Creative Technology


Creative Technology research at the University of Sussex focuses on several basic and applied research areas.

Further information can be found by clicking on these themes, to be found in the menu on the left under Projects:

Human-centred technology

Human-computer interaction, accessibility, end-user authoring tools, multisensory experiences for interactive technologies, technology-enhanced social interaction and tangible and embodied interaction

Technology enhanced learning

Learning with and through technology, learning through social networks, automatic content creation, e-lecture production
Key people: Paul Newbury and Marco Gilardi. 

Digital heritage

Virtual museums, museum interactive systems, 3D Reconstructions of sites, monuments and objects, metadata, database repositories

Participatory Design

Working with older people, social activists, school children, people with disabilities, developing tools and methodology. 

Multisensory Interactions

Key people: the SCHI Lab.

  • Multisensory art experience: Vision and hearing has dominated HCI for decades. Now HCI researchers harness touch and have started to explore taste and smell for designing interactive experiences. In the Tate Sensorium project, a multisensory display at Tate Britain, we explored the effect of multisensory stimuli on visitor’s experience of art. In this demo, we present the painting “Full Stop” by John Latham, enhanced by a sound-haptic experience. 
  • 9D TV: Programme makers and technology manufacturers know how to design their products so you can see depth and distance on the screen, but sound and vision aren’t always enough. The question for the TV industry is what multisensory experiences should it design for – and how. Being able to smell odours that a character on screen would smell or feel the same objects can create anticipation and build suspense in the same way as sound currently does. 
  • In-Car Olfactory Interaction: Smells can convey driving-related information and to elicit emotions to enhance driving experience. In a driving simulator, certain bits of information are conveyed to the driver by scents, using a commercially available scent-delivery device (Aroma Shooter). The user can sit on a simple office chair.
  • Scented materials modeling: Everyday life is filled by sensory stimuli conveying information to our brains. Since the first days of our life, we learn to associate environmental stimuli with feelings, ideas, and actions. This research investigates how the outside world (i.e. sensorial events) can influence the expression of our “inner world” (i.e. creativity). Smell, haptic feedback, acoustic feedback and visual feedback are engaged to influence the creativity of participants asked to create an abstract piece of art, allowing us to better understand human creativity.

Media technology and computer graphics

Computer graphics hardware and software architectures, 3D modelling, real-time animation, motion sensing, gaming systems, virtual and augmented reality systems, 3D, VR and AR applied to e-commerce, 3D, VR and AR applied to digital heritage, digital content creation, video production systems, design fictions
Key people: Phil Watten and Patrick Holroyd 

Digital Economy

Creative industries, collaborating across digital industries, virtual communities, social media, micropayment, payment and rewards systems, e-business, e-government, e-citizenship, internet of things.

Key publication and people: Steve HuckleRituparna BhattacharyaMartin WhiteNatalia Beloff (2016) Internet of Things, Blockchain and Shared Economy Applications

Data Analytics and Data Visualization

Space science, medical informatics

Cognitive Science of Representational Systems

Tactile interfaces, representations of mathematics and energy,

Animal-Computer Interaction