Hi, I’m Michael, and I’m an independent and interdisciplinary researcher of behavioural design. I study the psychological consequences of systems that are misaligned with how people really think, learn, and behave.

I study the design of our surroundings: things like physical spaces, digital interfaces, and reward systems, and how they influence our behaviour.

I look at where friction arises in real-world and digital environments, and I assess where it can be reduced or increased to better support helpful behaviours or prevent harmful ones.

Ultimately, I try to understand how systems can be designed to better reflect the true limits of human mental processes.

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ABOUT

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CONTACT: [email protected]

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RESEARCH THREADS

These are some of the threads I’m interested in exploring and plan to research in depth.

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UX as a diagnostic lens to infer organisational values, constraints, incentives, culture, and competence distribution.

What does the design of a product or service, and your experience as a user, tell you about the inner workings of a company?

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How engagement‑optimised content feeds, social media systems, and dark patterns shape user attention, behaviour, and wellbeing.

Examining everyday phenomena such as the intention to watch one video on a video streaming website, and manipulation by the algorithm into unintended, extended usage.

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The consequences of service systems and everyday infrastructure that fail to provide redundancy, give users slack, or allow for normal human limitations.

What happens when you enter a public car park and the only method of payment is substandard or non-functional?

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Unstructured, exploratory play as a vital human practice, despite the lack of visible external reward structures.

The consequences of treating a creative instrument as ‘something you must get good at’, and the benefits of instead treating it like a toy that you can explore.

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Real-time metacognitive state-tracking for optimising learning and working efficiency in an unstructured environment.

The importance of learning how to learn and study efficiently, including keeping track of how ‘full’ or tired your brain is so that you can switch study methods instead of getting distracted or stopping too early.

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How official ecosystems create psychological legitimacy for digital objects, and how objects outside those ecosystems feel ontologically incomplete.

Why do emulated Pokémon feel ‘fake’?

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Experiential vs analytical evaluation of products and items across domains.

When a mobile phone’s impressive technical specifications on paper don’t tell you about the frustrating software issues that arise as a result of daily use.

A loot-based role-playing game invites you to drown in gun stats and cumulatively spend hours comparing raw numbers, when you could just try the gun out for yourself.

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The cost of radical self-sufficiency driven by compulsive low-leverage skill acquisition.

Investing time and energy into learning skills you have no interest in, out of distrust or refusal to accept dependency, or not wanting to spend money.

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The cognitive, organisational, and external impact of technological paradigm shifts in creative industries.

What happens in a game development studio when the development team has to ditch their primary production software and learn something new?

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The systemic misalignment between human learning psychology and the engagement‑driven design of modern digital learning environments.

How does a language learner feel after using only a single language learning app for 1000 days but is still unable to hold a conversation or string a sentence together?

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How do cooperative video game systems alter a player’s threat appraisal, and what design patterns preserve or dissolve fear when allies are present?

Why do some games lose their horror elements when you have allies to help and protect you, other games keep their horror regardless of ally count, and yet other games gain horror elements when allies are removed?

A conversation about horror affordances in video games.

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How modern multiplayer games delegitimise unstructured, persistent, identity-safe play spaces, not by removing them, but by hiding them, deprioritising them, and refusing to treat them as first-class modes.

How this delegitimisation reshapes learning, identity formation, sense of community, and the emotional ecology of play.

A core difference between Team Fortress 2 and Overwatch is that in the past, TF2 centred and legitimised the server browser as the default mode of play, while Overwatch has centred and legitimised matchmaking as the default since the beginning. This produces radically different learning, identity, and community outcomes.

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WORKING TITLES