4 minute read

Tags — Data analysis — Implementation — Product ownership — UX design — UX research

When — Sept 2014 – June 2015

NIHON CAMP

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A performative approach to learning Japanese as a second language. The projects rests on ethnographic research on the topic of identity and assimilation as a foreigner in Japan. The teaching system functions as a gamified workshop, helping fill the gap between foreign culture and Japanese culture, through exploration of the socio-cultural structures involved in the praxis of the language. Keywords: User Experience, Interface design, Research, Ethnography, Gamification 6 min read
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Tags — Product ownership — UX design — UX research

SCHOOWL

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Catering to the needs of school communities , Schoowl is a privately owned, multi-platform application helping track the educational development of students while keeping parents constantly informed of their children developments. Schoowl allows users to receive, analyze and compare school data, maintaining a register over time, graphically displaying information in a clear, straight-forward manner. Keywords: Research, UI Design, User Experience, Education 5 min read
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