My practice led research is in human centred design for complex technical scenarios; the cognitive and behavioural affordances of the designed image and human agency. This concern sits within 'computational media aesthetics' (IBM 2001) as my work investigates specifically how models based upon established visual languages might close the semantic gap in diverse forms of sentiment analysis for complex human/machine convergence.
This has involved a long term investigation into the social semiotics of the constructed image in an algorithmic and networked context, informing novel methods in design for complexity, human factors and machine learning.
These methods have thus far helped define workable human centred morphologies of, and topographies for, User Experience Design (UXD) vectors, grammars and architectures of digital artefacts, products and services by means of natural language analogies for corpus and systematic algorithmic formalisms.
Contributing to research in
- behavioural analytics
- attribution metrics
- cognitive modelling
- hybrid AI
- neural networks
My work is applied in transformational, parametric and/or generative systems in
- computer games
- digital health
- cognitive, emotional, social and cultural computing
- next generation wearables such as Brain Computer Interfaces
I have always been interested in the technicities of material culture :
- how visual meaning, values and affordances are designed, transacted and maintained through media technologies
- how iconography, belief, ideology, narrative and mythology are designed, commodified and transacted in representational systems
- the technical performativity of cultural capital
- the relationship between asset, affordance, agency, end user engagement, behaviour and social impact
Specifically over the last 25 years, this has been in relation to digital transformation of values and complex human factors engineering.
My first neuro-game & dementia tech in 2009 led to breakthrough cognitive UX design patterns. From that work, I developed “RhizoMetrics” TM (2014), a parametric design method that supports the development, monitoring and recalibration of behavioural affordances in any computational context.
Using RhizoMetrics, I am developing cognitive UXD paradigms for
- ‘nudge mechanics'
to guide valuable and ethical singularities in IoT, robotics & immersive environments for Industry4.0 and beyond, as core to a fundamental Human / Machine Operating System - HM/OSS www.rhizometricdesign.com
My work has always generated personal, behavioural and socio-cultural data and insights, putting me at the fore of ethical debates over many years, and defining ethical parameters for designed User Experiences is a primary objective of my research.