Professional Documents
Culture Documents
Technology Innovation
http://www.SMARTlab.uk.com 1
The aim of the SMARTlab is to work across sectors and disciplines to instigate and support
positive cultural change. SMARTlab insists upon an ethical and socially responsible
community collaboration model, which informs and enriches the academic domain by
encouraging teams of artists and cultural sector creatives to work closely across disciplinary
boundaries to invent new models and tools for learning. This model, over 17 years, has made
real impact by helping to change the academy from within by enabling many more women,
artists, open source advocates, ‘non-standard’ learners and people with disabilities to gain the
highest level of 'credit' for their practical work and scholarship, to the point that, once they
have gained their own PhDs, they can help to shape new models of inclusive, applied
practice-based research so that it can transform the university sector from within.
The SMARTlab Practice-based PhD Programme has graduated over 30 PhDs who have
gone on to lead major institutions and labs worldwide (see the Index of graduates, attached).
The programme currently supports a cohort of 35 international PhD candidates in the fields of
Design, New Media and Performance, Digital Media, ICT4d, Assistive Technologies for
People with Disabilities and the Elderly, Technology Futures, Wearables and SMART
Textiles, Performance Technologies, Assistive Tech and Innovations, Technology Enhanced
Learning for Health and Well Being, Digital Inclusion, Haptic and HCI integrated studies, and
‘Meaningful Games’ or Mobile Games for Learning.
In our knowledge exchange PLAYroom and linked studios in the London Docklands, and at
sister sites world wide, we provide a world-class research and incubation space for academic
staff, practice-based PhD students and interdisciplinary teams of artists and technologists,
scholars and education experts, community workers and industry representatives, working
together to create and test the efficacy of new media and informatics tools designed for a
‘universal design’ ethos.
Together, we make new media tools, games, software applications, live and telematic
performances that demonstrate our model of social inclusion through the sharing of
intellectual, creative and innovative capital.
The SMARTlab Digital Media Institute (for site specific media, performing and digital arts)
brings designers, media artists, performers, technologists, scholars, business and e-
commerce specialists, engineers, medical experts, and policy makers to sites around the
world where their combined skills can make a real difference for communities, both locally
and globally.
The SMARTlab, was founded in 1993, and has operated - with a number of partners, from a
number of bases internationally - since 1991. In 2005 we took up a new home base in
bespoke studios at the University of East London in the heart of the Docklands. This space
http://www.SMARTlab.uk.com 2
offers an ideal setting for creative exchange, both nationally and globally, and provides a
base for our major collaborations with the 2012 Olympic and Paralympics Games.
The SMARTlab has spread its wings to fill those new purpose built studios, including the
MAGIC (Multimedia & Games Innovation Centre) PLAYroom, incubation and training spaces
with linked fabrication, simulation, and product design facilities. We also work closely with the
MATRIX studios funded by SONY: our main partner institute, providing a high-definition
multistream film/video production / performance facility all on site.
www.smartlab.uk.com
www.uel.ac.uk/smartlab
http://www.SMARTlab.uk.com 3
Activities
The SMARTlab is a Digital Media & Creative Technology Innovation Centre with three distinct
threads of activity:
A practice-based PhD programme and research centre for designers, artists and
technologists working in artistic domains, who have long encountered difficulties in placing
their work in relation to the academy: in finding appropriate ways to 'measure' artistic practice
in 'research exercises', in identifying appropriately flexible and experimental forms for artistic
research processes and outcomes, and in competing for academic funding;
A suite of community outreach and digital inclusion projects around e-inclusion and design for
ability, assistive technology, IT for women and girls, and educational inclusivity;
A knowledge transfer centre and Gamelab/PLAYroom that operates as a space where local
communities can join forces with UEL academics, artists, technologists and game designers
to make and test games and interactive tools.
The SMARTlab holds a 'universal design' concept at heart: by designing for the segments of
society whose interests and needs are least served by 'off the shelf' technologies - e.g.
women, young people at risk, and people with (extreme) disabilities - we aim to create
socially inclusive, sustainable projects and products of use to ALL.
The SMARTlab team holds a strong collaborative ethos in its work and includes live artists,
performers, dance and movement specialists, visual artists, filmmakers, photographers,
sculptors, textile experts, fashion designers, poets/writers, composers/ musicians, sound
artists, VR engineers, programmers, game and interface designers, and e-business
specialists who design for sustainable development, social change and community well-
being.
Ethos
http://www.SMARTlab.uk.com 4
The SMARTlab selects projects and teams on the basis of ethical concerns, social
engagement and the ability to work effectively in interdisciplinary groups, as well as for the
originality and potential impact of the research, in basic and applied terms.
In every context, the aim is to effect knowledge transfer within the team, between the teams
and local communities, and in broader academic and industry relations.
SMARTlab Communities
The SMARTlab works in communities. The three primary target groups are women, children
& young people, and people with disabilities.
Nationally and internationally the SMARTlab works off-site but in situ: in women’s shelters,
schools, hospitals, rehabilitation centres, and also travels to meet and ideate with its partners
in universities, industry think-tank settings and retreats.
http://www.SMARTlab.uk.com 5
The Method
MAGIC, which has been funded by the Higher Education Innovation Fund
(HEIF2), will apply this research to 'real world' problems. Working with
colleagues here in UEL's Knowledge Dock, we plan to develop MAGIC
into a dynamic interface between UEL, business and the wider
community.
act as an intellectual hub, offering researchers a 'third' space where they can interact with
each other, with the private sector, and with policy makers, to explore the shape of our digital
future, provide an innovative way of connecting with communities, using the new generation
of pervasive, cheap or free, 'citizens' technologies that are an increasingly powerful tool for
social change, and enable experimentation with new business models, as a maturing field
reaches its commercial potential and creates fresh opportunities for economic and social
development.
Our Technical Arts/Design Interaction team are highly experienced and equipped to deliver a
range of creative digital media solutions including edutainment, training and multimedia
projects using different multimedia technologies (DVD, CD, web, interactive 3D space).
Our resident artists, technologists and PhD students offer a range of specialized, unique and
innovative expertise including:
http://www.SMARTlab.uk.com 6
The SMARTlab team product presentations using new technologies include:
• BGCA/Microsoft Clubtech
• Knowledge Dock, UEL
• Celebrating Enterprise, European Union Social Funds Equal
• Urban Buzz
• NESTA
• BBC
• LEGO Europe
• The European Commission
• Microsoft Community Affairs
• Nokia
http://www.SMARTlab.uk.com 7
SMARTlab Research Team and Staff
About SMARTlab
The SMARTlab's cohort of trans-disciplinary medical and well being experts, assistive
technology mentors and practitioners, artists, technologist and business colleagues bring an
impressive resume of credentials in Experience Design, live and virtual; we have worked with
Disney special effects leaders such as Rhythm and Hues and Pixar, on major theme park
developments and hospital & other site-based art and media installations, and have
presented major interactive exhibits at all the major international graphics and design
conferences (Siggraph, MILIA, IBC, BAFTA et al). We also have considerable experience in
the advertising sector, and team members have worked with Yahoo, Saatchi & Saatchi,
Unilever, OldNavy/Gap, Lego, et al. In addition, we are renowned for our large scale
performance events, which bring dance, theatre and music with interactive media together
with olfactory (scent and taste experiences), robotic and other display forms for major
audiences at the U.N., World Summit et al. We were commissioned to design experiences for
the Omniglobe major exhibit ‘Plays well with Others’ (pictured above) in 2004. We were
commissioned to write, design and perform the Special Olympics pre-Show in Dublin 2003,
and are at work on interactive live/media presentations for the 2012 games and Paralympics.
Our recent showcase at the Science Museum London also had rave reviews.
See
http://www.telegraph.co.uk/connected/main.jhtml?xml=/connected/2006/12/20/ecnchair20.xml
http://www.SMARTlab.uk.com 8
Creative Industries and Knowledge Transfer Experience
“Borrowing from the design strategies of successful theme parks, Experience Design
emerged in 2001 as a recognised design method for manufacturers and retailers in need of
generating excitement about their brands or in-store experience. Experience marketing is
meant to immerse the customer in a customized/custom built environment programmed to
educate and energise their enthusiasm about the brand.
The advent of online shopping has significantly affected the retail industries perception of the
in-store experience. No longer a necessity to go to the store retailers and product
manufacturers have to now rethink the promotion paradigm and pull bodies into stores to
protect their capital investment in brick and mortar and to rationalize their place and identity
on the street. Manufacturers have designed retail style outlets that are actually there not to
sell but to promote the brand. In New York City Samsung, Sony, Nokia and Adidas followed
the successful example of Apple by bringing their brand and its identity to the street making
their shops fun places to hang out in and to try the new products.”
SMARTlab has been working with local government and development agencies in East
London since 2005 to provide strategic vision and skills/experience training as neighborhoods
of East London prepare for major transformation with the arrival of the Olympic and
Paralympic Games in 2012. In this we will build further on our existing track record of event
and experience design and management: We have, for instance, led major workshops for the
European Commission and Media Programmes in Creative Arts and Experience Labs, with
events ranging from day workshops to full week retreats that take ideas from concept to 2d.3d
prototype stage, and that encourage ‘emotional intelligence’ and experience cues recognition,
as well as standard ‘pitch strategies’.
By means of example the SMARTlab could provide the following Knowledge Exchange
experience sessions for industry:
http://www.SMARTlab.uk.com 9
- Delivery System: development and iterative testing of bespoke systems for delivery of
selected brand messages across the sector.
- Proof of Concepts workshops and open Pitch sessions.
- Competitions and Awards (with BAFTA et al)
- “Training the Trainers for Experience Design”: extended workshops and short courses.
We aim to collaborate closely with the LDA on the Games Academy, and with BAFTA et al on
a new set of awards for interactive experience design achieved through Meaningful Games
and Mobile Games for Learning.
The attached illustrations provide samples of our highly acclaimed Experience Design
concepts. Many more appear on our websites.
The SMARTlab’s current main UK site is based at the University of East London Docklands
Campus, and hosts a formidable team of recognised industry professionals including health
and Assistive Technology Exerts/Designers/ Artists/Technologists/Programmers/Architects
and Engineers. Many of our team started their careers in the commercial sector and have a
wealth of expertise in Experience Design for the Health, Retail, Entertainment and Hospitality
industries. The SMARTlab team is available for consultation to help you explore, focus and
create the right message and delivery approach for your clients and customers. We can host
creative brainstorming sessions at our MAGIClab located at the SMARTlab UEL Docklands
campus, or can visit your site for creative focus sessions with your team.
Our Sites:
We have established centres over the years at the BBC Open University, KMI (Knowledge
Media Institute), University of Surrey Technology Studios, and Central Saint Martins College
of Art & Design Innovation Centre. When UEL built us a building in 2005 we moved there to
set up the MAGIC lab. SMARTclubs (bringing creative technology solutions to disadvantaged
young people and their communities) have been tested by over 5.4 million of the least
economically advantaged young people in America, and a new set of SMARTclubs is being
developed now for the EMEA (Europe, Middle East and African) region.
Other SMARTlab sister sites and SMART-futures Centres and experience/teaching units
have been set up in Dublin (with at Trinity College and UCD in partnership with the Science
Gallery and Central Remedial clinic), New York (in association with NYU, Columbia,
Eyebeam Studios and the Montefiore Children’s Hospital), Seattle (with the University of
Washington and Microsoft), Singapore (with NTU and the KK Hospital for Women and
Children and IDA), Brazil (with the British Council and Interdatica Centre in Sal Paulo), and at
the ThreeWays Special School and Stephen Hawking School for Special Children, in
England, in partnership with the Department for Children, Families and Schools and Becta.
New centres and projects are underway in these places.
In the UK, we are working with the CCA and Wellcome Trust to extend our work on setting up
a new set of sensory studios for healing and education, with plans to install new centre at for
the Great Ormond Street School and Evelina Children’s Hospital in future. We are also
http://www.SMARTlab.uk.com 10
working with CBBC Hospital, in partnership with the Football Foundation and CBBC. We are
also in initial talks for further expansion and distribution of our projects from a central London
hub to the more distanced and diverse areas of the UK, with many more invitations pending
and new set of linked rural studies in development for testing of project ideas throughout the
Scottish Highlands and Islands.
In the Middle East, in addition to Doha we have pending invitations to set up SMART-futures
Centres in Cairo (for Ritsec), Dubai (for the Dubai Women’s College and Microsoft), Abu
Dhabi (for the Khalifa fund) and expressions of interest from other countries. We can set up
small flexible and portable projects for hospital and home settings, as well as large scale
sensory environments, research and user testing labs for permanent residency: all sizes,
scales and purposes of design for ability, health and well being can be accommodated.
http://www.SMARTlab.uk.com 11
The People
Professor Lizbeth Goodman- SMARTlab Founder and Director (UK and International)
She has supervised 32 PhDs to successful completion and has examined for many other PhD
programmes around the world. As a researcher, she brings her experience of creating
ground-up technology solutions for special learning needs and for lifelong learning in
disadvantaged communities worldwide, with an emphasis on creative innovation strategies for
social entrepreneurship and leadership models that support learning for all.
Lizbeth is also Director of Research for Futurelab Education (chaired by Lord Puttnam), and
Honourary International Research Director for RITSEC in Cairo: the base for inclusive
educational projects for women in the Middle East). For the past four years she has held the
Microsoft Community Affairs Senior Research Fellowship in Innovative Technology Solutions
for Communities at Risk. She is best known as an advocate of community-based ethical
learning and teaching models using interactive tools and games to inspire and engage
learners of all ages.
Originally trained in Drama/Performance, Literature, and Philosophy, and active for many
years as researcher, professional performer and TV-radio-convergent media presenter, she
has published widely in the areas of performance technologies, e-learning, connected
learning, embodied learning, social networking for community engagement, social
entrepreneurship models in ICT, and games for learning. In this regard, she co-developed
several groundbreaking teaching and learning tools and games with significant worldwide
take up, which have led to the foundation of several charities for women and children at risk.
She has written and edited 13 books and many peer-reviewed articles and broadcasts.
She won the Lifetime Achievement Award for volunteer service to women and children in
education and technology in 2003. She was named Best Woman in the Public Sector and
Academia and Outstanding Woman of Achievement in Technology by Blackberry/RIM in
2008. She was nominated and commended by the Times Higher Awards in 2007 for
outstanding service to students with disabilities. She often serves as a lead evaluator, judge
and mentor for international organisations encouraging excellence in educational and social
engagement, including currently for the British Prime Minister1s SHINE Awards, the
Wellcome Trust, the European Commission Future Emerging Technologies & SaferInternet
Plus Programmes, the Genius Award, the Canadian Fund for Innovation, Creative Capital,
Microsoft Partners in Learning, NESTA, the British Council, and the Strategic Forum for
Research in Education.
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Huw Williams- Chief Technology Officer and Co-Convenor of the Future Emerging
Technologies Research Cluster
Huw is SMARTlab’s CTO (Chief Technical Officer), and was also recently
appointed to head IT initiatives for LOCOG, the London Organising
Committee of the 2012 Olympic and Paralympic Games. He has been
with SMARTlab since the beginning, offering 17 years of experience in
leading innovations and broadcast/audience development. His
experience in managing large teams of engineers, medical and health
experts, broadcasters and scholars in co-creation of major learning and communications
projects makes him the ideal CTO for SMART-futures projects. Huw is responsible for
creative technology innovation in terms of our technological vision and interoperability and
scalability of tools and platforms.
Previously, he was Head of Research and Innovation for the BBC, responsible for the BBC
technology innovation function across broadcast and new media technology. He was
responsible for developing innovation initiatives to capture and develop ideas and to improve
partnerships though establishing collaborations with major external organisations such as
NHK in Japan, UK universities and other research establishments. Projects at BBC Research
included leading the technology teams behind the Freesat service to develop a new
broadcast service (including Set top box specification), display systems beyond High
Definition and open source compression systems as well as the BBC Backstage developer
network. Previous roles at the BBC included Head of Technology for Television and BBC
News (looking at High Definition issues) and as Head of New Media development for BBC
Radio and Music, he set up the technical and design teams that developed the BBC Radio
websites. Before joining the BBC, he founded a number of new media companies developing
interactive TV software, and worked as a consultant for a range of clients.
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Mick’s particular technology and disability-related interests/passions include Speech
Recognition, Access to Video Games and Leisure Software, Eye Controlled Technology and
Remote Support Technology - areas in which he has specialised over an extended period of
time. He has been involved in several highly regarded and influential projects, such as the
DfES/Becta sponsored Speech Recognition Project (completed 2000), Telenet (completed
2002) which examined the use of remote support technology for people with severe
disabilities and ‘DECO’ (completed 2006) a joint project with the Physics Department of
Cambridge University to make ‘Dasher’ ‘eye control friendly’. He has published widely and
won many awards for his work. In 2006 he was awarded a PhD for a longitudinal study
investigating the conditions for success in using assistive technology for people with physical
disabilities in mainstream education.
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SMARTlab Core Support Team
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development of research applications at the national and EU level and administering the
SMARTlab PhD programme.
Rachel Lasebikan
Anita McKeown
Stanislava Mislanova
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life in homeless shelters as part of her dissertation. Stanislava has been leading Samba
dancing and costume making workshops for undergraduates on campus, as well as local
schools groups from East London. Her interest and experience within creative arts and her
studies for a diploma in design has recently opened up new opportunities within the current
and future creative developments at SMARTlab, in collaboration with the lab projects and
MAGICbox.
Toby Borland
Clilly Castiglia
Taey Kim
Taey manages digital media & the interactive brand production team at
SMARTlab, ensuring SMARTlab produces value, community and
recognition in brand identity. She leads on developing core websites, and
drives a focus on creative communication strategies. She is an experienced
http://www.SMARTlab.uk.com 17
digital media & Web creator, specializing in interactive multimedia design within social
networking and engineering aspects currently. Taey started her SMARTlab career as an
intern when we were based at Central Saint Martins in 2003 and has worked with us through
2 MAs and now into her final year of the PhD. She is as an award winning digital storyteller
(Best Contents in International Digital Arts Festival, 2000, Korea), as a hypertext writer, and
developed her skills in the MA Interactive Multimedia programme (University of the Arts
London) to enhance computer languages within multimedia platforms. She has been working
as a digital PR and web 2.0 strategy consultant in creative media. Taey is also digital media
artist / digital culture researcher who is using narrative visual elements within multimedia
based installations. Her subject matter stems from questions surrounding the definition of
global transformation within a far-east Asian identity and the construction of the nomadic
subject. She has been invited to show her work at a number of exhibitions and screenings
internationally. She has been nominated for best creative player in the Blackberry Women &
Technology Awards (2008, UK) and won at the Europrix Multimedia Awards (2008, Austria).
Celine Llewellyn-Jones
Jana Riedel
As a Digital Artist and Filmmaker, Jana contributes her skills in media arts
and digital editing technologies, as well as her talent as a film-maker and
documentary artist to the team. Jana is responsible for the creation of the
visual content of many of SMARTlab’s projects. She has also been actively
involved in taking technology applications to artists and students, helping
people of many different levels of ability to integrate those technologies into
their working practices and lives, and has done the technical project management for several
core SMARTlab projects since joining the team in 2003.
http://www.SMARTlab.uk.com 18
Vanessa Wiegand
She holds an MA in Film and Photography and a degree in Media Design. Vanessa has a
vast experience in traditional and digital media from offset printing and analogue photography
to 3D animation, design and filmmaking. She is an enthusiastic photographer, cameraperson
and jewellery maker. She transforms her own thirst for knowledge into advising researchers,
students and her own team and into lecturing. Her passion is in researching media in an
anthropological context. She speaks several languages and continues eagerly to study them.
Dr Sara Diamond
Dr Sher Doruff
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Dr Brian Duffy
Dr Susan Kozel
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Dr Jacquelyn Ford Morie
Dr Ryya Bread
Deveril has been a supervising SMARTlab PhDs since 2007 and in that
time has completed a number of short films, acted as technical director
on the annual Smash! project in North Devon, been involved in a joint
exhibition at Novas Gallery in London, completed a chapter in the book
Decentring Dance (Lansdale 2008), extended his writing practice into
feature film scripts, become a father, and thought about the future of
cinema and interactive narratives.
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Dr Chris Hales, Post-Doc Fellow
Will Pearson
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Associate Researchers & SMARTlab long term Adjunct Faculty
Camille Baker
Erin Beneteau
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James Brosnan
Lucas Capelli
Steve Cooney
Steve has been a professional musician for forty years, firstly in Australia
where he was born and then for the last thirty years in Ireland, where he
is respected as a specialist in Gaelic music. He has accompanied many
of the finest international singers and and instrumentalists in diverse
genres, and his style of accompaniment of Irish music has been widely
copied. He has played on or produced more than 100 CD¹s, both
commercial and educational, and for the last number of years has accompanied Sinéad
O¹Connor. He underwent Aboriginal initiation in the Northern Territory of Australia in the
1970¹s and this remains his guiding philosophy. He has invented a unique geometric method
of simplifying and explaining music theory which he has tested for twenty years. This is the
subject of his PhD at SMARTlab, and he believes it can be a new international best-practice
model for early learning of music.
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Dr Neil Datta
Ron Edwards
Mary is Associate Professor at SMARTlab, and took her PhD in 2005. She
is also the newly appointed Endowed Chair of Media Arts at Dartmouth
University. She investigates everyday technologies through critical writing,
artwork, and activist design projects. Her work has been exhibited
internationally at museums, festivals, and galleries, including: the
Guggenheim, The Whitney Museum of American Art, SIGGRAPH, The
Banff Centre, The Moving Image Centre, New Zealand, Central Fine Arts Gallery NY, Artists
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Space NY, the University of Arizona, University of Colorado-Boulder, and venues in Brazil,
France, UK, Canada, Taiwan, New Zealand, and Australia. Her essays on digital art,
cyberculture, and gaming have appeared in periodicals such as Art Journal, Wide Angle,
Intelligent Agent, Convergence, and Culture Machine, as well as several books. She is the
creator of "The Adventures of Josie True," the first web-based adventure game for girls, and
is implementing innovations in pedagogical and values-based game design. Mary Flanagan
holds MFA and MA degrees from the University of Iowa, a BA in Film from the University of
Wisconsin-Milwaukee, and a Ph.D. in Computational Media focusing on activist game design
from Central Saint Martins College of Art and Design, UK.
Dr Gina Joue
Gina holds a PhD in Science and an Msc in Cognitive Science and Natural Language, and is
currently studying to become a Medical Doctor. She works with SMARTlab in the areas of
crossover between health and human communications. She has experience of industry work
for SAP as an IMS Development Manager, and with the Institute of Neuroscience at Trinity
College Dublin as a Research Fellow.
Celine Llewellyn-Jones
Dr Vesna Milanovic
Dr Katherine Milton
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online communities for more than a decade, teaching online since 1996, and has published
on the subjects of leadership online, creative collaborations, and distance education. Her
most recent book focuses on best practices in New Media Tools Design. She claims a variety
of online worlds as her digital outposts, including Norrath (65 Necromancer / EverQuest) and
Azeroth (+60 NightElf Hunter / World of Warcraft.) Her experience in Digital Arts and Culture
is broad and diverse, and includes work as a creative practitioner, a critical theorist, and an
arts administrator. She has worked in print, cd-rom, dvd and web- based delivery platforms
for both k-12 and higher education audiences and served as a consultant and workshop
leader to international agencies such as The British Council Morocco (for her work co-
directing the early stages of the Moroccan Safetynet and Cybercafe Projects with Professor
Goodman for SMARTlab) and with the European Commission (as a collaborator on the
SMARTlab RADICAL project: Research Agendas Developed in Creative Arts Labs).
Dr Gayil Nalls
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Dr Allan Parsons
Allan Parsons lives and works in London, where he studied design and
philosophy. He is an academic liaison librarian at the University of
Westminster. He has been an occasional lecturer on the Creative
Practice for Narrative Environments course at Central Saint Martins
College of Art and Design, University of the Arts London. As well as
tutoring postgraduate research students, he has worked in recent years
on the delivery of information skills, information literacy and research skills programmes at
such institutions as Royal Holloway, University of London and the University of Westminster.
Prior to that, he spent many years working as a consultant for the Organisation for Economic
Co-operation and Development (OECD) on its International Futures Programme, researching
and writing about long-term socio-economic and environmental futures. He has also worked
on government-funded, human-technology interaction (HTI) related, research projects with
universities, such as Imperial College, Brunel University and University of the Arts, and large
corporations, such as Arup and British Telecom.
Dr Alexander Pasko
Dr Celia Pearce
Will Pearson
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CEP Technology Working Group. He has a long-standing commitment to inclusive design (for
which he was made a Fellow of the RSA in October 2005). Will has his own creative business
supporting a number of musicians and illustrators. He has also worked as a consultant for
Pixel Lab (www.pixel-lab.co.uk), the UK’s premier consultancy supporting the videogaming
sector, working on the London Games Festival Fringe programme as a project manager.
Dr Marc Price
Robbie Perry
Robbie Perry is a musician – best known from his band Dead Can Dance-
and music facilitator who creates musical instruments from recycled
materials and technology for use in live and theatrical performances and
the facilitation of creative workshops with children of varying ability
including Down’s Syndrome, Autism and Asperger’s. He Lives in Co
Cavan, Ireland where he is currently working on his PhD for SMARTlab.
The subject of his PhD is how the use of suitably designed musical instruments and
interfaces can aid in the creativity and expression of children with various disabilities by
helping to overcome the physical difficulties and techniques needed that conventional
instruments may present themselves with.
Dr Nithin Rai
Perparim Rama
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Dr Genaro Rebolledo-Mendez
Jeremi Sudol
Dr Jean-Baptiste Thiebaut
Dr Jeb Weisman
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support pediatric and family healthcare and has received the Davies Community Health
Organization Award. He holds a Ph.D. in anthropology and has served as Assistant Clinical
professor of Socio-medical Sciences at the Mailman School of Public Health, Columbia
University, senior research fellow at the SMARTlab Digital Media Institute, University of East
London, and Associate Researcher at The Center for Advanced Technology, New York
University.
Turlif Vilbrandt
Since first touching a keyboard, over 20 years ago, Turlif has been
inseparable from digital processes, programming and technology. He has
a long history working with and developing, various Web technologies,
3D Computer Graphics and Digital Materialization (the accurate and
complete representation of any real or imagined object digitally and/or
the creation of real, tangible, usable instances of these digital objects).He
established one of the first companies to develop and holistically apply function based Solid
Modeling to real world applications using personal computers. Offering this unique technology
and approach has taken Turlif and his company across the globe. His ideas and technology
have been applied to diverse applications over the years, from environmental down hole
drilling to ancient temple reconstructions. In addition to helping create and develop the
emerging field of Digital Materialization, Turlif has made contributions in the areas of digital
historical preservation, virtualized (transparent) learning (educational 3D sims/games), Web
based Content Management Systems, and decentralized, free/open developmental, social,
and legal frameworks. He is the architect, author and co-developer of a variety of software
applications and frameworks. During the last 4 years, in rural Japan and Norway, Turlif
founded and helped establish digital community centers dedicated to IT education and
personalized micro-manufacturing.
He is also an active participant of the Free, Libre and Open Source Software (FLOSS)
community. In spite of Turlif’s life long infatuation with technology, he believes that the
traditionally pure pursuit of “technology for technology’s sake” is a flawed approach. Turlif
maintains that human and environmental issues will have to be a factor in the future of
technology innovation for successful economic and social development to occur (particularly
in this age of personal digital empowerment). He is developing his own FLOSS licensing to
help address, in part, this issue. Turlif currently sits on the board of directors of several
international organizations including a newly formed non-profit in Japan dedicated to Digital
Materialisation. Turlif came to SMARTlab from the now defunct MIT FabLab Norway where
he was Director of Technology.
Aejaz Zahid
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technologies such as Eye Gaze and Brain Controlled Interaction. He is one of SMARTlab’s 18
NESTA funded Research Fellows.
Associate Artist/Fellows
Stephen Manthorp
Stephen Manthorp is an interactive media producer, working in the field of video games and
digital arts. He used his Fellowship to explore the social and commercial potential of media
technologies.
Tara Mooney
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University of St. Andrews), Denmark (ICMC 2007, Copenhagen Graduate School), Norway
(OpenForm Festival 2007), Germany (Factory Berlin, Kunstlerhaus Schloss Balmoral, Bad
Ems (residency)), Morocco, Serbia, Bulgaria, Russia, (Tula Centre for Contemporary Art,
/Moscow Book Arts Fair), Greece (Athens Bienniale 2007), Canada (University of Regina),
South Korea (KAIST, Korean Advanced Institute of Science and Technology) and Mexico
(Prisma Forum, Oaxaca and Mexico City). His PhD project "ImMApp: An Immersive Database
of Sound Art" involves a critical mapping of historical and contemporary sound art.
Erin is a speech language pathologist who has practice din the field of
Augmentative Alternative Communication since first entering graduate
school in 1996. She has practiced in a variety of settings in the US, New
Zealand, and Ireland. She currently works for Tobii Technology, as a
trainer in using eye control and other forms of assistive technology. Her
previous research has involved: cultural and linguistic diversity, AAC
practices, and assistive technology access methods.
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using visual, auditory, kinesthetic and auditory visual representational systems that enhanced
communication in relationships. She brings a broad range of knowledge and expertise from
TV, Radio, Journalism and Advertising industries; and most recently, from the corporate
environment where she has worked with the Business Intelligence Unit (oil industry) and for a
big IT and Management Consultancy, where she currently advises and trains on developing
relationships at senior level through the creation of her own method of producing strategic
personality profiles. She is a published author, executive coach, internationally certified
Master Neuro-Linguistic Programming Practitioner and Neuro- Hypnotic Repatterning Trainer.
Bobby Byrne - Disability, Dance and the Judson Dance Theatre: Alternate Virtuosities
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Steve Cooney - Solar Notation of Melody and Rhythm, and Solar Calculation of Pentatonic
Modes, Diatonic Modes and Harmony: developing a model of effective teaching practice
Steve has been a professional musician for forty years, firstly in Australia
where he was born and then for the last thirty years in Ireland, where he is
respected as a specialist in Gaelic music. He has accompanied many of
the finest international singers and and instrumentalists in diverse genres,
and his style of accompaniment of Irish music has been widely copied. He
has played on or produced more than 100 CD¹s, both commercial and
educational, and for the last number of years has accompanied Sinéad O¹Connor. He
underwent Aboriginal initiation in the Northern Territory of Australia in the 1970¹s and this
remains his guiding philosophy. He has invented a unique geometric method of simplifying
and explaining music theory which he has tested for twenty years. This is the subject of his
PhD at SMARTlab, and he believes it can be a new international best-practice model for early
learning of music.
Bruce Damer wears many hats, one as a pioneer of the virtual worlds
medium, having helped to develop early "avatar" virtual spaces and
communities, another as an expert on the history of computing, in his 9
Digibarn Computer Museum in Northern California, and yet another as a
designer and simulation team leader for NASA, modeling current and
future space missions. In 1996 he established Biota.org, a non-profit
organization which created a series of interdisciplinary conferences, one held at the famous
Burgess Shale fossil site in Canada, and another hosted in Cambridge UK by Richard
Dawkins and Douglas Adams. Biota.org blends the worlds of computer science, paleontology,
speculative fiction and the arts, to create new perspectives on life's origins and future. Bruce
is currently working toward his PhD through the SMARTlab at the University of East London
on another outgrowth of Biota.org and virtual worlds: the EvoGrid. More on Bruce’s work and
organizations at http://www.damer.com
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mediated spaces in virtual worlds.
Zann Gill (M. Arch. Harvard) started her career as a researcher for
Buckminster Fuller. Early interest in Fuller's concepts for "World Game" to
achieve environmental sustainability and 'design science' sparked her
focus on cross-disciplinary innovation. Her entry to the international
competition Kawasaki: Information City of the 21st Century, sponsored by
the Japan Association for Planning Administration and Mainichi
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Newspapers, with cooperation of ten ministries and three agencies of the Japanese
government, tied with Matsushita Corp. for first place and won the Award of the Mayor of
Kawasaki. She proposed a networked system of sixteen initiatives - a framework comprised
of diverse interlinked components for urban innovation as a complex adaptive system. More
recently at NASA she developed program plans for an Institute for Advanced Space Concepts
(IASC), a think tank BEACON and NASA University. She founded DESYN lab
(http://desyn.com) to apply her method to "raise collaborative IQ" (http://www.desyn.com/c-
iq.html and http://www.zanngill.com/3ciq.html) and is currently working with Australia's ICT
Center of Excellence (NICTA) on a - smart systems - eco-cities - initiative. More at
http://zanngill.com.
Ian Grant - Expressivity and the Mechanical, Digital and Virtual Object in Games, Art and
Performance
Ian Grant is Head of School, Art and Design (Acting) at Thames Valley
University, as well as a prolific computer programmer and a digital
creative working across performance, puppetry, installations and real-
time computer graphics. He programmes web, iphone and mac software
specialising in graphics and media applications. You can read his blog at
daisyrust.com. His latest work involves making systems to expressively
control virtual and mechanical objects in ways akin to traditions from world puppetry. Prior to
managing a School of Art and Design, Ian was a senior lecturer in Digital Arts at TVU, and
lecturer in Modern Drama Studies at Brunel University, UK. He has a secret ambition to play
piano and sing jazz vocals in bars, which, in recent times, he has fulfilled at the Old Vic
Theatre, London. Research and Teaching Interests History of Computer Art; Virtual Reality;
Real-Time 3D Graphics and Processing; Applied Visual Effects; Digital Puppetry and
Animation; Live and Digital Performance; Narrative and Games; Creative Social Networks;
Web Design and Development; Applied Creative Technologies (in Community Settings);
Futurology, Internet and Digital Culture; e- Learning and Virtual Learning Environments;
Problem Based Learning; Critical Theory; Improvisation; Applied Theatre in the Community,
including: Education, Prison and Health Settings; Documenting Performance;
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Wanda Gregory The Future of Chick Lit: a study of girls, games, virtual worlds and learning
environments
Wanda Gregory has worked in the kids entertainment industry for the past
15 years. She started out in traditional media working at The Seattle
Times where she created and launched their first freestanding publication
for high school students called the Mirror. She moved into interactive
media first at Sierra Online as an associate producer on their edutainment
titles and then as Senior Director of Online Media for both Wizards of the
Coast and Hasbro Inc toy and game properties. Later Wanda joined the Xbox Live team as
group product manager for Xbox.com. She then decided to work on a girl property so joined
Hidden City Games as executive producer interactive entertainment. Most recently she was
the Vice President/Executive Producer for Flowplay overseeing the development of an MMO
for tweens/teens.
Naser Karmani - Telematic Video En Scene: Live Video & Live Bodies Performance in
Reflexive Structure
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Jim Keravala - The Evolution and Effect of Upcoming Human Computer Interactive
Technologies
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Celine Llewellyn-Jones - How physical gaming, play and adventure can be integrated with
online learning environments for adult learning, to create enchanted, engaging and social
learning spaces and a greater sense of learning agency.
Kasia Molga - Wondering Between Paint and Digital Data – Concepts of Sublime, Divine
and Beautiful in Visual Fine and Digital Art Practice In the Hyperlinked World
http://www.SMARTlab.uk.com 40
She is commissioned on regular basis and her multimedia pieces supported events such as
London Fashion Week (London) and Creative Links (London). Currently Kasia runs her own
studio which is a platform for her both commercial and non-commercial projects as well as
dynamic space for sharing experiences, ideas and work with other artists all over the world.
She is a PhD candidate at SMARTlab (University of East London) where she focuses on the
issue of personal human presence in context new digital and communication mobile
technology. Prior to that Kasia was a lecturer in University of Greenwich, where she run three
workshops: animation, digital design and net art. She has also taught in Westminster College.
Nigel Newbutt - How can Facial Motion Capture be used effectively in Virtual Environments
to help Improve Learning in people with Social Learning Difficulties?
Cathy O’Kennedy - The Divine Normal……. dancing with ‘real’ people across the boundaries
of professional and community dance practice for mixed ability choreographers and movers.
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own online collective Sevenspiral dedicated to supporting a number of musicians and
illustrators. He also consults for Pixel Lab, the UK’s premier consultancy supporting the
videogaming sector, working on the London Games Festival Fringe programme as a project
manager. Sevenspiral was a BBC Innovation Labs finalist in the March 07 lab. In April 07, he
successfully pitched for a client (Cardiff School of Art and Design) at the Content 360
competition (MIP) in Cannes; he’s a consultant on their mobile development project,
Reacticles Global, a co-development project with the National Film Board of Canada.
Robbie Perry - Music and the Cognitive Process: Stimulus and Effects on the Mind and Body
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Sapna Ramnani - Gaining Independence in Documentary Production through Assistive
Technology: On-camera Interview Techniques Developed by, with and for People with
Complex Disability’
Dan Sutch - Supporting the development of health and wellbeing in young people
Since first touching a keyboard, over 20 years ago, Turlif has been
inseparable from digital processes, programming and technology. He has
a long history working with and developing, various Web technologies,
3D Computer Graphics and Digital Materialization (the accurate and
complete representation of any real or imagined object digitally and/or
the creation of real, tangible, usable instances of these digital objects).
Turlif established one of the first companies to develop and holistically apply function based
Solid Modeling to real world applications using personal computers. Offering this unique
technology and approach has taken Turlif and his company across the globe. His ideas and
http://www.SMARTlab.uk.com 43
technology have been applied to diverse applications over the years, from environmental
down hole drilling to ancient temple reconstructions. In addition to helping create and develop
the emerging field of Digital Materialization, Turlif has made contributions in the areas of
digital historical preservation, virtualized (transparent) learning (educational 3D sims/games),
Web based Content Management Systems, and decentralized, free/open developmental,
social, and legal frameworks. He is the architect, author and co-developer of a variety of
software applications and frameworks. During the last 4 years, in rural Japan and Norway,
Turlif founded and helped establish digital community centers dedicated to IT education and
personalized micro-manufacturing. He is also an active participant of the Free, Libre and
Open Source Software (FLOSS) community. In spite of Turlif’s life long infatuation with
technology, he believes that the traditionally pure pursuit of “technology for technology’s
sake”, is a flawed approach. Turlif maintains that human and environmental issues will have
to be a factor in the future of technology innovation for successful economic and social
development to occur (particularly in this age of personal digital empowerment). He is
developing his own FLOSS licensing to help address, in part, this issue. Turlif currently sits on
the board of directors of several international organizations including a newly formed non-
profit in Japan dedicated to Digital Materialization. Turlif comes to the PeopleLab from MIT
FabLab Norway where he is Director of Technology.
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Index of completed SMARTlab Practice-based PhD students
with details of their supervisory teams
2. Birch, Anna
Current post: MA Performance Leader, University of Surrey
PhD title: Staging and citing gendered meanings: a practice-based study of representational
strategies in live and mediated performance
Institution: University of Surrey; transferred to SMARTlab, Central Saint Martins, University of
The Arts
Enrolment: part-time
Submission: 2004
Details of supervisors: Professor Lizbeth Goodman (Surrey &SMARTlab/CSM), Dr Radan
Martinec
Exam team: Professor Tina Keane (internal) & Professor Leslie Ferris (external)
3. Bowen, Eleanor
Current post: Freelance practitioner/arts facilitator
PhD title: Drawing and Becoming Otherwise, the Archaeology of a Linear Practice
Institution: Wimbledon College of Art & Design, London
Enrolment: full-time
Submission: July 2005
Details of supervisors: Professor Rod Bugg (Wimbledon); John Stezaker (RCA), Professor
Lizbeth Goodman (external co-supervisor)
Exam team: Anita Taylor (Wimbledon) & Yve Lomax (RCA)
4. Bread, Ryya
Current post: SMARTlab Adjunct Researcher/PhD supervisor
PhD title: METHODOLOGICAL EMBODIMENTS :: Psychical Corporeal Performances of
Subjective Specific Auto[erotic]-Representation(s)
Institution: Falmouth College of Art (validated by University of Plymouth)
Enrolment: Full time Research Studentship from Falmouth College of Art (1997 - 2000)
Submission: July 2001
Details of supervisors: Director of Studies- Professor Penny Florence
Supervisors: Professor Rob Bugg (external supervisor),
Professor Lizbeth Goodman (external co-supervisor)
Exam team: Professor Professor Edward Cowie (in ternal) & Professor Marsha Meskimmon
(external)
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5. De Gay, Jane
Current post: Senior Lecturer, Leeds University
Institution: Open University
Enrolment: part-time
Details of supervisors: Professor Lizbeth Goodman
Exam team: Dr Richard Allen (internal) (external)
6. Diamond, Sara
Current post: Principal, Ontario College of Art & Design
PhD title: A Tool for Collaborative Online Dialogue: CodeZebraOS
Institution: SMARTlab, UEL (transferred in with advanced standing from Central Saint
Martins)
Enrolment: part-time
Submission: Awarded August 2009
Details of supervisors: Professor Lizbeth Goodman (DOS), Dr Sher Doruff, Dr Haris
Mouratidis
Exam team: Prof Haim Bresheeth, Prof Dominic Palmer-Brown, Prof Diana Domingues
7. Dorosh, Daria
Current post: Professor, Fashion Institute of Technology New York
PhD title: Patterning: The Informatics of Art and Fashion
Institution: SMARTlab, UEL (transferred from Central Saint Martins)
Enrolment: part-time
Submission: Awarded June 2008
Details of supervisors: Professor Lizbeth Goodman (Surrey &SMARTlab/CSM)
Dr Radan Martinec (CSM)
Philippa Beale (UEL)
Dr Patrick Fuery (UEL)
8. Doruff, Sher
Current post: Mentor/Lecturer/ Amsterdam School for the Arts; Research Fellow, ARTI
Lectoraat
(Theory and Practice in Artistic Research) Lecturer, University of Amsterdam
(Masters of Artistic Research); Adjunct Faculty, SMARTlab, UEL
PhD title: The Translocal Event and the Polyrhythmic Diagram
Institution: SMARTlab, Central Saint Martins
Enrolment: part-time
Submission: 2006/ PhD completed 2006
Details of supervisors: Professor Lizbeth Goodman (DOS)
James Swinson (CSM), Sally Jane Norman (Uni Sussex)
Exam team: (internal) & Professor Brain Massumi (external)
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9. Flanagan, Mary
PhD title: Playculture: developing a feminist game design
Current post- Esteemed Professor, Darmouth University
Director of Studies at Central Saint Martins: Dr Lizbeth Goodman
Co-supervisors: Patricia Austin, Dr Radan Martinec
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16. Morie, Jacquelyn Ford Morie
Current post: Head of ICT and Digital Futures, the Institute for Creative Arts, USC
PhD Title: Meaning and Emplacement in Expressive Virtual Environments
SMARTlab at UEL
PhD Awarded: April 2008
Director of Studies: Prof Lizbeth Goodman
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23. Wilkie, Fiona
Further completions: Sue Bonnet, Joan Forbes, Tracy Martin, Jan Goulden, Mourad Mkinsi,
Abdellatif, Hakim, Eleanor Marguiles, Zoe Akamiataki
http://www.SMARTlab.uk.com 49
Research Clusters & a Shortlist of Relevant Current Projects:
Research Cluster 1:
Multimodal Interfaces and Assistive Technologies for User Empowerments
Group Leaders: Prof. Lizbeth Goodman (Project Director), Dr Brian Duffy (Haptics/Robotics
Director)
Co-PIs: Dr Marc Price (screen systems), Jeremi Sudol (sensor systems)
The Trust project is an immersive game and healing environment for young people, with and
without disabilities, in and out of hospital. It aims to empower kids to move freely in
imaginative worlds, even if they can not leave their beds or wheelchairs. The project began
with SMARTlab and has been produced locally in New York, Dublin, Singapore, and now
back in London at the Stephen Hawking School.
The work on Trust and its associated multimodal interfaces taking place in the PLAYroom is
informed by SMARTlab’s long term close partnership with the robotics & haptics engineers of
the Open Interfaces Team (led by Dr Brian Duffy at MLE, Dublin) and previously, also in
collaboration with research teams at MLE, NYU, NTU et al. SMARTlab is delighted to host the
new iterations of this work in the PLAYroom at UEL. SMARTlab works directly with
communities (children in special schools and hospitals) and creates new stories and
animated game worlds with accompanying educational materials, whilst Brian Duffy continues
his work with us, designing and constructing bespoke haptic chair environments, with Jeremi
Sudol et al creating new sensor tools, and Marc Price working on screenic integration of
accessible packages for immersive play.
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o InterFACES: tools for non-verbal languages for social interaction and
communication
Work underway includes the next iteration of the InterFACES project, co-directed by
Professor Goodman with Dr Mick Donegan, joining the team from the Oxford ACE Centre,
where he has pushed the boundaries of eye-tracking technologies for assistive tech and user
empowerment.
The team as a whole now includes Professors and associate researchers, along with a group
of research students, working in the multi-disciplinary domain of Assistive Technology
interfaces for gaming on a universal design platform, along with new research into bio-
affective feedback triggers for movement and ‘control’ in virtual worlds and game
environments (including learning environments).
We are testing the effectiveness of available tools for using eye movement as a control
mechanism for communications by people with little or no other voluntary muscle movement.
With collaborator James Brosnan, the ‘alpha user’ of the system, we are writing a book
including an expert analysis of the health and well being advantages of using an ‘unplugged’
interface system (forthcoming from MIT Press, 2007)
Research Cluster 2:
Accessible Tech / Personal & Community Fabrication, & ICT4D
Group Leaders: Professor Baktiar Mikhak, Professor Lizbeth Goodman, Suzanne Stein
Team: Jose Marinez, Turlif Vilbrandt, Toby Borland, Ed Baffi, Clilly Castiglia, Damini Kumar,
Tahmina Parvin
http://www.SMARTlab.uk.com 51
games into learning games will be tried and tested alongside more standard ‘product design’
and learning methods.
o Immersive Play
It is closely linked to the research of Soda: one of a set of core creative teams based in the
MAGIC centre at UEL. Soda has won numerous grants and awards (including a BAFTA) for
their creative uses of new technology in play, learning and art.
Immersive Play also interacts closely with UEL’s Rix Centre, and provides the Rix with a high
tech home on the UEL campus, where their long term work into gaming and interaction
studies for people with learning disabilities can be developed in a practical space for future
tech development and hands on site-based research.
o ScreentoScreen/ BodytoScreen
Group Leaders: Dr Leslie Hill, Dr Susan Kozel, Dr Sher Doruff, Dr Marc Price, Prof. Lizbeth
Goodman et al
Team: Dr Deveril Gallagher, Dr Jools Gilson-Ellis, Dr Christopher Hales, Stanza, Alexis
Johnson, Dr Sol Haring, Anita McKeown, Jana Riedel, et al
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designers, digital narrative experts and designers and performers all comes together in
collaborative showcase events and publications arising from this group.
Dr Sher Doruff invented the Keyworx platform with the WAAG society Amsterdam, and
developed and tested the software through a major four years research project that led to
award of the PhD with the SMARTlab in 2006. She leads a new team including three noted
post-doctoral scholars and practitioners or interactive film.
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o Bridging the Gender Gap
Values at Play (VAP), co-PI with Dr Mary Flanagan: exploring the values of gaming and the
implications of gender-aware programming and technology tools creation HOPE: a network of
hospital-based online game and education tools tested by medical doctors and patients in US
children’s hospitals (Harvard Med, Johns Hopkins et al).
Rapunzel, was led by Dr Mary Flanagan in New York public schools and Netsmartz was led
by Vicki Munsell as part of the BGCA/Microsoft Clubtech project.
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Contact Us
For more information about the SMARTlab Digital Media Institute and our projects, please
contact us at:
The symbol of the SMARTlab is the butterfly: a creature of beauty (reflecting its artistic
aesthetic) and scientific wonder, and a metaphor for social change motivated by personal
growth and empowerment.
http://www.SMARTlab.uk.com 55