Per realizzare il tuo progetto


How it all started
The Girls Tech project was created to reduce the gender gap in STEM disciplines (Science, Technology, Engineering, and Mathematics) and promote the inclusion of girls in fields traditionally dominated by men.
This innovative initiative immediately caught the attention and support of MediaWorld, which sought to advance its commitment to gender inclusivity in STEM through its Tech is Woman project. This initiative found full synergy with Girls Tech, offering girls and young women hands-on learning opportunities, mentoring, and access to cutting-edge technological resources.
Through workshops, specialized courses, networking events, and other initiatives, participants can acquire technical skills, develop their creativity, and explore the many professional opportunities offered by the technology sector.
Together, Girls Tech and MediaWorld aim to inspire, educate, and support girls interested in pursuing STEM careers.
The solution
Girls Tech runs STEM-focused training courses exclusively for young women aged 7 to 24.
The project stands out for its targeted educational design, ensuring an adaptable curriculum for girls across different age groups—from young children to those who have just completed high school. This is made possible through the involvement of specially trained coaches in STEM disciplines who guide and support participants throughout their learning journey.
For younger girls, coaches offer playful activities and creative workshops that introduce basic STEM concepts in an engaging and enjoyable way. Through games, hands-on experiments, and interactive activities, participants intuitively and stimulatingly familiarize themselves with scientific and technological concepts.
For older girls, including those approaching the post-high school phase, coaches provide more advanced and in-depth courses on specific STEM topics such as programming, engineering, and more. These courses aim to develop technical and creative skills, preparing participants for successful careers in technology and innovation.
The workshops are designed to actively address the gender gap in STEM education and, consequently, in digital and engineering roles in the workplace. Girls Tech is conducted entirely online to ensure flexibility and accessibility. This advantage, combined with its free format, ensures the courses are as inclusive as possible.
Organized and managed by SYX, the non-profit organization of Synesthesia, the training leverages Synesthesia’s extensive in-house expertise and that of its partners.



Results
The most recent edition took place between March and June 2024, involving over 1,000 girls. Over three months, 60 courses were delivered, totaling 234 hours of online training. More than 30 courses sold out.
In totale, sono state raccolte 1221 iscrizioni provenienti da 60 diverse città italiane.
To develop your project


How it all started
Following the success of the web game “Pandemia – Scrivi la tua storia”, Synesthesia’s Technologies team was once again engaged by Fondazione Veronesi for the development of the project “Smogville – Fino all’ultimo respiro” (Smogville – Until the Last Breath).
Smogville – Fino all’ultimo respiro is a graphic adventure created by Fondazione Veronesi to highlight the risks associated with air pollutants.
According to the World Health Organization, air pollution is the “greatest environmental health risk”: every year in Europe, there are 400,000 premature deaths linked to air pollutants, with 80,000 occurring in Italy alone.
The goal of Smogville – Fino all’ultimo respiro is to raise awareness of air pollutants and their effects on human health. The graphic adventure is designed to uncover the main sources of air pollution, both indoors and outdoors. Set in a futuristic city called Smogville, the web game targets students aged 11 and up. Players can explore various urban environments and navigate through the city, with the choices they make determining the fate of the two protagonists—Skyler and Noveria.
The solution
Synesthesia’s Technologies, in collaboration with Fondazione Veronesi’s team, focused on:
- Defining the game design
- Developing the game
- Creating a dedicated website
For the development of the web game, the Ren’Py engine was used, which is ideal for creating Visual Novel Games. The game is accessible on both desktop and mobile platforms, allowing users to immerse themselves in the Smogville environment through engaging audio effects, graphic animations, and detailed illustrations.
At the end of the game, the system provides an “adventure score” based on how risky the player’s decisions were—reflecting their exposure to air pollution risks.
The project involved multiple partners: Fondazione Veronesi, in collaboration with Symmaceo Communications, developed the story, script, character design, maps, and illustrations. Game design was handled by Luca Gambadoro and Marco Mazzaglia.


Results
“Smogville was integrated into the “Tutti per aria!” project, an educational initiative by Fondazione CRT, conceived and developed by Fondazione Veronesi. The program featured workshops addressing air pollution and the importance of protecting both oneself and the environment. From March to April 2023, over 2,100 middle school students from Piedmont and Valle d’Aosta participated in these workshops, with Smogville serving as the centerpiece of the educational offering. Starting in the 2023-24 school year, the program will expand across Italy. We strongly believe in video games as an innovative tool for informal education in schools. We used it to create an engaging and challenging story while ensuring the scientific message and its accuracy remained intact. It’s crucial for us to promote projects focused on health education, especially when the topic—air pollution—affects us all so closely. The Synesthesia team helped us transform an idea into a complete game; it was an incredibly stimulating project!”.
Alessandro Vitale (Scientific Supervisor, Fondazione Veronesi)
To develop your app


How it all started
Word Ladders is a linguistic game that is part of the five-year research project “Abstraction“
(GRANT AGREEMENT: ERC-2021-STG-101039777)
Funded by the European Research Council (ERC) and developed by the research group at the University of Bologna (UniBO), the game aims to collect and study linguistic data on word associations (in Italian and English) to better understand the structure of the users’ mental lexicon in relation to age, reading habits, and professions.
Synesthesia’s Technologies team was involved in the project to carry out the refactoring of the Word Ladders app, restructuring the code to make it more efficient and easier to maintain.
The solution
Word Ladders is a game that allows players to test their vocabulary and attempt to create the longest possible “ladder” by adding words to each rung. However, not all words earn points. Players start by adding increasingly generic words above the given word (e.g., apple → fruit → food). The longer the ladder, the more points are scored.
The development of Word Ladders involved active collaboration with the client, who fully managed the data analysis phase and word algorithm. In addition to the refactoring activities, Synesthesia’s Technologies team worked on implementing the following features:
- statistics section with scores related to game activity.
- real-time updated leaderboard section (with search filter options).
- badges section with goals that players can achieve based on their performance.
- tutorial section detailing all the features and various game modes.
- information section about the initiative.
Synesthesia’s development activities were carried out using the following technologies: React Native for the front end and Node.JS for the back end.
For further information on the scientific objectives behind the creation of the game, the privacy policy, and other app documentation, please visit the academic project’s website.


Results
“The collaboration between Synesthesia and our research group at the University of Bologna has brought Word Ladders to life, a mobile app that is not only a linguistic game but also contributes to research on linguistic thought and improves the language skills of players in both Italian and English. Synesthesia’s professionalism was reflected in their cohesive, young, and dynamic team, who tackled every stage of the project with commitment, proactivity, and, above all, calmness in handling challenges. We appreciated the genuine interest shown by Synesthesia’s members in the scientific challenges that inspired this app, an interest that made us feel understood and supported. This partnership represents an excellent example of synergy between the academic and industrial worlds, inspiring innovation and scientific progress”.
Marianna Marcella Bolognesi (Coordinator of the Abstraction project under which Word Ladders was developed, and Associate Professor, Department of Languages, Literatures, and Modern Cultures at the University of Bologna).
To develop your project

How it all started
During the lectures for the course “Economics and Management of Enterprises and Business Models,” Professor Paola Pisano, lecturer at the University of Turin and former Minister for Innovation and Digitalisation, dedicated a portion of her module to an innovative educational experiment conducted in the metaverse. This was made possible through the technological support of Meta and Synesthesia.
The project was promoted by the degree program in Social Innovation, Communication, and New Technologies, in collaboration with the Department of Culture, Politics, and Society, as well as the Department of Economics and Statistics “Cognetti De Martiis.”
The results of the project were positive, opening up future possibilities for the use of metaverse-related technologies in university lectures.
The solution
The lecture in the metaverse aimed to explore the use of technologies in education. During the experiment, the ICT degree program collaborated directly with Meta, which provided technological support, and Synesthesia, which handled the design of the environment and characters using Spatial, one of the leading virtual collaboration platforms.
An interesting detail is that the avatars used during the simulation were created with both gendered and “neutral” characteristics, meaning they were not identifiable by gender. Additionally, sociologists and psychologists were involved during the lecture to closely observe the course of the sessions.




Results
The project results were highly positive:
- Virtual reality made the lecture more engaging and motivating for students compared to traditional methods.
- Students had the opportunity to test a technology that many had never experienced before.
- There was a noticeable increase in their ability to apply theoretical concepts presented during the initial phase of the course.
- The students practised negotiations in the metaverse, improving their soft skills, such as understanding context and managing discussions to achieve better outcomes using avatars.
“From day one, Synesthesia approached the project not only as a technological provider but as an integral part of the University of Turin team. The project was developed comprehensively and flawlessly – from design to communication – meeting deadlines, identifying potential issues before they arose, proactively suggesting solutions, and building a strong relationship with researchers, professors, and students. Synesthesia’s approach is invaluable for all public and private organisations, like the University of Turin, that must tackle innovation and digital transformation projects quickly, using often unexplored technologies while adhering to bureaucratic constraints and rigorous methods to ensure the scientific validity of every process”.
(Professor Paola Pisano, former Minister for Innovation and Digitalisation).
To develop your game

How it all started
“Pandemia – Scrivi la tua storia” is a web game (usable from desktop, tablet and smartphone) developed by Synesthesia for students aged from 11 years. It is part of a path of awareness and scientific dissemination designed and promoted by Fondazione Umberto Veronesi as a part of its broader commitment to young people to explore the issues of public health, infectious diseases and vaccines.
Through a digital simulation, the youngsters have to take on the role of policy-makers. The mission is to manage a new unknown infection, delving into the dynamics of an epidemic and the fundamental aspects of preserving everyone’s health.
Once the game is over a score is established that measures the effectiveness of the choices taken.
The solution
“Pandemia – Scrivi la tua storia” was fully developed by Synesthesia. The game was designed to meet specific needs: for instance, it can be completed in a limited time and is part of a broader educational journey.colato.
Creation and development process involved a team comprising a creative director, a project manager, a developer, a graphic designer, and a game designer. The game’s architecture is complex: each scenario challenges the player to think in different ways.
Throughout the game, players can make different choices based on the events presented.



Results
“Pandemia – Scrivi la tua storia” is part of an educational program by the Umberto Veronesi Foundation (the “Io Vivo Sano – Public Health and Epidemics” workshop), with digital workshops organized in May 2021 in schools across Italy. Approximately 3,000 students, 100 teachers, and more than 70 schools participated. At the end of the activities, around 500 online feedback questionnaires were collected. The results exceeded expectations in terms of both engagement and visibility.
As a result, a further development of the project was decided to improve certain aspects and add new features. The 2.0 version of the game was launched on October 6, 2021.
How it all started
Girls Tech is an initiative launched by SYX with the support of Synesthesia. The initial project included an event of free STEM workshops for girls, with a conference dedicated to the business world in which there was the possibility to find new solutions to bridge the gender gap in the world of technology.
Today Girls Tech offers free STEM courses and events for girls, thanks to the support of top brands.
More Details
Girls Tech was created with the aim of achieving several important objectives:
- Raising awareness of gender inequality in the STEM fields (Science, Technology, Engineering, and Mathematics).
- Recognizing the crucial contribution of women in the history and progress of computer science, the digital market, and technological products.
- Promoting and supporting initiatives, events, training courses, and awareness-raising actions to fight the Tech Gender Gap.
- Uniting individuals, companies, professionals, organizations, and institutions that share these principles and goals, working together to build a future where new generations of female and male innovators can collaborate harmoniously.
The initiative is promoted by SYX (Share Your Experience), a non-profit organization.




To organize your business event

How it all started
Bimbi in ufficio is a format realized by FuturMakers and Synesthesia aimed at companies that wish to bring new generations closer to a conscious and constructive use of technology in all its forms:
Robotics, coding, electronics, making, 3D printing, but also team working, creative learning, job market, prospects, desires and ambitions for a more respectful future for all.
The solution
Italdesign, an innovative company interested in educational technology, wanted to offer the children of its employees an opportunity to engage with technology in a fun and experimental way. As a result, they chose to adopt the “Bimbi in ufficio” format.
FuturMakers organised three technology-focused days at the company’s headquarters in Turin, divided by age groups: 7-10 years, 11-13 years, and 14-18 years.
The educational activities were structured into five thematic areas, where children and young people could experience and learn about coding, electronics, robotics, making, and problem-solving.


Results
The “Bimbi in ufficio” activity had a direct impact on employer branding and corporate identity. The company was able to demonstrate its commitment to the family sphere of its employees, while also enhancing its image as modern and innovative, with a focus on the value of mindful digital education.

What
FuturMakers, the technology school of Synesthesia, is dedicated to training and teaching children and teenagers.
The school was founded with the aim of introducing young people (aged between 8 and 18) to the field of STEM (Science, Technology, Engineering and Mathematics), with introductory courses in the digital world.
More Details
- FuturMakers offers engaging lessons with particular attention to the age and interests of the young participants.
- Course topics include: basic coding concepts, computational thinking, electronics, robotics, unplugged logic, 2D and 3D design, tinkering, crafting, prototyping, and much more…
- But it’s not just about technology. The school also focuses on providing essential soft skills such as problem-solving abilities, creative thinking, and team working.





