprendimento progressivo, dal riconoscimento delle emozioni primarie sul modello di Ekman (Ekman P. & V. Friesen W. 2003) fino al conseguente sviluppo di principi di autoconsapevolezza, empatia, automotivazione e abilità sociali. (Goleman,2005). I processi di apprendimento e i risultati ottenuti vengono registrati e sistematizzati per ottenere una versione misurabile dei progressi raggiunti. L’analisi dei risultati permette di ottimizzare il progetto. La successiva disseminazione scientifica rende Sentire+ un progetto replicabile da istituzioni educative, favorendo la sua diffusione su larga scala. Sentire+ guarda al futuro, contribuendo alla crescita di bambini più consapevoli e capaci di gestire le proprie emozioni, ponendo le basi per lo sviluppo di adulti empatici e consapevoli nella società di domani.
Design multidisciplinare: nuove posture dell’emotività. Alfabetizzazione emotiva e attività laboratoriali ludico-educative per bambini in età prescolare / Pecci, Elisa. - (2025), pp. 1758-1761. ( ATTI DELLA CONFERENZA ANNUALE DELLA SOCIETÀ ITALIANA DI DESIGN Napoli ) [10.6093/978-88-6887-385-1].
Design multidisciplinare: nuove posture dell’emotività. Alfabetizzazione emotiva e attività laboratoriali ludico-educative per bambini in età prescolare.
Elisa PecciPrimo
2025
Abstract
Emotional intelligence (EI) (Salovey, Mayer 1990) is crucial for understanding and managing one’s own and others’ emotions. Its acquisition improves personal, social and relational well- being (Huc. M et al., 2025), but it is not innate. EI can be learned, and its diffusion depends on school, family and social education, through five key factors: self-awareness, self-regulation, motivation, empathy and social skills (Goleman, 2005). Emotional illiteracy can cause self- closure, anxiety, depression and aggressive behaviors (Goleman 2005) as well as contexts of discomfort, emotional abuse or violence can hinder the development of this competence in developmental years (Ren A. et al., 2025). Project Objective The Sentire+ project, developed by an interdisciplinary convergence of designers, psychologists and pedagogists, aims to bridge the distance between theory and practice of EI in children aged 3-6, supporting them in developing a new awareness of emotionality, a new form of feeling, helping them recognise and manage their own and others’ emotions through play activities that stimulate interaction, inclusivity, observation in interactive-didactic environments with the aid of ludic-educational kits to develop a new emotional posture. Methodologies and Steps The experimental program lasts 12 weeks and involves preschool children, a crucial phase for personal identity and emotionality (Grace J. Craig, 1980). Ludic-didactic materials (Role Game, Cards Game,) are developed through plural processes of participatory design that integrate different design methodologies. In particular, approaches such as “Human-Centered Design”, “Design Thinking”, “Game Design” (Bertolo M., Mariani I., 2020) and “Empathic Design” are combined, together with psychological tools like the TEC-TEST (Grazzani. I. et. al. 2020), questionnaires and direct observation, in addition to Montessori pedagogical principles. (Montessori M. 2008) The proposed ludic-educational kit presents tools and instruments to make small users interact and generate progressive learning activities, from recognition of primary emotions on Ekman’s model (Ekman P. & V. Friesen W. 2003) to the consequent development of principles of self-awareness, empathy, self- motivation and social skills. (Goleman, 2005). Expected results and developments Learning processes and obtained results are recorded and systematised to obtain a measurable version of achieved progress. Results analysis allows project optimisation. Subsequent scientific dissemination makes Sentire+ a replicable project by educational institutions, favoring its large-scale diffusion. Sentire+ looks to the future, contributing to the growth of more aware children capable of managing their own emotions, laying the foundations for the development of empathetic and aware adults in tomorrow’s society.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


