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My work brings research and design together to understand how people learn, move, and use technology. I draw on a range of methodologies (qualitative studies, co-design sessions, participatory prototyping, controlled experiments, field trials, and quantitative analysis) to examine real needs and shape workable solutions. Whether I am evaluating gamified approaches to sustainable travel, creating hybrid digital–physical learning tools, or examining how AI can assist teachers, my starting point is always the same: pay close attention to people’s practices, understand what matters to them, and develop designs through careful, iterative testing in the settings where they are meant to be used.
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Research
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RESEARCH INTEREST



Linking Player Types to User Experience: Considerations for the Design of a Platform for the Education on Sensitive Topics
The Role and Scope of Gamification in Education: a Scientometric Literature Review
Acta Psychologica
Proceedings of the ACM on Human-Computer Interaction
Rulecraft: an End-user Development Hub for Education
Proceedings of the 2024 international conference on advanced visual interfaces



Beyond Human-Centric Play:
a Review of Commercial Video Games to Inform More-than-Human Serious Game Design
Gamify to Persuade: a Systematic Review of Gamified Sustainable Mobility
Seeing is not Thinking: Testing Capabilities of VR to Promote Perspective-Taking
Acta Psychologica
Engineering Educational Games for a Sustainable Society: Play, Learn and Transform
IEEE Transactions on Visualization and Computer Graphics