Interaction Design, Wearables, Physical Computing, Forgetfulness, Smart Objects, Electronic Circuits
As a Lecturer in Design Innovation and Interaction Design at GSA, I focus on the way we experience our environment & interact with others. This involves the facilitation of human interaction to improve quality of life, interpersonal communication, and community wellbeing. Interactive design has often been used as a way to enhance our efficiency and productivity. Increasing the speed in which we can complete tasks or minimising the number of errors we make. However, social change as well as economical factors, have altered our situation and the primary use for many technologies is now 'for fun', or wellbeing. Fun, being no quantifiable output and no clear goals or expectations - other than that of enjoyment.
My research has primarily focused on forgetfulness and a human-centred practice: tmore...
As a Lecturer in Design Innovation and Interaction Design at GSA, I focus on the way we experience our environment & interact with others. This involves the facilitation of human interaction to improve quality of life, interpersonal communication, and community wellbeing. Interactive design has often been used as a way to enhance our efficiency and productivity. Increasing the speed in which we can complete tasks or minimising the number of errors we make. However, social change as well as economical factors, have altered our situation and the primary use for many technologies is now 'for fun', or wellbeing. Fun, being no quantifiable output and no clear goals or expectations - other than that of enjoyment.
My research has primarily focused on forgetfulness and a human-centred practice: the power of technology to shape human experience & enhance the lived environment.
Using an experience-centered approach, 'Message Bag' and 'Tag Along' are two purpose-built object-based memory aids that have emerged as a result of investigating the design processes for smart objects. The work examines smart objects in the context of forgetting what items to pack in a bag. A solution presented is a device consisting of an RFID system involving (a) pre-tagging essential items; (b) scanning those tagged items and; (c) viewing a corresponding light illuminate, to communicate to the user. Although the conceptual model is simple, success depends on a combination of technical design, usability, and aesthetics. These scanning interactions result in a person feeling more confident as suggested through autoethnography reporting, real-world, third-person engagements - single user walkouts, conference demos, professional critiques, and residential weekends with potential users (focus group) studies conducted.
My work involved extensive autobiographical research and design-led inquiries. Testing was undertaken with investigative prototypes, followed by field testing high-fidelity prototypes. This involved an in-the-wild comparative study involving six users over several months. Results show that people feel more confident and respondents claim no longer needing to continually check items are packed, thus 'gaining time', and feeling less forgetful. Expertise additionally includes electronics and circuits, and physical computing.
Slow Technology - emergent work. This is a shift from a constant or 'active' use of technology. Instead, Slow Tech means reflecting on how that technology is used and if a ‘slower’ alternative may actually bring us more benefit. Rather than achieving efficiency and constantly relying on our devices, Slow Tech encourages us to protect any natural tendencies towards creativity and the ability to reflect and contemplate freely.
I have presented at national and international conferences. I was awarded a 4-year scholarship from EPSRC to study for a PhD in Media & Arts Technology, Queen Mary University of London. British Arts Council, and Arts Council England funding. Received joint funding from The Arts Council England and The British Council. Also successful in securing an EPSRC Off-campus Business Engagement Fund – The Wearable Technology Show (2015), and a travel grant to attend the CHI conference in Toronto (2014) to present my work for the interactivity track.