Research Projects

Extending Capabilities

Ethnographic video research exploring in rich detail how people who are blind or low vision build an understanding of different everyday contexts. The work demonstrates in particular how ability negotiations are often accomplished with, and through, other people; and are closely bound up with personal relationships.

Project Torino

Torino is a physical programming language for teaching basic programming constructs and computational thinking to children age 7-11, inclusive of children with vision impairment. Following a user-centred approach, Torino is sought to enable collaborative learning experiences that are imaginative, engaging and fun.

Disruptive Displays

This project challenges conventional notions as to what constitutes a display and how we may interact with it. Proposing alternative approaches to manufacturing and configuring this medium, we explore the design space for autonomous pixels, whereby each pixel has its own embedded electronics.

Spheres of Wellbeing

The Spheres of Wellbeing are a set of three artefacts comprising of the Mindfulness Sphere, the Calming Sphere and the Identity Sphere. Collectively, these are designed to support the mental wellbeing of women, who suffer from severe mental health problems and who live in a secure, forensic hospital.


BinCam is a social persuasive system designed to motivate reflection and behavioural change in the food waste and recycling habits of young adults. The system logs disposed of items through images captured by a smart phone installed on the underside of the bin lid and uploads these to Facebook.

Lovers' Box

The Lovers’ box is an interactive artefact that enables couples in romantic relationships to reciprocally exchange video messages with their partner. Invited conversations and reflections about their relationship were found to help create space for meaningful inter-personal experiences and intimacy.

Special Interests

Inclusive Education

This CHI 2018 workshop iterates on future directions for accessible digitally-enhanced learning tools inclusive of people with vision impairments. Topics include engagement with teachers and students during design, implementation, and evaluation; and designs supporting social and pedagogical goals during mixed-ability and specialized instruction.

Ethics in Design Research

Workshops at CSCW 2014, CHI 2015 + 2016 + 2017, and a 2016 Special Issue of IwC explore some of the at times complex and ethically problematic challenges that HCI researcher working in sensitive settings and designing and evaluating new technologies with potentially vulnerable population groups may encounter, and how these can be addressed.


This 24h design & hackathon event (30-31st May 2015) invited people with skills in software, design and healthcare to develop innovative technologies for those living with dementia. The intention was to motivate critical, even subversive, provocative designs that might attempt to raise questions rather than provide technical solutions.

Skills for Wellbeing

This CHI 2015 workshop explored the role of technology for maintaining and achieving wellbeing through the development of social and emotional skills, and possibilities for personal growth and development. We began to develop a richer conceptual and practical understanding of this research context to shape an agenda for future work.

Empathy in Health & Care

Enabling Empathy was a CHI 2014 workshop to address the new challenges that HCI researcher face as the community deals with issues in medical, health and emotionally charged contexts, where empathizing with others is crucial in understanding the experience of living with specific conditions or to be sensitive to the emotions of vulnerable participants.

Mental Wellbeing

Designing Wellbeing was a DIS 2012 workshop that brought together researchers, designers and practitioners working on or interested in the topic of wellbeing in the field of interaction design. It provide a platform to share resources, create and explore new ideas for design (using .NET gadgeteer), and to build valuable future collaborations.