To build an e-commerce website

indabox-sitoweb

How it all started

IndaBox is an Italian startup that aims to revolutionize the world of online shopping starting from the delivery phase. The idea, born from three young entrepreneurs from Turin, consists in the creation of a network of over 9,000 collection points (2024 data), distributed in bars, newsstands, tobacconists, shops and supermarkets, where it is possible to receive purchases made on any e-commerce site globally. In addition, the collection points also allow users to send packages conveniently, both in Italy and abroad.

The project was entrusted to Synesthesia in 2022, which began working on various activities to optimize the performance of the mobile app.

The solution

Intervention of the Digital Technologies team at Synesthesia further improved the user experience, with a particular focus on ensuring smooth communication between the app and the website.

Thanks to an in-depth analysis and targeted work on various aspects of the code and features, the app was progressively made more stable and performant, improving the user experience and operational continuity.

Indabox
Indabox

Results

Working with Synesthesia is always a pleasure. Their expertise and ability to listen have allowed us to develop several IT solutions for IndaBox, which have significantly improved the experience of our users. From the first meeting, the Synesthesia team has demonstrated great professionalism and attention to our needs, making every phase of the project simple and stimulating.
Giovanni Riviera,  Head of IT

App Store Apple
Google Play Store

To build an e-commerce website

Telt

How it all started

The project originated from the desire to narrate the construction story of the Mont Cenis base tunnel on the new Turin-Lyon railway line, one of the most ambitious and complex engineering projects of our time.

Through the installation of interactive totems placed in the visitor centers of Modane (France) and Chiomonte (Italy), the designed exhibitions aim to educate the public about every aspect of the creation of this engineering giant – from initial planning and geological studies to construction techniques and environmental challenges.


The project’s primary goal is twofold: to educate and inform visitors about the conception and execution of such large-scale projects, showcasing technological advancements and innovations in civil engineering, while also fostering stronger ties between local communities and the mission of TELT, the public promoter responsible for building the infrastructure. TELT’s mission emphasizes mobility, economic benefits, and environmental impacts. The decision to utilize interactive totems stemmed from the need to create an immersive and engaging experience that conveys the complexity and importance of the project in a direct and accessible manner to all visitors.

The solution

The project employed an exhibition solution that combines technology and interactivity to immerse visitors in the various phases of the project’s development. The adopted solution is divided into five main types of exhibitions, each designed to offer a unique and engaging experience.

The first two exhibitions are “gallery” types: video content is accessed through interaction with cards. This approach allows visitors to freely explore topics of interest by physically selecting cards that activate the corresponding multimedia content.

The next two exhibitions utilize a “map” format, where video content is accessed through pins on an interactive map. Thanks to georeferencing, visitors can simulate exploring various points of interest, and by selecting pins, they can view videos and specific information related to each location.

The final exhibition stands out for its originality: inspired by the functionality of a coffee machine, it features an analog keypad connected to the totem. Visitors interact with the keypad to intuitively select and view videos, much like choosing their preferred “blend” of content. This mode offers a playful and interactive experience, sparking curiosity and audience engagement.

To ensure autonomous content management and updates, a back office was created based on Directus, a headless CMS offering an intuitive and flexible interface. With Directus, content for the various exhibitions can be updated in real-time without requiring external technical assistance. This system provides significant autonomy in content management, ensuring the exhibition remains current and relevant.

In conclusion, the exhibition solution adopted for TELT represents an innovative balance of technology, interactivity, and managerial autonomy, providing visitors with an immersive and informative experience and the client with a powerful tool for storytelling and continuous content updates.

telt
Telt
Telt

Results

TELT’s mission during the infrastructure’s construction phase encompasses all activities aimed at illustrating and understanding the project’s rationale, key technical challenges, environmental stewardship, and its economic and social impacts within the framework of sustainable development commitments. The complexity of the topics, the multilingual aspect (Italian, French, English), and the need to utilize multimedia materials prompted TELT’s Communication Department to seek a custom digital solution that was independently updatable and replicable across multiple spaces.
Synesthesia’s design and operational proposals effectively addressed TELT’s requirements. In 2024, TELT inaugurated the two visitor centers with operational exhibits, serving over 5,000 people annually.

Davide Fuschi – Deputy Communications and External Relations Director



To develop your project

Benvenuti a Smogville
Smogville

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.

Smogville
Smogville

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 project

zeroco2

How it all started

The project was initiated by zeroCO2, a benefit corporation and B Corp actively engaged in fighting climate change, with the goal of creating a new and innovative platform. This platform would enable companies and individuals to immerse themselves in an experience of monitoring and reforesting forests. The solution aimed to provide greater visibility to sustainable projects undertaken by companies and individual users, contributing to reversing the climate emergency and positively impacting the environment through tree adoption.

Thanks to the maps and satellite images utilized by Synesthesia with the support of Apart, it is possible to monitor reforestation projects and gain a clear and comprehensive view of the contribution made by companies or individual users on social and environmental impact.

The solution

Synesthesia developed the platform’s back office using Directus (CMS) technology. This allows the client to monitor entries and registrations of companies and individuals joining the project by purchasing trees or building forests. For the front end, the Synesthesia Technologies team created the web app interface. Thanks to NEXT.JS technology, they implemented various functionalities.

  • MAP SECTION Synesthesia handled the localisation of entire sections of forests or detailed parts of them. Each time a purchase is made by a buyer, the database is updated, providing useful information on the number of trees still available or how many have already been sold. A custom map was created that interfaces with Google Maps.
  • SHOP SECTION
    The shop section targets two audiences: B2B clients, who buy tree bundles, and B2C users, who purchase one or more trees. Sales happen through two modes. “PLANT A TREE” lets users choose the species and project, with an optional subscription. “PLANT FORESTS” requires buying at least 10 trees in a specific project.
  • SECTION ON INFORMATION ABOUT THE TREE TO BE PLANTED
    In this section, it is possible to obtain more details on the social impact of the tree, its support for biodiversity, and its CO2 absorption rate. This section can also be accessed through the shop section.
  • SECTION DEDICATED TO COMPANIES THAT HAVE JOINED THE REFORESTATION PROJECTS
    This section contains all the relevant information (number of trees planted, species, number of active projects per year, square meters of reforestation, location, and the amount of CO2 absorbed, supported by graphs). All companies have access to a landing page where they can share the green initiatives they are part of and their contact details.
zeroco2
zeroco2
zero-co2
zero-co2
zero-co2

Results

As stated by Francesco Ronchi (President and founder of Synesthesia):

“The zeroCO2 project reflects our values, our vision, and our sustainable way of doing business. For these reasons, we didn’t hesitate for a moment to accept this challenge. Our Technologies team worked with professionalism and passion to develop the innovative zeroCO2 platform, enabling everyone—not just companies—to actively participate in the sustainable revolution. Making the world a better place through technology is possible. I am convinced that innovation and digital tools are the most suitable means today to help companies become more aware of their social and environmental impact on the territory”.

As stated by Nicolò Pesce (Brand and Product Manager of zeroCO2):

“The new monitoring system developed with APART and Synesthesia uses maps and satellite images to accurately track reforestation projects in forests around the world, with the aim of providing a clear and complete view of the contribution of companies and individuals to global reforestation, as well as the social impact generated on local farming communities. […] What we have built with indigenous communities and our partners so far is so large that it can be seen from space: this is why we designed a platform that allows us to monitor our reforestation projects through satellite technology. We have shifted our perspective and no longer focus solely on the impact of individual trees, but rather on the strength of an ecosystem that intertwines nature, companies, farming communities, and individuals who, with their choices, decide to have a positive impact on the planet. Because together, we are a forest”.



To develop your app

Word Ladders
Word Ladders

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.

Word Ladders
Word Ladders

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).

App Store Apple
Google Play Store

To develop your project

AI per il Museo Nazionale del Cinema di Torino - “Il futuro del cinema, il cinema del futuro”

How it all started

The history of cinema has been marked by significant changes and transformations, from the advent of sound films to the transition from black-and-white to color, from film reels to digital formats, and now streaming. But to what extent have these innovations influenced cinematic language? The National Museum of Cinema in Turin explored this question with a new exhibition titled “The Future of Cinema, the Cinema of the Future” hosted until September 7, 2023.

As Domenico De Gaetano, Director of the National Museum of Cinema, explained during the exhibition’s press presentation:

“The goal of this exhibition? To engage as much as possible with the Museum’s audience to better understand their expectations for the future”.

To achieve this, the Museum collaborated with Synesthesia to create an original project. At the top of the ramp winding around the walls of the Aula del Tempio in the Mole Antonelliana, visitors had the unique opportunity to co-write a cinematic script with Artificial Intelligence.

The solution

During the development phase, Synesthesia’s Technologies team integrated two AI services: one from OpenAI to generate the cinematic plot and another using Stable Diffusion to create the movie poster.

The solution enables visitors to use a large wall-mounted touchscreen to craft a 3,000-character plot set in the Mole Antonelliana, complete with a custom poster. Visitors begin by selecting the director, characters, and genre.


At the end of the experience, users receive their content via email and answer two simple questions: one about their perception of authorship (whether they feel they are the true author of the generated content) and another on whether the result met their expectations.

AI per il Museo Nazionale del Cinema
Museo Nazionale del Cinema

Results

The interactive experience proved to be highly engaging. As Fabrizio Dividi wrote in Corriere Torino:

“Thanks to the technology developed by Synesthesia, every visitor can generate a cinematic plot in just a few minutes, starting with the choice of the director (Tarantino seems to be the most popular), the protagonists, and the genre. The only rule is ‘unity of place,’ which in this case is the Mole Antonelliana. The result? A mix of wonder and amusement”.

Read Andrea Giordano’s article on Wired | Read Luca Indemini’s article on Italian Tech.

To develop your web app

LGP1

How it all started

LGP1 (Let’s Go Player 1) was born from the vision of Marco Prinzi, an entrepreneur in the fields of innovation and gaming. Synesthesia was approached to develop a web platform that integrates eSports streaming content with Reality Television elements.

The goal was to engage viewers in unprecedented ways through a complete suite of interactive features.

LGP1 allows fans to watch matches, track their statistics, and actively interact with streamers and competitors via a custom chat feature. Users can even influence the competition’s outcome: they can bet on the winners of ongoing battles and earn the opportunity to compete in a Battle Royale against the winning players. Using their skills and ingenuity, they can stay active in the competition and be crowned the “champion.”

The solution

After developing a Proof of Concept (POC), Synesthesia’s Technologies team built a dedicated platform that seamlessly integrates with Twitch streaming, enabling interaction between players and viewers.

To optimize event management from behind the scenes, the team designed a back-office tool using Directus, a customizable open-source system. This choice significantly reduced development time. The platform was developed with Next.js, based on the React.js framework. The application itself was built using the open-source programming language Typescript.

In the final stages of development, a significant focus was placed on Quality Assurance and testing. Synesthesia’s Technologies team conducted extensive testing involving over 30 users connected via LAN to the game Counter-Strike: Global Offensive. The results were highly positive: the platform proved robust, and the game flows performed effectively.

LGP1
LGP1

Results

With these words Marco Prinzi (CEO of LGP1, EINPRESSWIRE 2023) commented on the work done by our Technologies Area:

“We are proud and deeply grateful to have Synesthesia supporting us in developing our platform. As a leader in applying gamification to digital events and video streaming, Synesthesia is capable of transforming our abstract vision into a highly efficient and technologically stable product“.

To develop your web app

ToSwim

How it all started

Founded in 2019, ToSwim is a community designed to provide swimmers with an immersive and innovative experience.

It’s a true “digital ecosystem” for families, youth, enthusiasts, athletes, coaches, and teams. Synesthesia was selected to develop a platform that enables users (referred to as #toswimers) to:

  • Stay informed, Access news from the swimming world.
  • Communicate, Receive updates from facilities, teams, and coaches. Professionals can directly reach their members.
  • Learn, Join training sessions conducted by key figures in the swimming industry.
  • Shop, Purchase products from top brands via an integrated e-commerce platform.
  • Play, The solution includes gamification features.
  • Compete, Challenge friends in competitions.
  • Experience, Access everything needed to practice swimming, all in one platform.

The solution

Synesthesia created a digital platform that serves as a central hub for swimming enthusiasts, offering educational content, the latest news to stay updated on trends, and a personalized area to manage one’s sporting activities.

The solution isn’t just for end users but also supports professionals. Facility managers, swim teams, and coaches can use the platform’s back-office tools to communicate with their members and provide valuable updates and information.

Notably: ProcressWire, a CMS chosen for this project, offers intuitive content and section management for web applications. This technology was selected for its flexibility, enabling the platform to be customized and adapted to meet new user requirements and evolving needs.

toswim
toswim

Results

The outcomes have been highly satisfactory.

“The choice of partners to embark on our journey was quite complex. You have ideas, define a strategy and a timeline, but then you need someone who works alongside you and is skilled in creating digital and technological solutions. […] We sought advice from advisors already involved in startups or companies with initial funding rounds or established positive market presence, and we found Synesthesia. We knew we were choosing a ‘thoroughbred.’ We immediately opted for a company with more than a decade of experience in this field, which allowed us to refine and enhance our offering, improve the user experience, and address new challenges”.
(Davide Berrino, Co-founder e Managing Director di ToSwim).

To develop your project

How it all started

Blinko is an international company that, thanks to its data, provides commercial support to Sales and Marketing Managers in Human Resources and Finance (Italy and France) and Marketing and Communication (Spain and Portugal).

Synesthesia was chosen to develop a platform that could aggregate a whole range of information related to financial data, investment rounds, industry news, creativity (advertising campaigns), press reviews, social media and contact lists, from internal and external sources that can be easily consulted and exported.

The solution

Thanks to this solution, which leverages Business Intelligence software for rapid data collection and analysis, Blinko offers an extremely efficient sales prospecting tool.

The platform, developed by Synesthesia’s Technologies team using Node.js and React.js, enables users to:

  • Profile contact and company lists by analyzing financial data (revenue, profit, number of employees), investment rounds, sector, and geographic location, providing a 360-degree view of any company of interest;
  • Access useful information about companies’ communication campaigns;
  • Send the right message to the right person at the right time, leveraging direct email addresses of key employees.

Another strong point of the platform is its user experience: thorough studies and research allowed the creation of an exceptionally user-friendly solution. Its flexibility allows for customization of both the front-end and back-office versions according to the country of use. This ensures the ability to manage different databases in various languages with tailored adaptations.

Blinko

Results

The results achieved so far are highly satisfactory, both in terms of acquired clients and reached markets. What’s next? Synesthesia will continue to enhance and update Blinko’s platform with new functionalities and evolutions to reach new markets and improve its offering.

“Our first meeting with Synesthesia began with a commercial approach. We wanted to sell our services, but immediately after speaking with Francesco Ronchi, ideas emerged on how to improve the way we update our data. In the end, I didn’t find a customer but a true technology partner who immediately understood our needs, translating them into cutting-edge technological services. The collaboration with Synesthesia allowed us to gain an external perspective on our work methods and develop innovative ideas on how to evolve what we do. The agency has become a real partner, thanks to whom we will grow”.
(Matthieu de Montgolfier, CEO of Blinko)

To develop your project


Children Digicore

How it all started

The project Children Digi-CORE addresses the issue of children rights, which is as relevant and important as ever. It does so through the design and creation of an intuitive and innovative app for awareness-raising, information and reporting, which allows children to report violations to the local ombudsmen.

Synesthesia takes care of the participatory co-design and development phase of the app.

The project, financed by the European Union, involves partners such as the University of Turin, the Piedmont Regional Council, the Agevolando association and the Hope for Children association.

The solution

The project focuses on the design and development of an app for children aged 12 to 17.

Mobile application, available on iOS and Android, provides understandable, rigorous, and detailed information on what constitutes a rights violation.

The user interface is simple and tailored to the target audience.

Young people are involved in the design phase (through targeted focus groups). The user experience is developed through “design thinking” activities and a design sprint, where final users and operators (selected by the University) collaborate with designers for rapid prototyping of the app.

Children Digicore
Children Digicore

Features and Characteristics

Children Digi-CORE represents an important opportunity to address current issues in a concrete way, promoting the well-being of young people. Today, it is essential to protect everyone’s future and spread awareness about the importance of respecting rights, especially those of the most vulnerable individuals.