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Research

Research

I investigate how interaction, game mechanics and visual metaphor can support emotional reflection, emotional literacy and the communication of mental-health experiences.

The work sits across game design, human–computer interaction and design research, and is conducted primarily through practice: artefacts, prototypes and playable systems are the instruments of enquiry as well as its outcomes. Individual projects move between mental-health literacy, emotional literacy and interactive narrative, and are framed by research through design — building in order to understand, then reporting what the making made visible.

  • Game Design
  • Human–Computer Interaction
  • Design Research
  • Mental Health Literacy
  • Emotional Literacy
  • Interactive Narrative
  • Research through Design

Research Areas

Three lines of enquiry that cross every project

Emotional Play & Emotional Literacy

How game mechanics and interactive experiences can support emotional naming, differentiation, reflection and emotional granularity — treating play as a space for noticing feeling states, not only for expressing them.

Games, Mental Health & Representation

How games communicate, represent and open conversations around emotional and mental-health experiences without necessarily functioning as clinical interventions — and what responsible representation asks of a designer.

Interaction, Metaphor & Research through Design

Practice-based enquiry into how interaction, visual metaphor, animation, narrative, environment and game mechanics translate abstract emotional experiences into playable systems that can be examined and argued with.

Research Outputs

Publications, projects, theses and recognised work — newest thinking first

Peer-Reviewed Publications

Journal articles and conference papers
Conference Paper2026Published

Designing a Practice-Based Mobile Prototype for Mental Health Literacy through Emotional Granularity and Reflective Play

FDG ’26 · Foundations of Digital Games

Presents Library of Emotions, a practice-based mobile prototype exploring how mental health literacy may be supported through emotional granularity and reflective play. Literacy is embedded in the mechanics rather than delivered as instruction, supporting early recognition and more precise emotional naming rather than treatment.

  • Mental Health Literacy
  • Emotional Granularity
  • Reflective Play
  • Practice-Based Research
  • Mobile Game Design
  • Interaction Design

Research Projects

Practice-based enquiry, prototypes and artefacts
Thesis / Practice-Based Research2019 · updated edition 2026Updated Edition

Naibu: Visual Metaphor, Animation and Interaction for Representing Social Anxiety in a 2D Videogame

Universidad de La Sabana

A practice-based game design project asking how a 2D puzzle-platformer can communicate an experience related to social anxiety through visual metaphor, interactive narrative, world design, character design, animation and mechanics. It is not presented as a clinical intervention; it examines how design decisions translate an emotional concept into an interactive audiovisual experience.

  • Game Design
  • Social Anxiety
  • Mental Health Representation
  • Visual Metaphor
  • Interactive Narrative
  • Environmental Storytelling
  • 2D Animation
  • Character Design
  • Emotional Game Design
  • Practice-Based Research
Research Project2024 — ongoingResearch Project

Library of Emotions: Interactive Media for Emotional Literacy

RMIT University

An ongoing practice-based project exploring how interactive media can support emotional literacy and mental health literacy. It investigates interfaces, mechanics and narrative structures that help people recognise, name and reflect on emotional states, with emotional granularity as the central design concern. The mobile prototype was first published at FDG ’26.

  • Emotional Literacy
  • Emotional Granularity
  • Reflective Play
  • Interaction Design
  • Research through Design
  • Interactive Narrative

Awards, Scholarships & Recognition

Funded and formally recognised research
Distinction2020Awarded

Meritorious Thesis — Distinction (4.8 / 5.0)

Universidad de La Sabana

The Naibu thesis was awarded a Meritorious distinction, the institution’s recognition for outstanding final-year research, with a final grade of 4.8 / 5.0.

  • Game Design
  • Practice-Based Research
Scholarship2015 – 2020Awarded

Ser Pilo Paga — Full Merit Scholarship

Government of Colombia · Universidad de La Sabana

Full national merit scholarship covering the entire Bachelor’s degree, awarded on academic merit. Funded the period in which the Naibu research was conducted.

  • Scholarship
Selections2024 – 2025Awarded

Exhibition Selections — MAGI Expo, Future Forte, Bunjil Place

RMIT University · Future Forte · Bunjil Place

Practice outputs selected for the RMIT MAGI Expo (2024), the inaugural Future Forte showcase (2025) and a month-long exhibition at Bunjil Place (2025) — the contexts in which the research artefacts met public audiences.

  • Exhibition
  • Practice-Based Research

Collaboration & enquiries

I welcome contact from researchers, supervisors, conference organisers and practitioners working on games, emotional literacy and mental-health representation — including collaboration, review, speaking and supervision-adjacent conversations.