Amplified: A Design History of the Electric Guitar
Examining the design history of the electric guitar as a technological object, a cultural icon and a social construct
Life-saving lullabies
In conjunction with the University of Huddersfield and St John Zambia, this research investigates the potential of using lullaby as a zero-cost intervention to communicate essential knowledge and skills to support the transitioning of adolescents into motherhood
Can't Wait to Learn: Digital Tablet Desk
In 2011, War Child Holland instigated the Can’t Wait to Learn programme (CWTL) to develop culturally sensitive educational games for children who have never seen a teacher as a result of armed conflict
KOS: Material Witness
This research study presents new insights on the inadequacies of International non-Government Agencies to the refugee crisis in Kos through the optic of design
Cigar Box Guitars
Investigating the DIY practices of cigar box guitar makers, exploring how this practice differs from other DIY practices
Making virtual reconstructions part of the visit: an exploratory study
What role do Virtual Reality (VR) and Augmented Reality (AR) play in engaging visitors of cultural heritage? Can we design for 3D reconstructions to be part of the visit rather than separated experiences?
Phone vs Tangible in Museums - A Comparative Study
Digital technologies in heritage sites and museums are generally understood to be screen-based and more recently applications for the visitors’ phone.
Making Links: Craft Value Chain
This collection of jewellery artefacts made from recycled glass and metal are the outcome of an enquiry which explored how the application of co-creative design thinking strategies within a rural Indonesian community can provide creative agency for artisan craftmakers
Ambiguous Implements
Ambiguous Implements is the result of an enquiry that investigates the extent to which ambiguous eating implements, when used to consume food, have the potential to create new forms of experience.
Platform for the Creation and Delivery of Personalised Tangible and Embodied Experiences in Museums
Imagine you were a museum professional and had a toolkit to create interactive installations in a matter of hours rather than months: what would you make?