Fair Monetisation Risk Assessment
A web-based tool that helps teams screen game monetisation flows for fairness-related risks under EU consumer protection.
UX & Product Designer
I work at the intersection of UX research, interaction design, and front-end implementation.
Learned the rules.
Practising the exceptions.
My path into design has been shaped by business, technology, and media. I am interested in how digital products are structured, how they guide people, and how they create trust. For me, design is not only about the surface, but about clarity, usability, and the small decisions that make an experience feel effortless.
What fascinates me about UX is that good design often goes unnoticed. When it works, people simply understand where they are, what they can do, and what happens next. That is the kind of design I want to create: useful, trustworthy, and calm, but with enough character to feel distinct.
I grew up during a time of rapid digital change, from life before smartphones to a world shaped by platforms, games, and AI. That shift is one reason I am drawn to UX: it sits close to technology, but stays close to people.
Outside of design, I am drawn to experiences that combine structure, atmosphere, and detail, whether in games, films, or cooking. I like when many small decisions come together to create something people remember.
A web-based tool that helps teams screen game monetisation flows for fairness-related risks under EU consumer protection.
A mobile step counter and team challenge designed for the Brandenburg State Justice Authority.
A complete brand and social media strategy for a fictional tool-sharing platform, from market positioning to launch-ready content.
A redesign of my own site, from a 2024 student project to this 2026 version.
research
User interviews
Heuristic evaluation
Stakeholder workshops
Desk research
Notion Maze
synthesis
Personas
Problem framing
User flows
Information architecture
Miro Trello Whimsical FigJam
design
Wireframes
Visual design
Prototyping
Component systems
Figma Adobe CC Affinity Suite Unity
code
Frontend development
Prototypes
Documentation
Design system handoff
HTML CSS JS TS Astro Git
Familiar with each of these phases. Happy to focus on one or work across them, depending on what a project needs.
Get in touch,
whether it's a job,
a question, or just
a hello.
Brandenburg, Germany
Available immediately
This project was developed as a five-month master’s thesis at the intersection of EU consumer protection and game monetisation. It asked how teams could move from vague concern about free-to-play mechanics toward a more structured way of identifying fairness risks.
Free-to-play monetisation is increasingly shaped by consumer law, platform expectations, and public pressure. At the same time, product teams often lack a practical screening method that translates regulation, psychology, and design ethics into decisions they can use during concept work.
The work synthesised four perspectives: economy, psychology, dark patterns, and regulation. From that research, I developed a twelve-question assessment system across four risk domains with three concern levels. The goal was not to replace legal review, but to make risky design choices visible earlier.
The outcome is a web-based tool with a guided workflow, domain-specific questions, concern scoring, and result summaries. It gives teams a first-pass structure for discussing monetisation flows before they become expensive to change.
The project turns fairness assessment from intuition or compliance-only review into a repeatable screening method. Its value is strongest in early product conversations, where design, business, and legal concerns need a shared language.
I prioritised conceptual depth and research validity over visual polish. Today, I would redesign the interface with stronger hierarchy, clearer states, and a more polished reporting flow while keeping the assessment model intact.
RunForRecht was created during the second semester of my master’s program for the Brandenburg State Justice Authority. I worked in a team of four and was responsible for research synthesis, UX structure, and interface design.
Employees coordinated running challenges through Excel lists and email updates. The workflow was slow, hard to keep current, and offered little sense of live team momentum.
We combined stakeholder interviews, user interviews, personas, wireframes, and iterative design decisions. The design work focused on translating an administrative process into a lightweight mobile experience that still felt appropriate for a public-sector context.
The final concept is a mobile app for step tracking, team challenges, progress comparison, and rankings. It reduces manual coordination and gives participants a clearer sense of how their individual activity contributes to a team goal.
The project moved the challenge from a static Excel workflow toward a real-time app concept. It won first place in the jury award, which validated both the product direction and the clarity of the presentation.
I would make the visual design more confident today, especially in contrast, spacing, and motion. The UX structure still holds up, but the interface could carry more energy without losing trust.
ToolSynergy was my bachelor’s thesis, developed as a fictional tool-sharing platform with a full brand and launch communication system. The project was built solo across strategy, identity, and social media execution.
Brand projects often stop at either market positioning or visual identity. I wanted to connect both ends: why the platform should exist, who it speaks to, and how that thinking becomes concrete design assets.
The work included market analysis, buyer personas, positioning, a brand system, and social media templates. Personas such as Max Schmidt and Lisa Muller helped translate broad audience assumptions into communication choices.
The result was a complete brand system with logo, color palette, typography, visual rules, and sixteen social media templates across four formats. The system was designed to feel practical, approachable, and ready for campaign use.
The project moved from abstract concept to launch-ready brand assets. It showed that a fictional case can still demonstrate end-to-end decision-making when the strategy and visual system are tightly connected.
Today, I would push the brand voice further, especially in the social media content line. The system is coherent, but a sharper verbal personality would make it more memorable.
This site is a personal redesign that repositions an older 2024 student portfolio into a focused 2026 portfolio for junior UX and product design roles.
The previous portfolio was too generic. It showed that I could build a website, but it did not communicate my current direction: research-informed product thinking, interaction design, and enough implementation skill to make ideas tangible.
I audited the old version, researched editorial portfolio formats, explored the technical stack, and iterated the copy with a strong focus on voice. The horizontal structure became a deliberate way to make the site feel like a composed sequence rather than a standard page.
The result is this hand-built Astro site with Lenis, GSAP, content collections, responsive fallback behavior, and modal case studies. It uses a dark editorial visual language, concise copy, and a focused set of four projects.
The project turns the portfolio itself into a showcase of UX, brand, and code. It also gives recruiters a clearer path through my thinking, from conceptual work to practical design and implementation.
Horizontal scrolling is a calculated risk. I will watch how people use it in testing and keep the mobile fallback straightforward, because the interaction should add character without becoming friction.