Evaluation of an Interactive Educational Platform Based on Transmedia Narratives and Design Thinking to Raise Awareness About Water: The Case of the H2Q Project
Keywords:
Transmedia narratives, Design thinking, Water awareness, Evaluation of interactive platforms, Communication for sustainabilityAbstract
The purpose of this study is to evaluate the effectiveness of an interactive transmedia storytelling platform in promoting water awareness. The research employs a mixed-methods, non-experimental, descriptive-evaluative design, structured as an instrumental case study of the H2Q Project, an interactive website organized into six dystopian worlds. The sample consisted of 87 users (52.9% women; 47.1% men; mean age = 24.3 years, SD = 5.7), selected through non-probabilistic convenience sampling. The evaluation instrument was validated through expert judgment (Aiken’s V = 0.89) and exhibited adequate internal consistency (Cronbach’s α = 0.84). Five dimensions were analyzed: user experience, content and cultural design, design thinking principles, interface design principles, and technical performance. The results show outstanding performance in multimedia features (3.7/5), usability, and interaction (both 3.4/5), with an overall rating in the mid-to-high range. The findings suggest that the combination of dystopian narratives and interactive multimedia design facilitates understanding of water-related issues and fosters critical reflection. The study provides a replicable evaluation framework for the development of digital tools in communication for sustainability.
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Copyright (c) 2025 Paola Alexandra Calupiña Feijoó, Patricia Sofía Villagómez Rodríguez, Yadira Guissela Franco Rocha, Alejandra Elizabeth Cárdenas Ortiz (Author)

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