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Nokia

Service and UI Design, London, 2006-2010
From the future of touch interfaces to information services for people in rural India, my work at Nokia spans the breadth of its product and service portfolio.

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Hullabaloo

Intel Research, Berkeley, California, 2005-2006
Urban soundscapes are often dominated by everyday technologies: car engines, personal stereos, air conditioners, mobile phones, etc. Hullabaloo re-appropriates some of these technologies to explore the personal, public and pervasive nature of urban sounds. It’s also the first project in the development of a toolkit for public interactive installations.

Project page coming soon

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Tourist Information

Royal College of Art, London, 2005
The millions of digital cameras and camera-phones carried by tourists in London each year possess an unexpected and magical ability. They can see beyond the visible spectrum and into infrared, revealing hidden tourist attractions.

Exhibited at the RCA Interaction Design Show 2005

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Invisible Decorations

Royal College of Art, London, 2004
On a dark hillside overlooking Coniston Water an invisible display of Christmas lights shine on the valley below. This hidden broadcast is visible only through technology that can reveal these infrared illuminations.

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Towards the Serpentine

Royal College of Art, London, 2004
Exploring the pathways around, within and above the park; these ideas lead people towards the Serpentine Gallery, from near and far.

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Oy

Royal College of Art, London, 2004
On London buses onboard screens become a space for fast, exciting interactive gaming. Oy uses the places, people and activities of bus journeys as content and competition for quizzes, games and a quick micro-bet or two.

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Jetsam

Intel Research, Berkeley, California, 2004
How might emerging technologies play alternative roles in our experiences of public urban space? This research project focuses on the theme of ‘Trash’ and its interrelationship to the city; from global economics to the fragmented story it tells of people, place and time.

ACM SIGCHI paper presented at the CHI2005 in Portland, Oregon - pdf

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Magicmobile

Royal College of Art, London, 2004
A toy car that turns boxes and books lying around at home into towering buildings and trees in bloom, shadows become night and a cold garden becomes the frostbitten Antarctic. The Magicmobile transforms the conditions surrounding a child during play, creating a window into a tiny parallel world.

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Audio Shaker

Royal College of Art, London, 2004
How might we re-imagine the physical form of sound? What if it had a tangible form and weight, if it became a liquid that could be captured, shaken up and pour out again?

Published in The Art of Experimental Interaction Design - IDN books
Exhibited at next2004 in Copenhagen, BURST at Battersea Arts Centre in London, and NIME06 in Paris

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Balloon Wars

Royal College of Art, London, 2003
Tactics, skill, strategy, rules, team-work, and competition are qualities found in both games and sports. Balloon Wars turns a child's party decoration into an attacking physical competition, a new sport that is both simple and compelling. The first annual international Balloon Wars championship was held in Hyde Park, London, on the 3rd November 2003.

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Mother, Baby, Printer

Royal College of Art, London, 2003
How might printing technology be used differently in the day-to-day life of a mother and her baby? One brief in a series akin to design-cluedo: mixing up and matching a specific audience and an everyday technology, and moving from field research to a design concept in one week.

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Lispel

n|p|k design, Leiden, The Netherlands, 2003
At n|p|k I designed the Lispel, a 3-month conceptual project for children's book publisher ThiemeMeulenhoff, developing an interactive learning toy for European primary schools. I also had a key role in creating the brand concept and product line for Blue Performance, a range of textile based sailing equipment, which was launched in November 2003.

Project page coming soon

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Finlandia

D3 Design, Sydney, Austalia, 2002
At D3 design I worked on all aspects of structural branding projects, from developing innovative concepts with a strong strategic outlook to the solution of all product and graphic details.

Project page coming soon

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Nook

Glasgow School of Art, 2001
Blurring the boundaries between design for public space and product design, Nook is a single surface modular urinal… or, simply a corner to pee in.

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Flight

Glasgow School of Art, 2001
Reinventing darts as a fast, active and adaptive game, that brings it to a new audience via a new business model.

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Beamo

Glasgow School of Art, 2001
Children love the immediate, teleporting qualities of communicating via 'walkie-talkies'. The Beamo adds to this, encouraging children to record, create and share their games and stories in person and from afar.

Silver Award Winner in the 2001 LG Electronics International Design Competition ‘Bridging The Digital With The Human’