Get to know me beyond my résumé :)

Hi, I'm Salsabila.

My journey into Human–Computer Interaction wasn't something I planned. I originally studied software development and expected to become a developer, but as I worked on different projects, I became increasingly interested in the people behind the technology rather than the technology itself.

Since then, I've worked across education, healthcare, and research, where I've had the opportunity to meet people with very different experiences and perspectives. Those conversations have shaped not only the way I design, but also the kinds of questions I want to explore through research. Before thinking about solutions, I try to understand the context, the people involved, and whether technology is actually the right response.

After graduating, I joined the education technology sector, where I worked on products for schools, students, and educators. It was my first opportunity to collaborate closely with product managers, researchers, developers, and business stakeholders, and it changed the way I thought about design. I began to see that good products are rarely shaped by design alone. They emerge through research, collaboration, and a deeper understanding of the people they are intended to support.

Those experiences eventually led me to pursue an MSc in Interaction Technology at the University of Twente. I wanted to better understand how research could inform design and how technology could respond more thoughtfully to people's needs.

During my master's, I explored healthcare, multisensory design, affective computing, technology adoption, and Human–Computer Interaction. While each project explored a different problem, they all shared a similar starting point: understanding people's experiences before exploring possible design interventions.

My master's thesis explored culturally relevant sensory storytelling in dementia care. Working closely with caregivers and healthcare professionals reinforced my interest in participatory design and designing with people rather than simply designing for them.

Over the years, I've realised that the projects I enjoy most all have one thing in common: they begin with people.

I enjoy spending time understanding how people experience the world, whether that means talking with users, observing everyday practices, or working alongside different stakeholders. Those conversations often reveal things that wouldn't be obvious through assumptions alone.

Because of that, I see research and design as closely connected. For me, research isn't simply a step before design; it's a way of understanding what truly matters before deciding what should be created. Sometimes that leads to a technological solution, and sometimes it changes the question entirely.

Healthcare has become one of the areas where these questions feel most meaningful to me.

My master's thesis on dementia care, volunteering with older adults in the Netherlands, and my current role at Applied Medical have each given me a different perspective on healthcare. Together, these experiences have shown me that meaningful healthcare depends on far more than technology alone. It is shaped by people, relationships, environments, and the many small decisions that happen behind the scenes every day.

Those experiences have strengthened my interest in designing technologies that support people in ways that are thoughtful, practical, and grounded in real-world contexts.

Outside of my professional work, I enjoy writing, reading, music, and being involved in different communities. I like learning from people with different experiences, whether through volunteering, conversations, or collaborative projects. Those experiences often influence the way I think about research just as much as academic work does.

This portfolio brings together the projects, questions, and experiences that have shaped my journey so far. I hope it gives you a sense of not only what I've worked on, but also how I think and what continues to inspire my work.

Education

2023 – 2025

University of Twente

Studying Interaction Technology allowed me to explore questions that had gradually emerged during my professional experience. Throughout the programme, I worked on projects related to healthcare, multisensory design, affective computing, Human–Computer Interaction, human-robot interaction, virtual reality, machine learning, and technology adoption.

Each project introduced a different context, but they all shared a similar starting point: understanding people's experiences before exploring possible technological solutions.

My master's thesis focused on designing culturally relevant sensory storytelling tools to support dementia care in Indonesia. Working closely with caregivers, healthcare professionals, and older adults strengthened my interest in healthcare, participatory design, and technology that supports everyday life.

During my master's, I also volunteered in a care facility in the Netherlands, where I spent time with older adults. The experience complemented my research and gave me the opportunity to understand dementia care beyond academic literature.

MSc Interaction Technology

2015 – 2018

Asia Pacific University of Technology and Innovation

My undergraduate studies introduced me to software development, game development, and Human–Computer Interaction. Although I initially expected to pursue software engineering, I became increasingly interested in the relationship between technology and the people who use it.

My final-year project combined programming, game design, visual design, and user research to create a mobile game that introduces Indonesian culture through interactive play. Although the project was completed several years ago, it already reflected many of the topics that I continue to enjoy today, including education, interaction design, and learning through technology.

BSc Information Technology with a specialism in Mobile Technology

Experiences

December 2021 – August 2023


December 2021 – August 2023

UI/UX Designer

Sekolah.mu is one of Indonesia's leading education technology companies, bringing together schools, educators, learners, and industry partners to support lifelong learning through digital products and educational programmes.

I joined Sekolah.mu because I admired its vision for education and wanted to continue contributing to a field I genuinely cared about. After working in a smaller organisation, I was also looking for an environment where I could collaborate with multidisciplinary teams and better understand how product development works within a larger organisation.

During my time there, I worked across the Payment Tribe, User, Finance & Payment Tribe, School Solutions Tribe, and later the Product Design Core Team. Each team introduced different users, product challenges, and business contexts, giving me a broader understanding of how various parts of an educational ecosystem are connected—from payment systems and school administration to the learning experience itself.

My work covered the product development process from discovery to implementation. I collaborated with business stakeholders, product managers, developers, and product researchers to better understand user needs, business goals, and product opportunities. Depending on the project, I contributed to stakeholder interviews, user interviews, focus group discussions (FGDs), questionnaires, card sorting, and heuristic evaluations. I also worked alongside the Product Research team to review usability findings and behavioural analytics from tools such as Hotjar and Crazy Egg, using those insights to support design decisions.

Alongside research activities, I designed customer journey maps, user flows, wireframes, interactive prototypes, and reusable design components, while working closely with developers throughout implementation and design quality assurance. One of the things I appreciated most was how product discussions brought together different perspectives. Those conversations helped me see that good design is shaped not only by interfaces, but also by research, technical constraints, business priorities, and continuous collaboration.

Outside product work, I also participated in internal reading sessions, reflection activities, and the Muvers Nusantara programme, where I visited one of Sekolah Murid Merdeka's learning hubs. Together with a colleague, I designed and facilitated a storytelling activity that encouraged children to imagine and present their own dream applications. It was one of the few opportunities where I could meet the learners behind the products we were designing, and it reminded me why I chose to work in education technology.

Working alongside product researchers gradually changed the kinds of questions I was asking. Rather than focusing only on interface design, I became increasingly interested in understanding how research could uncover user needs, explain behaviour, and support product decisions. Being involved in both research and design made me realise that I enjoyed connecting those two perspectives, which eventually led me to pursue an MSc in Interaction Technology.

Highlights

  • Rotated across four product teams, contributing to products that supported different users and business contexts.

  • Facilitated and supported product discovery through stakeholder interviews, user interviews, focus group discussions (FGDs), questionnaires, card sorting, and heuristic evaluations.

  • Collaborated closely with Product Researchers to interpret usability findings, behavioural analytics (Hotjar and Crazy Egg), and user insights, translating them into design improvements.

  • Designed customer journey maps, user flows, wireframes, interactive prototypes, and reusable design components.

  • Worked closely with developers, product managers, researchers, and business stakeholders throughout implementation and design quality assurance.

  • Participated in the Muvers Nusantara programme, designing and facilitating learning activities with students at one of Sekolah Murid Merdeka's learning hubs.

December 2018 – July 2021

Programmer → UI/UX Designer

Beneran Indonesia is a non-profit organisation focused on civic-education and youth development. Through collaborative learning programmes and digital initiatives, it encourages young people to contribute positively to society.

Shortly after graduating, I was approached by the organisation because they were interested in developing an educational mobile game. Game development had been one of the areas I enjoyed most during university, so I was excited by the opportunity and joined as a programmer.

As the organisation evolved, so did my role. My responsibilities gradually expanded beyond programming to include interface design, front-end development, illustration, website design, and digital content. Working in a small team meant contributing wherever I was needed, which gave me the opportunity to understand many different parts of product development.

During this period, I started learning UI and UX independently through real projects. The more I explored product design, the more I realised I enjoyed thinking about users, interaction, and communication alongside software development. I also began taking freelance projects, which introduced me to new clients, industries, and ways of collaborating.

Highlights:

  • Developed Pusaka, an educational Android and Progressive Web Application introducing Pancasila through gamified learning.

  • Contributed to a project used by around 500 participants from 34 Indonesian provinces during the Indonesian Youth Festival (Semarang, 2019).

  • Designed and developed the Beneran Indonesia website.

  • Designed the Pusaka application's interface, illustrations, and visual assets.

  • Collaborated with developers to improve the application's UI and UX.

  • Supported digital communication through website and social media content.

September 2017 - December 2017

Business Intelligence Intern

Astro is one of Malaysia's leading media and entertainment companies, providing satellite television, streaming services, and digital media products across the country.

During my internship, I joined the Enterprise Data Warehouse team, where I gained my first experience working in a large corporate environment. Compared to university projects, this was my first opportunity to see how technical teams collaborated within structured processes and how documentation, data, and communication supported large-scale systems.

My work included preparing documentation for Astro NJOI, Astro's free-to-view satellite television service, and supporting data-related projects using Tableau. Although my role was primarily technical, it introduced me to the importance of understanding business processes, maintaining clear documentation, and communicating across different teams.

This experience also gave me a broader perspective on software development beyond programming itself. I began to appreciate how many different disciplines—from data and engineering to documentation and communication—contribute to building reliable digital services.

Highlights

  • Joined the Enterprise Data Warehouse team within one of Malaysia's largest media companies.

  • Prepared documentation for Astro NJOI and supported internal data management processes.

  • Used Tableau to assist with data analysis and reporting.

  • Gained first-hand experience working within a structured corporate environment.

Freelance Collaborations

Alongside my full-time roles, I collaborated with organisations across healthcare, civic technology, and education. Each project introduced different users, teams, and design challenges while reinforcing the importance of adapting design to different contexts.

January 2022 - March 2022

UI/UX Designer

Contributed to the design of a civic technology platform connecting citizens with public servants to support community engagement and public participation.

August 2021 – December 2021

UI/UX Designer

Designed a school finance platform to help educational institutions manage tuition fees, together with a companion application for parents.

May 2021 – September 2021

UI/UX Designer

Designed the information architecture, user flows, and interface for a healthcare and bioinformatics platform supporting genetic testing and medical data services.

Other Experiences

May 2026 – Present

Production Associate

Applied Medical develops medical devices used in minimally invasive surgery worldwide. At the Amersfoort facility, medical devices are assembled, tested, inspected, and packaged in a cleanroom environment before being distributed to hospitals around the world.

Working at Applied Medical has broadened my understanding of healthcare beyond digital products and research. It has given me the opportunity to see how much care, precision, and collaboration happen behind the scenes before a medical device ever reaches an operating room.

My role involves assembling medical devices, performing functional tests, inspecting product quality, cleaning and packaging products, and following strict cleanroom procedures. The work requires consistency, fine motor skills, and careful attention to detail, as every product is intended to be used during surgery. Although surgeons perform their own preparation before use, maintaining high quality throughout the manufacturing process remains a shared responsibility.

One of the things I appreciate most about this experience is the perspective it has given me on healthcare. Patients may never see the people working in production, but every member of the team contributes to ensuring that healthcare professionals receive products they can trust. It has also deepened my appreciation for the many roles that support patient care beyond hospitals, clinics, and research.

Highlights

  • Assembled medical devices used in minimally invasive surgery within a regulated cleanroom environment.

  • Performed functional testing, quality inspection, cleaning, and packaging according to strict manufacturing procedures.

  • Maintained high standards of precision, consistency, and quality throughout repetitive production processes.

  • Collaborated with production teams to support both quality requirements and production objectives.

  • Gained a broader understanding of healthcare from a manufacturing perspective and the many people involved in delivering safe medical devices.

September 2024 - March 2025

Volunteer/Vrijwilligerswerk

During my master's, I volunteered at a residential care home for older adults with Indonesian and Moluccan backgrounds.

As a volunteer, I supported daily activities including meal services, reading newspapers and books together, music, games, creative activities, and conversations with residents. I also occasionally helped the kitchen staff during meal preparation and service.

Alongside volunteering, I became interested in how the care home created a familiar and culturally meaningful environment for its residents. I paid attention to aspects such as interior decoration, artwork, cultural activities, music, and storytelling as examples of how culture can be reflected in everyday care. These observations were about the environment itself and did not involve collecting personal information or research data from residents.

Volunteering became one of the experiences I valued most during my time in the Netherlands. It allowed me to see how everyday routines, familiar cultural elements, and community can contribute to making a place feel like home.

December 2024 - August 2025

Various Restaurants

Waitress

I had experiences working as a part-time waitress and restaurant staff member in various restaurants in the Netherlands. These experiences strengthened my communication, teamwork, adaptability, and ability to remain calm in fast-paced environments.

Communities

Outside work, I also enjoy being part of communities.

Whether through student organisations, volunteering, or church ministries, I've always liked contributing where I can. Sometimes that meant designing a poster, managing social media, writing an article, organising an event, or simply helping behind the scenes. Along the way, I met people with different stories and perspectives, and those conversations have stayed with me just as much as the work itself.

Communities I've been part of:
🎓 PPI Enschede — Head of Information & Communication
🎓 PPI Belanda — Social Media & Trend Analyst
🌍 International Fellowship of Evangelical Students (IFES) — Design & Communications Volunteer
📖 Our Daily Bread Indonesia — Contributing Writer
🎓 Asia Pacific University Indonesian Student Society (AUISS) — Student Volunteer
🇮🇩 Beneran Indonesia — Volunteer
⛪ Covenant City Church — Multimedia & Hospitality Team

Recognition

2019

🥉 STEM Teaching Innovation Award (Bronze Medal)
Malaysia Technology Expo (MTE)

Awarded for Cake Frenzy, a physics-based mobile game introducing Indonesian culture through interactive gameplay. The project combined game design, programming, illustration, and user experience to create an educational learning experience.

2018

🥈 International University Carnival on E-Learning (Silver Medal)
International Islamic University Malaysia

Awarded for Le Historia, an interactive e-learning platform that teaches Indonesian history through storytelling, animations, and quizzes designed for primary school students.

2018

🎤 Presenter, Global Conference on Computing and Media Technology
Asia Pacific University

Presented Cake Frenzy at the 2nd Global Conference on Computing and Media Technology, sharing the design process behind combining cultural heritage, game mechanics, and education.

Let's connect.

Thank you for taking the time to read my story.

There are still many things I want to learn, explore, and understand. I hope this portfolio grows together with those experiences, one project, one conversation, and one question at a time.

If you'd like to connect, collaborate, or exchange ideas, I'd be happy to hear from you.

Email: salsabilapatria@gmail.com
LinkedIn: linkedin.com/in/salsabilapatria

© 2026 Salsabila Patria Wibowo. Built with Framer, based on a template by Framerbricks - Biobricks.

© 2026 Salsabila Patria Wibowo. Built with Framer, based on a template by Framerbricks - Biobricks.

© 2026 Salsabila Patria Wibowo. Built with Framer, based on a template by Framerbricks - Biobricks.

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