Design cards are widely used in Human-Computer Interaction (HCI) and design practice to support ideation, reflection, and col- laboration. Among them, the SBAM cards were developed to assist in the design of mobile applications that promote sustainable be- haviors by translating behavioral principles into actionable design prompts. This study evaluates the effectiveness of the SBAM cards in an advanced educational context involving participants from a professional training program in mobile app development. An experimental group using the cards was compared with a control group using theoretical documentation, focusing on four key user experience dimensions—perceived self-efficacy, creativity support, usability, and usefulness—as well as on the theoretical grounding and creativity of the app concepts produced. Participants with spe- cific design expertise reported significant improvements across all user experience dimensions when using the SBAM cards. In ad- dition, their project outcomes showed higher levels of theoretical integration and originality. These findings not only confirm the pos- itive effects previously observed with novice designers in previous research, but also demonstrate the perceived value and adaptabil- ity of the SBAM cards in expert-level mobile app design settings, thus supporting their integration into design-driven sustainabil- ity initiatives across educational, institutional, and professional domains.

The SBAM Card Deck as a Design Tool for Sustainability: An Assessment with Mobile App Designers

Tancredi, Chiara
;
Presta, Roberta
;
Mancuso, Laura;Montanari, Roberto
2025-01-01

Abstract

Design cards are widely used in Human-Computer Interaction (HCI) and design practice to support ideation, reflection, and col- laboration. Among them, the SBAM cards were developed to assist in the design of mobile applications that promote sustainable be- haviors by translating behavioral principles into actionable design prompts. This study evaluates the effectiveness of the SBAM cards in an advanced educational context involving participants from a professional training program in mobile app development. An experimental group using the cards was compared with a control group using theoretical documentation, focusing on four key user experience dimensions—perceived self-efficacy, creativity support, usability, and usefulness—as well as on the theoretical grounding and creativity of the app concepts produced. Participants with spe- cific design expertise reported significant improvements across all user experience dimensions when using the SBAM cards. In ad- dition, their project outcomes showed higher levels of theoretical integration and originality. These findings not only confirm the pos- itive effects previously observed with novice designers in previous research, but also demonstrate the perceived value and adaptabil- ity of the SBAM cards in expert-level mobile app design settings, thus supporting their integration into design-driven sustainabil- ity initiatives across educational, institutional, and professional domains.
2025
979-8-4007-2102-1
Human-centered computing, User studies, User interface toolkits, Interface design prototyping, Empirical studies in interaction design, Systems and tools for interaction design
Design Tools, Design Cards, Sustainability, Sustainable Behaviors, Mobile App Design, Behavioral Change, Digital Behavior Change Interventions
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.12570/49774
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