Amateur Design
This research examines the relative merits and limitations of professional design practices as opposed to amateur design practices, and discusses the likely future for both positions.
Ebola: Bleach Dilution Gauge
This enquiry resulted in the design of a new tool to assist healthcare workers in the daily production of bleach dilutions for disinfecting patients, work surfaces and personal protective equipment contaminated with the virulent Ebola Virus Disease.
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
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?
Affective Graphs - the Visual Appeal of Linked Data
This research forms part of Petrelli’s enquiry into the human interaction with extra-large data sets and the design of visual mechanisms to support the user in making meaning out of millions of entities
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
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.
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.
Re:mains
Re:mains is a collection of jewellery artefacts which form a multi-component output. This research, developed through iterative practice-based processes, explores the extent to which jewellery, created predominately using food waste, could serve as tools which enable the wearer to reflect on the everyday act of eating.