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I’m a creative technologist and designer with over 20 years of experience in academic and commercial interactive media design and development. My PhD was in social aspects of game play and identified links between patterns of social interaction and game mechanics. I also have a BSc (Hons) in Software Engineering, MSc in Computer Games Technology, and a PGCE in Higher Education Teaching & Learning. My work tends to be playful and experimental, working with unusual technologies and settings to explore novel interactions and experiences in unexpected places. This has taken many different forms including videogames, board/card games, interactive TV, rich web projects, mobile apps, interactive theatre, and much more, dealing with topics like the gig economy, esports, education, futurism, non-league football, airport security, time travelling robots, and the dog internet.
Collaboration is central to my practice, and I have worked with organisations including the BBC, Telecom Italia, Philips, the NHS, Honda, and many more companies, groups, museums, theatres, galleries, and cooperatives around the world. These collaborations have contributed to scores of academic publications, and thousands of citations. My work has been covered widely in the press, including the BBC, New Scientist, the Guardian, the New York Times, Metro, Wired, TIME, and Your Cat magazine.
My research tends towards the practical, using playful design to explore the tensions and opportunities provided by new technologies in how they relate to our everyday lives. Especially, through the creation of interventions in the form of prototypes, design fictions, games and experiences that explore subtle conflicts in playful and irreverent ways. For example, constructing a set of prototype computer interfaces that allow dogs to access the internet, to explore the issues around anthropomorphism in pet technologies. Or by building an intentionally inscrutable mobile game to better learn how game players deal with illegibility and develop folk theories around obscure systems. Or releasing a mobile app that sends you mysterious walking directions when you fall into a routine, reflecting on situationism in the age of the smartphone.
My work is highly collaborative, and I have worked widely with scholars from computer science, psychology, human-computer interaction, education, and the arts.