Projects
Selected research and design work.
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CP Para Todos — Inclusive train ticketing for blind users
An audio- and gesture-only redesign of the CP – Comboios de Portugal ticketing app, testing how machine-like vs. humanized speech shapes trust and emotion for blind users.
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Plataforma E — A school communication app, designed and built
A 300-hour professional internship at Softowner: adapting an existing school administration platform into a cross-platform mobile app, from requirements and Figma prototypes through to shipped Flutter code.
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tásAver: turning heritage sightseeing into an emotional game
From a physical museum artefact to a gamified tourism app — a full redesign cycle evaluated with Think Aloud, comprehension testing, SUS (83.75) and the Geneva Emotion Wheel.
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Assistente de Garantias — Turning consumer law into a component library
A client project for the Portuguese Consumer Law Association: a warranty assistant app built on a reusable component library, with colour-blind coding and three themes designed in from the start.
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Root :) — Measuring what makes a robot feel warm
A Kansei Engineering study with 62 participants to quantify which sensory channels — colour, motion or facial expression — make an empathetic plant-pot robot feel warm, energetic and close.
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Fascinating — and a little frightening: measuring acceptance of modular smartphones
A TAM3-based acceptance study with 136 valid responses. Survey design, a video prototype, and a descriptive analysis that surfaced an enthusiasm–anxiety paradox.
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Lefties Self-Checkout — One retail problem, two devices
A speculative interface concept for a fast-fashion retailer: an AR-assisted self-checkout kiosk and a companion NFC grab'n'go app, designed end-to-end from task analysis to high-fidelity prototype.
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After the End
A 3D narrative game about post-collapse sustainability — and a multimodal emotion study that revealed how the game's own mechanics steered 80% of players away from the ending it was designed to promote.
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SenseColombo — Turning sensory chaos into predictable information
An evidence-based concept for a sensory navigation app that helps autistic women plan, navigate and recover inside a large shopping mall — built from clinical literature, six case studies and traceable design guidelines.
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The plain bump won: speed-bump design and driver reaction time
A disguised Minecraft driving simulation testing whether colour and 'KEEP SLOW' road signage change how fast drivers react — measured on 30 participants in SuperLab 6. The intuitive 'red = danger' design backfired; a plain-coloured bump with horizontal signage was the clear winner.
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Etherpear
A speculative smart mirror that sells bodily perfection — and takes your identity as payment. Built from three future trends drawn at random, and named as an anagram of 'the reaper.'
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Votómetro
A hand-built tangible wheel that maps you onto a political spectrum. Answer statements 1–5 in any order; a physical device — Arduino, touch sensors, LEDs — does the rest. No app, no screen to hold.
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SeaT
A brand identity for SeaT, a fictional company making office chairs from recovered ocean plastic — a name that reads two ways, a logotype where the letters carry the story, and the manual that keeps it consistent.
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(Contra)Tempo
A 20-image photo essay on decay and memory in Mirandela, Portugal — and the deliberate choice to shoot in colour against the brief's original black-and-white plan.
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Banking Management System
A console banking application for a first-year OOP unit. Three user roles, six account types, an in-memory data layer. The class diagram came first, the code came second, and they stopped agreeing somewhere in the middle.
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Retrospecticus
A special edition on war heroes, built end to end: name, brand mark, cover compositing, ad spread, and eighteen pages of editorial layout. The brief was to apply visual rhetoric and Gestalt principles using the full Adobe suite.
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Vintage
An Android ordering system for a burger restaurant, specified end to end for a first-year Software Engineering unit. No code was ever written — the specification was the deliverable.
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Mostra 2022
Five logotype proposals for Mostra, the annual student showcase at EsACT. Each one takes a different visual trend from 2022 as its starting point and applies it to the same subject — the university, its academic gown, the town it sits in.
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Diversity
Three posters answering the UCLA Extension Master Designers Series open call on the theme of diversity, each built on a single composite face split down the vertical centre.
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Pousada da Juventude
A relational database for a youth hostel: nine tables covering guests, staff, rooms, bookings, payments, invoices, events and attendance, deployed on SQL Server Express. Two working files survive — the hand-written script from partway through, and the script SSMS generated back out of the finished database.
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Biblioteca
A lending database for a library on SQL Server: nine tables, real access control, table-per-subtype hierarchies — and one foreign key pointed one level too high.
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Quotidiano
A five-minute narrative short about a school shooting, shot in one day in a real school with a crew of six.
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O Captain, my Captain!
A shot-for-shot study remake of the closing classroom scene from Dead Poets Society, directed from a sixty-shot technical script.
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Atrasado
An animated short built in Blender by a team of four, remade from a live-action film we'd shot ourselves the year before.
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Museu Armindo Teixeira Lopes, virtual
A virtual reconstruction of a municipal museum, built solo in a multi-user 3D environment and scripted in LSL — a lift that solves a problem the medium never had.
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Blood Donation
Three posters made for Plaktivat #15, the Tam Tam Institute's international poster competition on blood donation — a clinical argument, a comic one, and a humanist one, on a fixed two-red palette.
More coming soon.