THIS IS A QUICK OVERVIEW
Each project has its own page with all the details under Projects if you need; This here is a quick visual summary of everything with little context, in case you don’t have time to read all that.
I explored the issue of an unclear rewards flow in the TK Fit app and how it could be redesigned to improve voucher engagement rates and overall feature awareness. By making it clearer when vouchers become available and by explaining how the feature works, the proposed solution can help to keep users engaged with the rewards section, give users extra motivation to complete challenges, and make TK’s digital health offering feel even more valuable.
Initial testing showed that only 20% of users understood the voucher feature, after flow redesign - 95% of testers could clearly understand all the conditions of this feature.
Techniker Krankenkasse case study - improving user engagement with clearer flow in TK Fit app - 2025
Digital checklist - service design case study on relocation and bureaucracy in Brandenburg - 2025
I worked on a potential marketing B2C feature, that could be provided by building companies for their new customers - a simple digital checklist, that addresses the often-overlooked bureaucratic challenges new homeowners face when moving into a new municipality.
For customers - it helps to keep track of the bureaucratic tasks they need to do after buying a house and moving in. For the company - it increases customer satisfaction, brand loyalty and positive press.
I was working on a theoretical service, but used real cases for the research and interviewed real stakeholders (customers, real estate developer, municipality administration), created user journeys based on real people with real problems and experiences.
Although the idea was to create a public service at first, research quickly revealed, that the current level of digitalisation and data availability across municipalities isn’t sufficient to support a universal solution without broader systemic change, leading me to identify a more realistic niche for this service in the private sector.
The result is a user-centered solution that supports both residents and brands, helping people feel less overwhelmed during one of life’s most complex transitions.
The concept was further developed into a prototype using AI-based coding tool to simulate what such a feature could look like in real-world implementation.
BlockJam3D mobile game - fixing legacy UX issues and improving flow consistency for season pass event - 2024
My work mostly focused on addressing legacy UX issues to improve user engagement and increase sales numbers on existing features. I also did market and user research, collaborated closely with game designers, developers, monetisation managers and artists to ensure a cohesive player experience.
For this specific event - Block Pass - a simple UI update was planned at first, but deeper issues surfaced during research, and we saw the opportunity to improve monetisation value of this feature. The main goal shifted to UX fixes. Even though we didn’t have the time and resources to test new UI and new flow separately, rolling out this big update increased active users numbers and block pass sales, so it was considered an overall success.
I did a breakdown of the feature’s mechanic, found weak points, and changed the flow to make it clearer. I also updated the visuals, according to our new Art style, and made some improvements for the first time user experience - when players see the feature for the first time.
Rock Crawler mobile game - Introducing new progression flow to boost retention and attract new users - 2023
I worked on a major UX overhaul of Rock Crawler, a mobile off-road racing game, as part of a project to reimagine and scale up the original title. I collaborated closely with the product manager and game designer to explore new gameplay directions, meta game options, define user flows, and improve the overall player experience through UX-focused iterations.
Original Game layout was based on a saga map progression, Garage tab for car modifications (multi-layered), and a leagues screen. Car upgrades were confusing and were not used by players as intended, we needed to boost the upgrades, bundles and mods sales. New cars were also not purchased as often as planned, so our team tried to come up with a more straightforward layout. Our goal was to make a racing game accessible for casual and hypercasual players that are used to simple and clear game mechanics, attracting a broader audience that, traditionally, spend more.
Trolls POP - UI and key in-game elements development for a mobile game, collab with DreamWorks - 2019-2020
I worked on the DreamWorks-licensed mobile bubbleshooter game Trolls Pop as part of the game art team, focusing on UI asset creation and In-Game concepts. Together with a Senior UI/UX Designer, we explored different directions for new features, I ensured visual consistency with the IP while aligning designs with gameplay and user needs.
I created a variety of icons for different screens in the game, as well as key in-game elements - bubbles.
Gamified museum visit - learning history through storytelling - 2018
I developed a gamified storytelling experience in collaboration with the German Historical Museum in Berlin. The project was designed to support students in integration courses, who regularly visit the museum as part of their curriculum. The goal: to make the museum visit more engaging, memorable, and educational for learners from diverse cultural and linguistic backgrounds.
The concept followed the journey of multiple fictional characters, guiding students through historical narratives tied to real artefacts in the museum. Learners used a mobile app to search for exhibits, solve puzzles, and answer quiz questions - all designed to deepen their understanding of German history through interactive learning.
I collaborated closely with the museum’s education team to ensure the content respected strive for diversity, historical integrity and the pedagogical mission of the institution. The design also aligned with the museum’s existing visual language, using color-coded time periods and motifs from their branding to support wayfinding.