Design Thinking
Methodical design, iterative prototyping and user-centered experiences
MSc Thesis - Interactive Pose Tracking for Climbing
Master thesis exploring interactive pose tracking as an in-action training tool for climbing, including a gamified warm-up prototype on an interactive climbing wall.
AI & Product Design - EU-funded Emergency Chatbot
Designed and developed an AI-powered chatbot for active disasters, integrated into Everbridge's Public Warning System. EU-funded and validated during a large-scale Red Cross exercise.

VP Design System
Design & maintaining a Figma design system.
Publication - SpiroPlay
Co-authored a research paper on SpiroPlay's breathing games for spirometry, published at ACM. Describes 11 interactive metaphors tested with 30 asthmatic children.
MSc Thesis - Interactive Pose Tracking for Climbing
Master thesis exploring interactive pose tracking as an in-action training tool for climbing, including a gamified warm-up prototype on an interactive climbing wall.

VP Design System
Design & maintaining a Figma design system.
Dutch Design Week Demonstrator - BlueGreen Roofs VR
Created a physical Blue-Green Roof demonstrator combined with AR/VR for Dutch Design Week, aiming to encourage discourse on urban sustainability through citizen science design research.
AI & Product Design - EU-funded Emergency Chatbot
Designed and developed an AI-powered chatbot for active disasters, integrated into Everbridge's Public Warning System. EU-funded and validated during a large-scale Red Cross exercise.
Publication - SpiroPlay
Co-authored a research paper on SpiroPlay's breathing games for spirometry, published at ACM. Describes 11 interactive metaphors tested with 30 asthmatic children.
MSc Thesis - Interactive Pose Tracking for Climbing
Feb 2025
Master thesis exploring interactive pose tracking as an in-action training tool for climbing, including a gamified warm-up prototype on an interactive climbing wall.
Climbing is a rapidly growing and evolving discipline, for which there is room for interactive technology-based interventions. Mapping out existing work reveals opportunities for motion-tracking technologies, but also a trend towards engagement focussed or out-of-action solutions, leaving a gap for in-action training tools to explore.
Using a participatory, possibility-driven ideation process, design spaces for problems, possibilities, and solutions were iterated upon, resulting in four concepts. The most promising, according to end-users and experts, is a gamified on-the-wall warmup routine, derived from the discovered problem of climbers tending to skip conventional warm-up exercises. A prototype three-phase warm-up game was implemented on an interactive projection-based climbing wall, supported by an inertial motion tracking suit.
Using a repeated measures experiment (n=12), engagement was found to be significantly higher in the prototype compared to a conventional warmup sequence, on all metrics except perceived usability. Overall, gamified warm-up is promising and should be considered to increase warm-up frequency, thereby preventing chronic and acute injuries.