Giancarlo De Matteis
Giancarlo De Matteis

Product Designer ยท Gamification & AI-assisted design

Design that turns motivation into product.

I design digital platforms and products around engagement, and I build them too: I turn research and ideas into working, AI-assisted prototypes.

Selected work

Two case studies

Product platform ยท ELIS Innovation Hub

OneSquare

Sep 2025 - present

A multi-area digital platform (Territorial, Business, Social and Learning Squares) unified into one coherent experience, with a gamification layer driving participation.

8Areas migrated
300+Companies onboarded

Every company has at least one active user. Schools (high schools and universities) roll out in the next release. Released Jan 2026 with 3 areas; the other 5 followed over the next months.

Designed for: Corporate, Startup, Students, HR managers

UXInteraction design GamificationInformation architecture Figma
OneSquare - the ELIS digital platform homepage
Read the full case studyClose the full case study

This project is under NDA. Beyond the public homepage, I canโ€™t show screens or share detailed figures. What follows is how I worked and what I decided.

The problem

Every ELIS programme ran on its own platform, even though the client companies were often the same. Information got lost between tools, and each platform meant a separate supplier contract. OneSquare had to bring everything into one place.

My role

I decided the flows and the interactions: how each type of user enters the platform, what they can do on their own, and how they move between areas. The visual design was done by our external partner. I worked in a platform team of four, with the partnerโ€™s developers and designers, the internal teams of each area being migrated, and the client companies.

How I approached it

OneSquare started as a pilot. We launched with two priority groups, corporate innovation managers and startups, and designed their experience first. Bringing in the other areas was always the goal, but it depended on how the first weeks went.

Once the early results confirmed the direction, I ran workshops with users from the other groups to understand what they needed to reach the same level as the first two. We held at least one workshop per group, plus one internal session with all ELIS areas.

Key decisions

  • A different homepage for each user type. Corporates, startups, students and HR managers each arrive with a different goal, so each gets their own entry point.
  • Self-service actions. Companies can act on their own, and the internal team handles fewer requests.
  • A gamification layer. It helps companies get familiar with the platform. The system is described below.

The gamification system

I wrote the gamification design document for the platform on my own. The goal was to make collaboration visible and rewarding without turning it into a race. Almost all of it is now live.

  • Points record, they donโ€™t drive. Points help people keep track of the positive things theyโ€™ve done. Theyโ€™re not meant to become the reason to do them.
  • Two separate tracks. One measures the impact of collaborations, mapped to the Sustainable Development Goals. The other measures how well someone knows the platform, and stays private to the user.
  • Collaboration is rewarded in its own right. A dedicated score celebrates working together, whatever the size of the project. It doesnโ€™t feed any leaderboard.
  • Leaderboards that donโ€™t punish. There is no single ranking that compares companies with individuals. Each leaderboard is split by role and shows only the top 10. Anyone outside it sees their own score, not their position.
  • Fair across sizes. Level thresholds are scaled so a large company and a single user face a comparable effort to reach the same level.
  • Missions that appear when theyโ€™re relevant. Mission packs unlock at the right moment: at first login for onboarding, when someone first contributes to a goal, when they join an initiative, or when they reach a new level.
  • A mastery bar that grows with the product. When a new feature ships, the bar can drop below 100%, showing thereโ€™s something new to learn.
  • Reputation built on facts. After a successful collaboration, the parties can connect their profiles and exchange public, structured feedback.

Outcome

  • Released in January 2026 with 3 areas. 5 more followed.
  • 300+ companies onboarded, each with at least one active user.
  • One supplier instead of many.
  • Usage is higher than on the old platforms.
  • In workshops, users described the experience as โ€œintuitiveโ€.
EdTech & research ยท Link Campus University

Gamified learning

2023 - 2025

MOOC courses and the Future Work 4โ€™s (Erasmus+) learning platform, both built on Moodle and designed around motivation, grounded in peer-reviewed research on gamified flipped learning and adaptive gamification.

~50Avg. completions / course
4Course tracks

Delivered in multiple languages.

Learning designMOOC / Moodle Future Work 4โ€™s (Erasmus+) Research (PRISMA 2020)Gamification
Future Work 4's MOOC - the four course tracks

Rapid prototyping

I prototype fast, across media. Research and ideas turned into working things, from web pages to small games.

Websites

Anonymized rental-operator academy landing page
Landing page ยท design challenge

Operator academy landing

A full landing page concept designed and prototyped in under 6 hours, anonymized. Clickable sign-up and booking flows.

UXUIPrototype
StudyQuest gamified study web app
Web app ยท personal

StudyQuest

A gamified study web app built end to end with AI-assisted coding. XP, badges and missions.

ReactSupabaseAI-assisted
Being rebuilt

Video games

Il Condominio game title screen
Game jam ยท one week

Il Condominio

A satirical 2D RPG built in a week: game design, pixel art and development.

Game designPixel artDev
Hold My Hand If I Get Scared game
Game jam ยท MelonJam 6

Hold My Hand If I Get Scared

Co-designer and pixel artist on a game-jam project.

Co-designPixel art

Pixel art

Pixel-art cowboy character
Pixel-art princess character
Animated pixel-art sunflower
Pixel-art UFO

โ€œThe best hire of 2025.โ€

Manager, ELIS Innovation Hub

Work delivered with ELIS Innovation Hub, Link Campus University and Lazio Innova, with a collaborative piece exhibited at the Venice Biennale 2025.

Also

Social robots for elderly care
Taiwan-Italy cross-disciplinary meetings (Link Campus University and Tunghai University): designed social robots to support elderly home care.
2022Interaction / HCI
Tante Gocce fanno il Mare ยท Venice Biennale 2025
Part of TERRร† AQUร†, curated by Guendalina Salimei. Video screened from May to November 2025.
2025Exhibition
SMASH-UP: PoolUP ยท ELIS Innovation Hub
Innovative proposal built with a five-person team over a three-day event.
2025Innovation sprint

Designing with AI

Iโ€™m a designer who builds. I use AI across the whole process, and I can turn an idea into a working, ready-to-use prototype, not just a mockup.

I use Claude Code and AI-assisted coding to build real, working products, not just mockups. I shipped StudyQuest, a gamified study app (React, Supabase), and built a coded regional dashboard with map and KPI filters to test OneSquare ideas before development.

Research synthesis, ideation, mapping user states and edge cases, rapid iteration: AI helps me reach a clearer information architecture and better decisions, faster.

Iโ€™m studying Computer Engineering & AI (Universitร  Guglielmo Marconi), so I read code, work closely with engineers, and understand how AI systems behave. Iโ€™ve also published on AI in public services and co-designed an internal course on building MVPs with AI.

Writing & research

Peer-reviewed

From Theory to Practice: A Systematic Literature Review of Gamified Flipped Learning in Higher Education
Italian Journal of Educational Technology
Dec 2024
Lโ€™innovazione dei Servizi Pubblici attraverso lโ€™Intelligenza Artificiale
Mediascapes Journal
Aug 2024
Adaptive Gamification: A systematic literature review
MA thesis ยท Interaction Design, Link Campus University
2024

About

Iโ€™m a Product Designer with 4 years designing digital platforms and products centered on motivation and engagement. I work end to end, from user research and information architecture to user flows, UI and design systems in Figma, and I turn research on traditional and adaptive gamification into measurable UX.

I currently design at ELIS Innovation Hub, where I lead UX/UI and the gamification logic for a new multi-area platform. Before that I researched and designed gamified applications and MOOC courses at Link Campus Universityโ€™s Applied Games Lab, across European Erasmus+ projects.

Iโ€™m deepening my technical foundation with a degree in Computer Engineering & AI, which lets me collaborate closely with engineers and use AI throughout my design process.

Currently
UI/UX & Gamification Designer
ELIS Innovation Hub ยท 2025-present
Education
BSc Computer Engineering & AI ยท 2026-28
MA Interaction Design ยท 2022-24
BA Innovative Tech for Digital Comm. ยท 2019-22
Core skills
UX/UIGamificationDesign systems User researchIAPrototyping Service design
Tools
FigmaMoodlePower BI Claude CodeAI prototyping GDevelopGodotAseprite
Languages
Italian (native) ยท English (advanced)

Off the clock

A few things I'm into outside work. They keep me curious, and that curiosity feeds how I design.

Astronomy

Stargazing and the science of the cosmos.

Cooking

I love cooking and experimenting with new recipes.

Music

Hooked on music from the '60s to the '90s.

Art

I love exhibitions, above all Renaissance and Mannerism.