
Find the Fake: Combating health misinformation with a chatbot game
A chatbot game that helps people recognize health misinformation. It brings together the research side of my work and the practice of building a usable digital tool.
View projectSelected projects and applied work across research, public policy, communication, and digital products. The featured projects are fuller case studies; earlier applied and creative work is listed below.

A chatbot game that helps people recognize health misinformation. It brings together the research side of my work and the practice of building a usable digital tool.
View project
A public-sector platform to assess and certify skills that are otherwise hard to measure. An example of institutional response and of making evidence usable as a working service.
View project
A tool that helps people find relevant insights across a large body of reports. Primarily an example of evidence-to-use and responsible product practice, not risk or crisis research.
View project
Product strategy and user-experience research for a social analytics tool. Included as product and UX evidence, distinct from the research narrative.
View projectSelected applied research and policy work, hosted by the partner organizations.
Earlier work in advertising and communication, kept as part of the record. It is where the interest in persuasion and communication began. These are historical creative projects; brand and client marks belong to their respective owners and are shown to document the work, not to imply endorsement.