Mrs. Ana Moya (female) graduated in Computer Science from the University of Deusto in 1996. In March 2015, she obtained the title of Master in “Gamification and Transmedia Narrative” at IEBS (Innovation & Entrepreneurship Business School) to strengthen her knowledge of these technologies and apply them in different areas. She started working as a researcher at the European Software Institute (ESI) in 1999. Currently, she is a project manager in the eService Business Area of the ICT-ESI Division of TECNALIA and is involved in several initiatives related to UX (user experience), UCD (user-centric design), HF (human factors), user engagement, gamification, and gaming in contexts such as education, health, business, etc. Ana also conducts research for the application of new models of motivation applied to learning environments and changes in behavior to achieve objectives.
In turn, Ana participates in projects which, through the use of neuroscience tools, measure the psychophysiological reactions of users when they perceive stimuli through the senses at the moment the user experience is validated.
Mrs. Ana Moya (female) graduated in Computer Science from the University of Deusto in 1996. In March 2015, she obtained the title of Master in “Gamification and Transmedia Narrative” at IEBS (Innovation & Entrepreneurship Business School) to strengthen her knowledge of these technologies and apply them in different areas. She started working as a researcher at the European Software Institute (ESI) in 1999. Currently, she is a project manager in the eService Business Area of the ICT-ESI Division of TECNALIA and is involved in several initiatives related to UX (user experience), UCD (user-centric design), HF (human factors), user engagement, gamification, and gaming in contexts such as education, health, business, etc. Ana also conducts research for the application of new models of motivation applied to learning environments and changes in behavior to achieve objectives.
In turn, Ana participates in projects which, through the use of neuroscience tools, measure the psychophysiological reactions of users when they perceive stimuli through the senses at the moment the user experience is validated.