Making History
Co-creative ceramics practice alongside people living with brain changes
Exploring how subtle, everyday acts of care help residents sustain community and environmental resilience amid infrastructural neglect and climate risk.
Transforming written content — from research papers to blog posts — into karaoke performances powered by AI.
ERicar was an interdisciplinary project that combined participatory design-led inquiry together with applied health research using qualitative methods.
This project aims to explore Self-Organised Learning Environments (SOLEs)* as a safe learning environment at university to mitigate the impacts of young refugees and asylum seekers’ (YRAS) difficulty accessing formal education and in the early stages of joining formal education.
Many individuals experience reduced chewing efficiency, including those with eating disorders (EDs) and dementia - partially due to muscle atrophy. Despite this, chewing efficiency is overlooked by current healthcare services.
Exploring the integration of scent technology across various contexts while emphasising the role of citizen engagement in shaping olfactory interactions.
This workshop explores how companion animals are represented in civic discourse; identifying how we can ensure their online representation matches the values of the companion animal, not just the human caregiver.
Exploring how dialogue and collaboration can shape responsible, community-driven technology projects for a more impactful future in Digital Civics.
This project aims to explore the intersection of ethics and participatory design to foster sustainable and community-driven practices in digital civics.
This project explores digital technology to ascertain student opinion on outside spaces in schools.
This Tabletop Role-Playing Game (TTRPG) asked people to look beyond the homogeneous view of older adults.
This study explores adolescents' design of social robots as response to issues they see in their local communities.
This project takes a closer look at arts in HCI. It shows that practices go beyond prominent realms such as sketching for UX Design and design probes from participants and involve a variety of arts-based expressions by researchers, the researched and third parties, e.g. graphic facilitators.