Professional identity

Professional identity

I identify as a reflective interaction designer who combines qualitative research, physical prototyping, and interactive technology to externalise tacit bodily experiences — creating conditions for interpretation and meaning-making rather than prescribing solutions. In practice, this positions me at the intersection of design research and product/interaction design: roles such as Design Researcher, UX Designer, or Industrial Designer, where I can combine first-person and participatory qualitative inquiry with physical and digital prototyping to help teams understand experiences that are difficult to quantify — comfort, tension, bodily habit, or subtle shifts in perception — and translate them into design decisions.

Throughout my master's journey, my understanding of design fundamentally changed. I entered Industrial Design believing that designers should identify problems and develop solutions that improve people's lives. Human-centred and stakeholder-oriented approaches shaped my early projects, where success was often measured by how effectively a design solved a predefined problem.



Across projects involving climate engagement, more-than-human coexistence, product innovation, and bodily awareness, I repeatedly encountered situations where people's experiences could not easily be translated into explicit requirements. Participants often struggled to describe bodily sensations, emotions, uncertainty, or personal values, yet these invisible experiences strongly influenced how they perceived and interacted with the world. Looking across these projects, I recognised a common pattern: rather than simply solving problems, I could help people notice, interpret, and construct meaning from experiences that are difficult to express.

This realisation gradually reshaped my role as a designer. Today, I am less interested in defining what people should do and more interested in designing situations that encourage reflection and interpretation. My work focuses on externalising tacit experiences through interactive artefacts, physical prototypes, visualisations, and participatory interactions that invite people to construct their own understanding instead of receiving predefined answers. I enjoy working closely with participants throughout the design process, treating making as a way to uncover new perspectives rather than simply evaluating predefined concepts.

Making has also become central to my design practice. I use prototypes not only to validate ideas but also to explore questions, generate knowledge, and facilitate dialogue with participants and stakeholders. For me, design is both an inquiry process and a communication medium that makes abstract experiences tangible and discussable. This iterative process allows me to continuously move between making, reflecting, and reframing, enabling both participants and myself to gain new insights through design.

My Vision

I hope to continue exploring how design can deepen people's awareness of their bodies and everyday lived experiences. Although I began my design journey believing that design was primarily about solving problems, my perspective gradually shifted as I encountered people struggling to express their bodily experiences. Yet these invisible experiences often shape everyday decisions and behaviours. This led me to realise that, in many situations, supporting understanding can be more valuable than providing solutions.

I believe good design does not succeed by telling people what is wrong with their body or behaviour, but by giving them a visual language through which they can interpret their own bodily experience. In my final master project, after participants saw the printed pressure map of their own sitting posture, I asked an open question — "can you connect this image to your daily habits or events?" — without suggesting what the connection might be. Several participants arrived at very different, personal explanations: one traced the asymmetry to a habitual standing posture, another linked it to an old injury they had since recovered from but still unconsciously avoided loading. I never told them their pressure distribution was "wrong" or diagnosed a specific cause — the question opened a space for reflection, but the specific meaning was entirely theirs to construct, drawing on memories and habits I could never have accessed as a designer. This is the moment I understood the difference between designing a solution and designing a condition for interpretation: the first assumes the designer knows the correct answer, the second trusts the participant to construct their own, even when prompted to look.

This connection between theory and practice first became visible to me during the Human-Goose project. Applying mental model theory there pushed me to look past what participants said they wanted and toward the assumptions, memories, and emotional associations underlying their behaviour — patterns that a more surface-level interview would have missed entirely. It was around this same project that soma design gave me a name for a shift I was already feeling: instead of arriving with a problem to solve, I began designing situations that let people discover and articulate their own questions.

Looking across my master's projects, I recognised this as a recurring pattern, which has shaped my vision of becoming a designer who creates conditions for reflection rather than simply solving problems. I believe designers should not always provide answers, but instead facilitate people's understanding of their own experiences.

In the future, I want to further develop methods and interactive artefacts that help people externalise tacit bodily experiences and support reflection through interaction. Rather than using technology to prescribe behaviour or provide answers, I am interested in how technology can invite curiosity, interpretation, and personal meaning-making.

I see embodiment and somatic design as an important direction for the future of interaction design. I am particularly interested in using mental models to better understand how people perceive and make sense of their bodily experiences, and in designing interactions that externalise these internal experiences, making them tangible and discussable. As digital technologies increasingly mediate everyday life, I believe there is growing value in designing interactions that reconnect people with their bodies instead of drawing attention away from them. I hope this approach can also encourage richer conversations around bodily experiences and provide designers with deeper insights that are often difficult to obtain through conventional research methods.

My ambition is to contribute to the field of embodiment by developing new methods, tools, and interactive experiences that enrich both design research and everyday bodily awareness.




My Vision

I hope to continue exploring how design can deepen people's awareness of their bodies and everyday lived experiences. Although I began my design journey believing that design was primarily about solving problems, my perspective gradually shifted as I encountered people struggling to express their bodily experiences. Yet these invisible experiences often shape everyday decisions and behaviours. This led me to realise that, in many situations, supporting understanding can be more valuable than providing solutions.

I believe good design does not succeed by telling people what is wrong with their body or behaviour, but by giving them a visual language through which they can interpret their own bodily experience. In my final master project, after participants saw the printed pressure map of their own sitting posture, I asked an open question — "can you connect this image to your daily habits or events?" — without suggesting what the connection might be. Several participants arrived at very different, personal explanations: one traced the asymmetry to a habitual standing posture, another linked it to an old injury they had since recovered from but still unconsciously avoided loading. I never told them their pressure distribution was "wrong" or diagnosed a specific cause — the question opened a space for reflection, but the specific meaning was entirely theirs to construct, drawing on memories and habits I could never have accessed as a designer. This is the moment I understood the difference between designing a solution and designing a condition for interpretation: the first assumes the designer knows the correct answer, the second trusts the participant to construct their own, even when prompted to look.

This connection between theory and practice first became visible to me during the Human-Goose project. Applying mental model theory there pushed me to look past what participants said they wanted and toward the assumptions, memories, and emotional associations underlying their behaviour — patterns that a more surface-level interview would have missed entirely. It was around this same project that soma design gave me a name for a shift I was already feeling: instead of arriving with a problem to solve, I began designing situations that let people discover and articulate their own questions.

Looking across my master's projects, I recognised this as a recurring pattern, which has shaped my vision of becoming a designer who creates conditions for reflection rather than simply solving problems. I believe designers should not always provide answers, but instead facilitate people's understanding of their own experiences.

In the future, I want to further develop methods and interactive artefacts that help people externalise tacit bodily experiences and support reflection through interaction. Rather than using technology to prescribe behaviour or provide answers, I am interested in how technology can invite curiosity, interpretation, and personal meaning-making.

I see embodiment and somatic design as an important direction for the future of interaction design. I am particularly interested in using mental models to better understand how people perceive and make sense of their bodily experiences, and in designing interactions that externalise these internal experiences, making them tangible and discussable. As digital technologies increasingly mediate everyday life, I believe there is growing value in designing interactions that reconnect people with their bodies instead of drawing attention away from them. I hope this approach can also encourage richer conversations around bodily experiences and provide designers with deeper insights that are often difficult to obtain through conventional research methods.

My ambition is to contribute to the field of embodiment by developing new methods, tools, and interactive experiences that enrich both design research and everyday bodily awareness.




AI Use Statement

This portfolio contains content that has been linguistically refined with the support of AI writing tools. The ideas, project narratives, reflections, research insights, and design decisions presented throughout the portfolio were conceived and written by the author. AI was used solely for editing, proofreading, and improving clarity of expression.

AI Use Statement

This portfolio contains content that has been linguistically refined with the support of AI writing tools. The ideas, project narratives, reflections, research insights, and design decisions presented throughout the portfolio were conceived and written by the author. AI was used solely for editing, proofreading, and improving clarity of expression.

Experience

2020 — 2025

Volunteer

2024–2026

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