- Funded Investigator: Insight Centre for Data Analytics, Science Foundation Ireland (2014-20).
- Co-investigator: SPHERE Sensor Platform for Healthcare in Residential Environment. EPSRC, EP/K031910/1 (2013-17).
- Principle investigator: Integrated support for adolescent mental health, NHS Health Enterprise East (2014-15).
- Co-investigator: Integrative Epidemiology Unit. MRC (2013-17).
- Principal-investigator: UK Hydrographic Office Knowledge Transfer Partnership (2013-15).
- Co-investigator: GHOST: generic, highly-organic shape-changing interfaces. EU FET-Open (2013-15).
- Principle investigator: Games supporting adolescent mental health, NHS Health Enterprise East (2013-14).
- Co-investigator: Digital Green Doors, EPSRC Research in the Wild, EP/K012509/1 (2013-14).
- Personal Fellowship: Marie Curie Post-doc Fellowship. EU FP7 and IRCSET Inspire (2009-12).
|The Experience of Agency
This is an ongoing project in which we are applying implicit metrics – derived from recent research in Cognitive Neuroscience – to explore and map peoples’ experience of personal agency when interacting with new technologies, such as on-body and intelligent interfaces.
[CHI 2012] [CHI 2015] [F. Human Neuroscience]
|Handaxe CIC and Pesky gNATs
Handaxe CIC is a not for profit company dedicated to research and development of technology to support adolescent mental health services. Pesky gNATs is our first product. It is a computer game and mobile app that support clinical interventions for young adolescents experiencing anxiety and depression.
SPHERE (Sensor Platform for HEalthcare in a Residential Environment) is an EPSRC funded interdisciplinary research collaboration (IRC) led by the University of Bristol together with the Universities of Southampton and Reading. The project focuses on developing sensor systems to monitor the health and wellbeing in the home.
[Pervasive Health 2015] [Personal and Ubi Comp 19(8)] [WPTC 2015]
|Crowdsourcing and community activism
Close the Door explored ways in which mobile crowdsourcing can be used to support pro-environmental community activists groups. In contrast to previous HCI research on pro-environmental technology, much of which is focused on individual behaviour change, this project offered new insights on the design of systems that target groups and communities.
[CHI 2013] [CSCW 2014]
|Interaction and Visualisation for Marine Navigation
This is a research collaboration with the United Kingdom Hydrographic Office in which we are designing and prototyping visualisation tools and interaction techniques for complex, safety critical marine navigational data.
SilverCloud is an software platform that supports the rapid development of computer supported interventions for common mental health disorders. It aims to increase access to and engagement with treatment. To date the platform has been used to developed treatment programs for difficulties including depression, anxiety and eating disorders.
gNats Island is a computer game that implements key aspects of Cognitive Behavioural Therapy (CBT). It implements CBT in a generalised manner and is intended for use with adolescents experiencing a range of difficulties, including depression and anxiety. It is designed to fully integrate with a six session, manualised, face-to-face intervention.
PlayWrite is a system which allows mental health care professionals to create and adapt therapeutic 3D computer games, which can then be used in adolescent mental health interventions. It supports the creation of games that implement a variety of theoretical approaches and target a variety of mental health difficulties.
[CHI EA 2010]
|Technology for Mental Health
My PhD focused on the design on the design of technology to support mental health interventions. Alongside the development of computer games and game frameworks, this included research to develop design and evaluation guidelines for this area.
[IwC 2010] [IwC 2007]
Personal Investigator was a 3D computer game that implemented Solution Focused Therapy. It was designed specifically for use in adolescent mental health interventions and was a forerunner to other mental health games. In the game adolescents played an investigator hunting for the clues that could help them to solve a personal problem.
[CHI 2009] [ITSE]
Savant was a museum installation which explored the unusual audio and visual experiences of people with autism.This project won a 2003 Europrix Top Talent Award.