The CARIAD researchers put people at the heart of design. The group represent a mulit-disciplinary team including film, animation, graphic and interaction design, software art, haptics, textile art practice, product development research, health psychology, and performance analysis.They work in a fast-emerging field in which the arts contribute to health, wellbeing, social inclusion and healthcare practice across a range of settings and end-user populations. This includes artists, health care professionals, community workers, and researchers in the public, private and voluntary sector. The active participation of end user populations with specific developmental, cognitive and sensory needs us the driver for our work.

Recent submissions

  • Imagining a digital future: how could we design for enchantment within the special education curriculum? 

    Keay-Bright, Wendy; Eslambolchilar, Parisa (2019-09-02)
    The implementation of the new “Successful Futures” curriculum in the UK, means that learners between the ages of 3 to 16 will be challenged to use digital media to develop their life skills, personal confidence, work ...
  • The suit maketh the man: Masculinity and social class in Kingsman: The Secret Service (Vaughn, 2014) 

    Morgan, Ashley (Intellect Books, 2018-12-01)
    This article outlines the ways in which suits are synonymous with masculinity examining the, sometimes paradoxical, nature of suits worn by men of all social classes, and for different reasons. For example, hegemonic men ...
  • 'Sex doesn't alarm me': exploring heterosexual male identity in BBC's Sherlock 

    Morgan, Ashley (Intellect Books, 2019-10-01)
    Using the character of Sherlock Holmes in the recent BBC’s Sherlock (2010– present), this article explores the challenges posed to masculine identity through ascetic behaviour. Asceticism is usually associated with abstinence ...
  • User-centred design and experience prototyping: Design and implementation of pre-handwriting intervention to children with coordination difficulties/dyspraxia 

    Othman, Muhammad Fakri; Senan, Norhalina; Suparjoh, Suriawati; Keay-Bright, Wendy (AIP Publishing, 2017-10-03)
    We have proposed a method to assist children with coordination difficulties or dyspraxia to improve their pre-handwriting skills. We have chosen an animation technique called ‘Rotoscopy’, a method that normally been used ...
  • Designing for playfulness through compassion: design for advanced dementia 

    Treadaway, Cathy; Fennell, Jac; Taylor, Aidan; Kenning, Gail (Taylor & Francis, 2019-04-16)
    Those who have the greatest need for excellent design are often the most vulnerable in society. These people may find it difficult or impossible to articulate their design requirements due to physical, sensory or memory ...
  • Blending Human and Artificial Intelligence to Support Autistic Children’s Social Communication Skills 

    Porayska‐Pomsta, Kaśka; Alcorn, Alyssa; Avramides, Katerina; Beale, Sandra; Bernardini, Sara; Foster, Mary Ellen; Frauenberger, Christopher; Good, Judith; Guldberg, Karen; Keay-Bright, Wendy; Kossyvaki, Lila; Lemon, Oliver; Mademtzi, Marilena; Menzies, Rachel; Pain, Helen; Rajendran, Gnanathusharan; Waller, Annalu; Wass, Sam; Smith, Tim J. (ACM Digital Library New York, 2018-12-20)
    This article examines the educational efficacy of a learning environment in which children diagnosed with Autism Spectrum Conditions (ASC) engage in social interactions with an artificially intelligent (AI) virtual agent ...
  • Evaluation or ‘anecdote’? Understanding the impact of design 

    Kenning, Gail; Treadaway, Cathy; Fennell, Jac; Prytherch, David (Design4Health, 2018-09)
    Designers are increasingly engaging in participatory co-design approaches to understand the needs and wants of the people who will engage with the artefacts produced. These approaches are particularly relevant for design ...
  • Designing for playfulness through compassion: design for advanced dementia 

    Treadaway, Cathy; Fennell, Jac; Taylor, Aidan; Kenning, Gail (Design4Health, 2018)
    The LAUGH project is a recently completed international three-year UK Arts & Humanities Research Council (AHRC)funded design research project. Outcomes from the research include a collection of playful objects designed to ...
  • Designing for well-being in late stage dementia 

    Treadaway, Cathy; Fennell, Jac; Prytherch, David; Kenning, Gail; Walters, Andrew (Routledge, 2018)
    The chapter presents insights gained through the process of participatory research to discuss how “Compassionate Design Approaches” are being used to support well-being specifically in relation to dementia. It presents ...
  • Compassionate Design: How to Design for Advanced Dementia – a toolkit for designers 

    Treadaway, Cathy; Fennell, Jac; Prytherch, David; Kenning, Gail; Prior, Aime; Walters, Andrew; Taylor, Aidan (Cardiff Metropolitan University, 2018)
    One of the major challenges facing the world today is how to care for the increasing numbers of older people in society and help them to live well, right until the end of their lives. The World Health Organisation and ...
  • Somability: Explorations with digital media, movement and space within adult disability services 

    Keay-Bright, Wendy (AMPS Proceedings, 2018)
    This paper describes an exploratory digital interaction project developed at a day centre for adults with profound and multiple learning disabilities (PMLD). Severe cuts in funding for disability services has resulted ...
  • Compassionate design for dementia care 

    Treadaway, Cathy; Taylor, Aidan; Fennell, Jac (Taylor & Francis, 2018-07-23)
    One of the most pressing challenges facing designers today is how to create appropriate, useful and safe designs for people living with advanced dementia. Dementia is a complex disease that presents and progresses differently ...
  • Dancing in Data: Representation, Repetition and Recreation 

    Keay-Bright, Wendy; Hansen, Lise Amy (Nova Science Publishers, 2017-03-01)
    Our research has inspired us to abandon the normative tendency to design for the average body, in favour of connecting more closely to the holistic, nuanced and inter-subjective experience of the mover. This represents ...
  • Compassionate creativity: Co-design for advanced dementia 

    Treadaway, Cathy; Taylor, Aidan; Fennell, Jac (2018-01-31)
    One of the most pressing challenges facing designers today is how to create appropriate, useful and safe designs for people living with advanced dementia. Dementia is a complex disease that presents and progresses ...
  • Designing inclusive & playful technologies for pre-school children 

    Keay-Bright, Wendy; Martin, Adam (2010-02-02)
    This paper reports on an investigation into the potential of everyday technologies to foster playful experiences for young children prior to their formal education. The aim is to consider how best to design age appropriate ...
  • Designing technology for children with special needs: bridging perspectives through participatory design 

    Frauenberger, Christopher; Good, Judith; Keay-Bright, Wendy (Taylor & Francis, 2011-06-14)
    This article presents and discusses co-creation techniques for involving children in the design of a technologically enhanced learning environment. The ECHOES project, which involves both typically developing children and ...
  • Developing future facing graduates through innovative and challenging real world live projects 

    Abbott, Stuart; Angove, Neil; Keay-Bright, Wendy (2016-07-07)
    This paper will convey the iteration and student-centred impact of the ‘Real World Project’, a final year interdisciplinary live project undertaken by students from the BA Graphic communication programme within Cardiff ...
  • Camera-Based Motion Tracking and Performing Arts for Persons with Motor Disabilities and Autism 

    Kontogeorgakopoulos, Alexandros; Wechsler, Robert; Keay-Bright, Wendy (IGI Global, 2014)
    The aim of this chapter is to discuss a range of computer applications designed to enable people with disabilities to interact through music, dance, and the visual arts. A review of the main motion tracking algorithms and ...
  • Somatopia - Creative computing through inclusive design 

    Keay-Bright, Wendy; Lewis, Joel Gethin (2016-05-07)
    The overarching aim of our research has been bridge the gap between emotionally compelling, open source technology innovation and disenfranchised groups who could benefit from the opportunity to engage with such technologies ...
  • Movement matters 

    Hansen, Lise Amy; Keay-Bright, Wendy; Lewis, Joel Gethin (2017-11-09)
    Movement is the human communicative tissue that weaves together our social anticipations and creative aspirations . When we consider movement as a fluid, dynamic process of transmission - from ...

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