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My Latest Work

I blend learning strategy, clear storytelling, and thoughtful visual design to create training that actually sticks. Have a project in mind? Let’s build something impactful together.
MY WORK
This is where theory meets practice. Each project below tackles a workplace issue that's common but rarely named outright — designed the way I believe good learning should work: grounded in real psychology, but built for people who don't have time for jargon.
E-Learning with Articulate Rise 360
E-Learning with Articulate Rise 360
E-Learning with Articulate Rise 360

Problem: Most workplaces don't run out of hours — they run out of mental bandwidth. Employees spend their days switching between tasks, decoding unclear instructions, and absorbing information that was never designed with the brain in mind. The result isn't always visible as burnout; it's smaller and quieter — forgotten details, slower decisions, the exhausted feeling of having "done nothing" despite being busy all day. Most workplace training either ignores this entirely or buries the science in language that never reaches the people who need it.
Solution: This Rise 360 course translates cognitive load theory — normally confined to psychology research — into three short, practical lessons any employee can work through in under 30 minutes. Rather than just explaining the concept, the course is built using the same principles it teaches: information stays chunked and uncluttered, a branching scenario lets learners practice real decisions instead of passively reading, and a downloadable journal-style worksheet turns the theory into something they can actually apply the next time a workday feels heavy. The goal isn't another wellness initiative nobody opens — it's a working mental model people can use the same afternoon.
E-Learning with Storyline Rise 360

Problem: Most workplace friction doesn't come from one big conflict — it builds quietly, one unspoken moment at a time. Someone notices a flaw in a plan and stays quiet rather than risk slowing things down. A new hire doesn't ask a clarifying question because they don't want to seem behind. A mistake gets spotted but never flagged, because raising it feels riskier than letting it pass. None of these moments look like a problem in isolation — but they add up to slower decisions, repeated errors, and teams that seem fine right up until something breaks. Most workplace training either ignores this entirely or reduces it to generic "communication skills" advice that doesn't reflect how these moments actually feel in the room.
Solution: This Articulate Storyline simulation puts the learner directly inside three of these moments — not as an observer, but as the person deciding whether to speak up. Each scenario branches based on their choice, showing the realistic short-term relief of staying quiet alongside the longer-term cost, without ever moralizing or telling the learner what to do. A tracked variable follows the learner's pattern of choices across all three scenarios, leading to a personalized closing reflection based on how they actually responded — not a generic wrap-up. Built with branching logic, character dialogue, and layered decision points, the project pairs a genuine understanding of workplace psychology with the kind of interactive complexity Storyline is uniquely suited for.
Eigenwijs — In One's Own Way
A card game for Dutch primary schools, built with Canva

Problem: In Dutch primary schools, a teacher's recommendation carries real weight in deciding a child's secondary school track — and research shows this recommendation is often biased. Children from minority backgrounds and lower socio-economic status are disproportionately under-advised, even when their test scores don't support it. This isn't usually intentional; it's a subtle, largely unconscious pattern shaped by teachers' prior assumptions about a child's ability. Trying to correct this bias by addressing teachers directly is difficult — deeply ingrained professional judgment rarely changes from the outside. The more promising angle was the child: could students walk into this pivotal moment with more self-awareness, more language to advocate for themselves, and more confidence in their own way of learning?
Solution: Eigenwijs is a card game designed for 8th-grade students, played in the weeks before the CITO test — the exam that heavily influences secondary school placement. Grounded in Vygotsky's social constructivism and game-based learning research, it guides students through five progressive paths — self-awareness, individual goals, group dynamics, the education system, and their place in the wider world — each following the same repeatable three-level rhythm of learn, explore, and reflect. Rather than trying to correct teacher bias directly, the game creates a new kind of space — playful, low-stakes, personal — where students behave in ways that don't map onto existing assumptions, giving teachers a different basis for evaluation. The project secured €4,000 in funding for further development and pilot testing, validating the concept beyond our own team.