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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Tags — Data analysis — Strategy — UX design — UX research

PERSONALIZATION XD

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The personalisation track of this consumer product dives deep in the exploration and tailoring of user experience. Seeking impactful insight into the processes of users, this project aims at reaching balance between unique, specially design website interactions and efficiency of content creation. Supported by SFMC and an ever-evolving data integration project
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