High Arctic
High Arctic is an interactive sound and light installation at the National Maritime Museum, created by United Visual Artists in response to a real-life expedition to the Arctic with Cape Farewell. According to Blueprint, High Arctic ‘could set the standard in exhibition design in London for the coming years.’ Photo by John Adrian The Museum...
Compass Lounge
The Compass Lounge is a flexible space that invites visitors to relax and explore the National Maritime Museum’s vast collection. There is a playful interplay between the physical furniture and digital content to reveal hidden connections between people and the objects in the archive. After 10 years of sustained digitisation, the National Maritime Museum developed...
Citizen science
Citizen science projects use the time, abilities and energies of a distributed community of amateurs to analyse scientific data. In doing so, such projects further both science itself and the public understanding of science. The National Maritime Museum helped develop Solar Stormwatch and Old Weather. Launched in February 2010, Solar Stormwatch is a website that...
Astronomy Photographer of the Year
Described as ‘wonders of the cosmos’ and ‘the best space porn of the year’, Astronomy Photographer of the Year is an annual competition and exhibition. It was the Royal Observatory’s first online community for amateur astronomers and set an innovative standard for describing photos of space: astrotagging. I co-authored a paper for Museums and the...
The Science of Spying
The Science of Spying was an issue-based exhibition for 8-12 year olds designed with an emphasis on social and interactive experiences. It opened at the Science Museum in 2007, where it attracted over 300,000 visitors, and then went on an international tour. It hit number 1 critic’s choice in Time Out (“It’s hard to imagine...
Children’s Digital Lives: risk scenarios to 2014
This 2004 scenario-planning project was undertaken at the BBC to inform its Charter Renewal submission ‘Building Public Value: renewing the BBC for a digital world’. It identified three possible futures for children’s media usage: ‘Watching you, watching me’, ‘Paying to play’ and ‘Left to their own devices’. I commissioned an explanatory poster from XPLANE to...
Disney’s Virtual Magic Kingdom
Disney’s Virtual Magic Kingdom was an online game for children that represented the physical theme parks and gave park visitors exclusive digital items. It was launched in 2005 as an ‘advergame’ for Disneyland’s 50th birthday celebration. The game was an early example of an experience that sat at the intersection of physical and digital: achievements...
