Intermedia & Communication Design · MA

Human-centred by method. Evidence-based by conviction.

I am Sabrina Dibl — an intermedia and communication designer working at the intersection of human-centered design, human-centered interaction and digital learning innovations. My practice is grounded in ISO 9241-210 and research through design: every interface begins with people, and every claim rests on evidence.

Sabrina Dibl, MA — Porträt

Design earns trust when it is accountable to people — evidence is not the opposite of aesthetics, but its foundation.

Selected Work

Few cases, real depth.

Each case follows the same evidence logic: the human problem, the methodical approach, the outcome.

Digital Learning View case →
01

Co-designed learning journey for hybrid teaching

Learning Experience Designer · 2025

Problem: Hybrid courses fragmented attention; online participants felt like spectators.

Approach: Contextual inquiry with teachers and students, co-design workshops, iterative prototyping of a shared journey format.

Outcome: A rhythmised learning journey with synchronised touchpoints, collaborative boards and clear facilitation cues.

↑ participation of remote learners in pilot courses

Intermedia View case →
02

Intermedia museum installation

Experience & Spatial Design · 2024

Problem: A static exhibit failed to engage younger visitors.

Approach: Observation on site, rapid spatial prototypes, evaluation with visitor groups.

Outcome: A spatial, multi-sensory narrative blending projection, sound and tangible interaction.

↑ dwell time & repeat visits

Further work and detailed case documentation on request.

Master's Thesis · Featured Case

Data-supported facilitation of digital simulation games

Theory-guided conception of a facilitation environment for emotion visualisation and intervention support (FH Vorarlberg, 2025)

Digital simulation games are powerful learning environments — yet facilitators often lack insight into how participants are actually doing while the game is running. The thesis designs a facilitation environment that visualises physiological real-time data as emotional states and pairs them with theory-based intervention formats for professional game facilitation (Dibl, 2025).

Paradigm

Research through Design

Artefacts

100+ digital artefacts

Evaluation

SUS · N = 9 · 3 scenarios

Institution

FH Vorarlberg, 2025

  1. 01

    Context

    The facilitator's blind spot

    In live simulation games, emotional dynamics decide learning outcomes — frustration, overload or disengagement remain invisible until the debriefing. The guiding research question: on which design-practical models and theories must a data-supported facilitation environment be grounded?

  2. 02

    Research

    Research through design, extended by design thinking

    The conception follows the research-through-design paradigm (Frayling, 1993), iteratively extended by design-thinking principles (Brown, 2008): theory-guided analysis, divergent exploration and continuous synthesis of design knowledge.

  3. 03

    Decision

    Status cards as condensed evidence

    Physiological signals are translated into legible status cards; each card is linked to adequate, theory-based intervention formats — the facilitator decides, the system supports. Human agency remains the design principle.

  4. 04

    Prototype

    Over 100 digital artefacts

    The iterative process produced more than 100 digital artefacts: interfaces of the facilitation environment, status cards, intervention interfaces and dashboard components in several configurations.

  5. 05

    Outcome

    Evaluated with facilitators, measured with SUS

    Nine participants matched interventions to status cards across three typical simulation-game scenarios on a collaborative board; satisfaction was assessed with the System Usability Scale (Brooke, 1996). The result: a theory-grounded, usable foundation for data-supported facilitation.

Dibl, S. (2025). Datengestützte Moderation digitaler Planspiele: Theoriegeleitete Konzeption einer Moderationsumgebung zur Emotionsvisualisierung und Interventionsunterstützung [Master’s thesis, Fachhochschule Vorarlberg]. OPUS.

Skills

Three fields, one method.

A skill profile shaped by academic training and design practice — from field research to interactive learning environments.

01

Human-Centered Design & Research

Understanding contexts of use and translating them into justified design decisions (ISO 9241-210).

  • Context analysis
  • Qualitative interviews
  • Personas & journeys
  • Co-design workshops
  • Usability testing (SUS)
  • Heuristic evaluation
  • Research through design
02

Human-Centered Interaction & Intermedia Design

Interfaces and intermedial experiences that keep systems legible, controllable and worth people's attention.

  • Interaction design
  • Information architecture
  • Low-/high-fidelity prototyping
  • Design systems & status cards
  • Motion & microinteractions
  • Accessibility (WCAG)
03

Digital Learning Innovations

Learning environments in which data, emotion and didactics come together — from simulation games to facilitation design.

  • Digital simulation games
  • Facilitation & debriefing design
  • Emotion visualisation & dashboards
  • Theory-based intervention formats
  • E-learning conception
  • Collaborative boards (Miro)

About

Between people, media and learning systems.

With a Master of Arts in Intermedia and Communication Design, I work where interaction design, communication and educational technology meet. My focus is making complex systems legible — so that people stay in control, in trust and in the mood to learn.

I combine qualitative research, co-design and rapid prototyping with a firmly evidence-based stance: design decisions are argued, tested and documented — not asserted.

Degree

M.A. Intermedia & Communication Design

Focus

Human-Centered Design & Interaction

Field

Digital Learning Innovations

Based in

Austria

Approach

A human-centred process, per ISO 9241-210

Four activities, iterated until the evidence carries the design — not the other way round.

01

Understand

Analyse the context of use: people, goals, environments and constraints — through field research and interviews.

02

Specify

Derive user requirements transparently and make trade-offs explicit before pixels exist.

03

Design

Produce design solutions iteratively — from paper sketches to interactive prototypes and intermedial spaces.

04

Evaluate

Test user-centred: usability, accessibility and trust — with methods such as SUS, and iterate on the evidence.

References

Evidence base

Selected sources this portfolio and its claims rest upon (APA 7).

  • Brooke, J. (1996). SUS: A “quick and dirty” usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, & I. L. McClelland (Eds.), Usability evaluation in industry (pp. 189–194). Taylor & Francis.
  • Brown, T. (2008). Design thinking. Harvard Business Review, 86(6), 84–92.
  • Dibl, S. (2025). Datengestützte Moderation digitaler Planspiele: Theoriegeleitete Konzeption einer Moderationsumgebung zur Emotionsvisualisierung und Interventionsunterstützung [Masterarbeit, Fachhochschule Vorarlberg]. OPUS. https://opus.fhv.at/frontdoor/index/index/docId/7092
  • Frayling, C. (1993). Research in art and design. Royal College of Art Research Papers, 1(1), 1–5.
  • International Organization for Standardization. (2019). ISO 9241-210:2019 Ergonomics of human–system interaction — Part 210: Human-centred design for interactive systems. https://www.iso.org/standard/77520.html
  • Nielsen Norman Group. (n.d.). Creating a UX design portfolio case study. https://www.nngroup.com/videos/ux-design-portfolio-case-study/
  • Norman, D. A. (2013). The design of everyday things (Rev. ed.). Basic Books.
  • W3C Web Accessibility Initiative. (n.d.). Understanding Success Criterion 2.3.3: Animation from interactions. https://www.w3.org/WAI/WCAG21/Understanding/animation-from-interactions.html

Contact

Let's design something worth learning from.

Open to collaborations, commissions and conversations about human-centred design and digital learning.

Write me →

hello@sabrina-dibl.example