Selected Research

Six projects that mattered.

A selection across games and e-commerce, from building a research function to advanced quant, qual depth, and inclusive design. Each opens to a fuller story.

01

Metacore Games · Research ops · AI-enabled knowledge management · Leadership

Building the Player Research Function

How I turned ad-hoc research requests into a system: intake tied to decisions, a live roadmap, and an AI-queryable insights repository.

Research went from reactive and disposable to a function that product teams now use.

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02

Metacore Games · Advanced quant (GLMM) · Competitive benchmarking · Strategic influence

What Drives Players to Stick

Merge Mansion had high awareness but low retention. I set out to find what actually moves players to keep playing, and where we stood against competitors.

Became the evidence base for the brand refresh and a gameplay priority.

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03

Metacore Games · Mixed-method triangulation · Segmentation

Beyond the Numbers: Why Players Churn

Analytics showed churn rising but couldn't say why. I triangulated game data, community feedback, and a churn survey to find out why. Each one filled a gap the others couldn't.

Reframed churn into a segmented, actionable picture, and a reusable lifecycle framework.

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04

Zalando · Qual to quant sequencing · Cluster analysis · Commercial framing

Beauty Portraits: From Interviews to Customer Value

Grounding a survey in interviews, I built customer segments and attached real market share and profitability to each, so the business could see which to build for first.

The Beauty team adopted the segmentation; fed into Zalando's beauty planning.

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05

Zalando · Inclusive research · Segmentation · Sensitive-topic methodology

Black-Owned & Focused Brands

Evidencing whether Black-owned and Black-focused brands were missing from the platform, for whom, and in which categories plus the awareness gap underneath.

Presented to category buyers; informed Zalando's commitment to onboard 70+ Black-owned brands.

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06

Metacore Games · Generative qual · Cross-cultural research · Coaching

The Japan Audience Study

Nine deep interviews with Japanese players, listening closely enough to build a persona framework, including a culturally specific way of playing the team hadn't named.

Created the six Player Portraits now used across later studies.

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