Research as Experience Design
Most research reports are written to be filed, not read. The best ones are designed to be experienced.
7+ years across Indonesia, Finland & Europe — turning research into designed experiences that make insight impossible to ignore.
I work at Tiket.com, previously at Wärtsilä (Finland) and Labtek Indie. Background in Industrial Design (ITB) and Collaborative & Industrial Design at Aalto University, with a Games Design minor.
My strongest work is where research meets play: building experiences that let stakeholders discover insight rather than just read it.
Research projects · Interactive reports · Gamified systems · Workshops
Cases across previous work of research and design.
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Designers struggle to plan research clearly and communicate it to cross-disciplinary teams. 9 interviews across Finland and Indonesia surfaced 4 design drivers: timeline clarity, mutual understanding, communicating process, and guiding research conduct. The boardgame uses logic model principles, wild cards, method cards, and research-phase tiles — making learning playful and collaborative.
Personal work, side projects, and curiosities outside of client work.
Thoughts on research, design, and the space between them.
Most research reports are written to be filed, not read. The best ones are designed to be experienced.
Most gamification fails because it adds points to things that were never games. Real game design asks different questions.