Participatory methods for digital inclusion

post by Oliver Miles (2018 cohort)

Reflections on values orientated ideation as an outreach activity

I previously reflected on my research internship with digital accessibility and mobility start-up ‘CityMaaS’, focussing on the resulting ‘drivers and barriers to digital inclusion’ report and my own experiences of working in the world of start-ups. In this post I’ll focus instead on the leadership and methods I brought to the work – a participatory ideation workshop drawing on principals of values-sensitive design (VSD) [1] – positioning this as a form of outreach to two key stakeholders: CityMaaS as the host organization and corporate professionals as participants.

As an independent researcher embedded with CityMaaS I was asked to critically uncover the drivers and barriers to digital inclusion services across three diverse B2B organizations from financial, healthcare, and higher education sectors that were current or potential clients.

Figure 1 – Speculative use case ideation

This first entailed understanding the host organization’s perspective on digital inclusion priorities, by listening to CityMaaS software and digital inclusion subject matter experts and building a detailed inventory of their solutions in terms of core features and functions.  These would later serve as card-based options and provocations in a collaborative workshop.

Considering participant organizations, I then spoke to heads of web and digital, interviewing them regarding their journeys and priorities regarding digital inclusion, with a view to uncovering core themes which could be positioned as corporate ‘practical values’ [2]. These were presented alongside software features and functions in later ideation workshops for wider web and digital teams to participate in, with a view to articulating speculative use cases.

In the example above, participants reason that the accessibility questionnaire feature of the web-page personalization tool ‘Assist Me’, considering its user data dashboard functionality, might be applied to the everyday internal practice of raising support tickets for the end-users. Conceivably, this might fulfil the chosen practical value of ‘deriving knowledge of end-users through their interaction data’ (Figure 1).

This process was repeated for three practical values chosen as priority issues across three existing software solutions using a card-based framework inspired by VSD, presented in Miro[1] (Figure 2). This resulted in a final ‘wildcard’ digital inclusion software solution being incrementally articulated, tailored to the needs of the participant. Aside from these research output, I would outline the following two benefits of the approach I took as relevant to outreach objectives.

Sharing a replicable, inclusive methodology: The VSD ideation workshop is inclusive as a practice, and in terms of the method, and can easily be reappropriated in future projects requiring participatory or deliberative approaches.

Advocating for an important equality, diversity, and inclusion issue: I was able to participate in CityMaaS’ broad stated agenda of improving ‘…the way the disabled community consumes accessibility data and services’ by contributing to raising corporate awareness of the challenges of web-accessibility, digital mapping and real-world navigation, and alignment to global web-accessibility standards [3]. As participatory methods emphasise the importance of all stakeholders working toward a shared objective, which in this case was ‘journeys to digital inclusion’, I felt this enabled constructive interactions that did not conflict with my ability to critically reflect on strengths and weaknesses in either the participant’s responses, or CityMaaS’ offering more broadly.

References

[1]        T. Winkler and S. Spiekermann, “Twenty years of value sensitive design: a review of methodological practices in VSD projects,” Ethics Inf Technol, vol. 23, no. 1, 2021, doi: 10.1007/s10676-018-9476-2.

[2]        T. Nilsson, J. E. Fischer, A. Crabtree, M. Goulden, J. Spence, and E. Costanza, “Visions, Values, and Videos: Revisiting Envisionings in Service of UbiComp Design for the Home,” 2020, doi: 10.1145/3357236.3395476.

[3]        CityMaaS, “Homepage,” https://www.citymaas.io/, Jun. 03, 2022.

 

 

 

Working with Inspire Foundation Nottingham

Post by Symeon Dionysis (2017 Cohort)

 

In a society that seems to be increasingly motivated by personal gain, be it financial or otherwise, altruistically offering your energy, knowledge, and more importantly your time, towards a cause you find meaning to is a refreshing deed for the soul. Although I have participated in voluntary work before, the academic workload over the past three years has not allowed me to do so. Until now! Inspire Foundation was established in early 2019 by a group of researchers/employees of the University of Nottingham as well as individual from across the city. The goal? To bring together and integrate new and established communities through cultural and educational events and activities.

(Inspire Foundation at the Signpost to Polish Success (SPS) Event – November 2019)

Back in April, during a conversation with a friend (and one of Inspire’s founders), he informed me about the project they were putting together and the STEM club for young people they had just start running. I have always enjoyed working with kids (I have spent more than two years doing work on the social-emotional development of pre-schoolers) and I thought it would be a great opportunity to get involved, once again, in voluntary work. I decided to attend one session which was a broad and palatable introduction to computer science. The youngsters were enthusiastic and after the presentation, we spend some bonding time together. It was apparent to me at this point that this was an initiative worth getting involved with.

The main project of the foundation is the “Victor Tudorica” Bursary and Saturday Club, in memory of Victor Tudorica, a student at The University of Nottingham how unfortunately passed away back in 2016. With the goal of promoting and delivering educational activities and workshops in the STEM (Science, Technology, Engineering & Mathematics) fields this initiative is aimed at young people between 11-15 years of age from disadvantages and potentially vulnerable backgrounds. The club ran for 6 months (March 2019 – August 2019) and it included a vast array of activities ranging from building LEGO robots to discussing skills for the future and from creating short movies to dismantling old computer hardware. The club also paid a visit to our own Mixed Reality Lab where we had the chance to talk to researchers, have fun at the VR playground and get our personalised laser-cut tags.

The most memorable activity for me was the movie-making session. At the previous meeting, we formed groups of 3-4 people and decided the theme of the short movie as well as set up our storyboards. We had, therefore, the structure of the story ready and upon our arrival, we decided what roles each one will play, where we are going to shoot our scenes and what kind of props we will need. After finishing with shooting, we spend a good amount of time editing our movies which we then presented to the entire group. It was an excellent activity for the young ones, being both engaging and informative since they learned how to use a camera and editing software as well as solving problems on the spot.

(Video Making Session at the Saturday Club – July 2019)

After the completion of the Saturday Club, I was wondering whether to get more involved with Inspire Foundation in the upcoming year and a couple of weeks ago I received a message regarding Inspire’s annual general meeting. Walking into the meeting, I was still not sure whether my academic work will allow me for a more committed role in the charity. These doubts, however, were waived away after experiencing first-hand the commitment and engagement from all other members. I decided, consequently, to become a trustee for this year. It is, indeed, the first time I become involved in this way with a charity and I very much looking forward to this journey.

(Inspire Foundation Annual General Meeting – October 2019)

Inspire Foundation has already several plans for the upcoming months, ranging from events with communities around Nottingham to re-initiating the Saturday club and engaging with the University of Nottingham in promoting STEM activities. Last week, for example, we participated in an event organised by the Polish community in which we set up an exhibit with our Lego Mindstorms Robots. Three kids from the Saturday Club were also present and helped out with the event. I will try to keep you updated on our activities with another blog post in the near future.

My overall experience with the Inspire Foundation has been nothing less than fantastic. Engaging with an organization that provides teenagers with the opportunity to explore new routes for their future as well as allowing me to meet new people and interact with local communities is one of the best decisions I have made this year and I would highly recommend for everyone to get involved.

The GIFT project

Post by Harriet Cameron (2018 Cohort)

The GIFT Project is an international project funded by Horizon 2020, which explores new ways of engaging with cultural heritage through gifting . The scope of the project is huge, and draws together researchers, artists, designers and museum professionals from across Europe, including the University of Nottingham’s Mixed Reality Lab . GIFT has developed and deployed various experiences with museums in Denmark, Italy, Norway, Spain, Serbia, the UK and the USA since it began in 2017. It has several different ‘tracks’ within it, each of which explores different elements of gifting, interactivity and cultural experiences. For example The Gift Experience allows the user to choose objects or places within the museum; photograph them; personalise elements of it, for example with a written note or audio comment; and then gift it to someone to experience for themselves. Another example is The One Minute Experience, which uses templates and guidelines to enable visitors to write short texts about objects viewed in the museums, which they can then leave as gifts for other visitors. I was lucky enough to meet the wonderful Dr Jocelyn Spence, the lead Research Fellow at the University of Nottingham for the GIFT project and originator of VRtefacts (developed alongside the equally wonderful Dr Dimitrios Darzentas), early on in my PhD. Through her, I learned about the GIFT project and the amazing work they were doing.

My PhD project is working with the Nottingham Contemporary art gallery  to explore relationships between audience, art and venue, and how those relationships can be better understood and developed into something more long term, personal and meaningful, through the use of novel technologies. Naturally, the GIFT project offered a fantastic insight into some of the ways work like mine is already being undertaken, and a chance to see how this work is received by the public users. When I was given the opportunity to help with a two day deployment of the VRtefacts experience as part of the GIFT project, I was delighted to get on board.

In late May 2019, at the Derby Museum and Art Gallery  we showed VRtefacts to the public for the first time. The project, without spoiling anything for any reader who may yet get a chance to experience it themselves, used virtual reality (VR) to encourage visitors to donate personal stories to the Derby Museum. Enabled by a combination of tactile and digital technologies, and a beautiful VR environment created by Dr Dimitrios Darzentas, visitors were able to interact with artefacts in a thoroughly immersive and novel way. My role for the course of the deployment was to get the visitor settled into the VR environment, set the scene for their donation experience, and then to guide them through their storytelling. We heard from a broad array of people, who donated an even broader range of stories. From hypothesising what the artefact may have been used for, to memories of related objects and places, to tangential personal anecdotes and fictional hyperbole, we were gifted with some fantastic tales that added a resonant, human layer to the objects displayed. The value of this to the museum, the visitor, and the research project are multiple. For example, for the museum, it gave a new avenue to understanding their audiences, and the meanings they take from the exhibits shown. For the visitor, it allowed them a deeper way to engage with the exhibits, a space to reflect on their own experience or expertise, and a platform to share those reflections with others. Finally, in terms of research, it demonstrated a novel, exciting way of accessing audiences, as well as the importance of inter-disciplinary projects in contemporary research.

The future for museums and galleries comes, in part, in a technologically driven, interactive format, which enables visitors to experience not just the exhibits, but the museum experience as a whole in novel and exciting ways. VRtefacts is a timely and exhilarating glimpse at what future museum visiting may entail, and the feedback from the public who engaged with the project was overwhelmingly positive. By providing a way for visitors to interact with artefacts and exhibits in a tactile, personal way, it became apparent that each visitor had their own interpretations, reflections, and indeed stories for each piece, brought to the fore by the enoblement of the technologies involved, that they were excited to share with the museum as well as each other. Enabling the visitor to share their stories was not only well received by them, but also by the museum who were pleased to learn about the histories of each piece, or the personal relevance of the artefacts to the individual. VRtefacts represents one face of the future for museums and galleries, in which personalised interactivity forms an important part of the visitor experience.

On a more personal note, the project demonstrated just one way that technologies can be utilised to enable and encourage connections between visitors, cultural venues, and exhibits. Despite my involvement beginning late in the process, just a few weeks before the date of the intervention, I was delighted that my feedback on the human engagement element was integrated into the final experience, and it provided a valuable insight into how these kind of projects are developed and deployed in a museum setting. Running the experience also allowed me to revisit storytelling skills I had established during my time working at an escape room, and develop those skills in a new context. Most importantly I think, it gave me an insight into the practicalities of running an intervention; potential pitfalls and opportunities, the value of a strong team, and the importance of foresight (like bringing spares for your spares!). I’m looking forward to being involved in more projects like this in the future, learning more and offering more back, even at some point using these skills I have been developing to stage my own interactive experience within a cultural institution as part of my PhD.

Second EPSRC Impact award for Richard!

Richard Ramchurn (2015 cohort) won the EPSRC “Telling Tales of Engagement” 2018 Award. This is the second year running that Richard has secured this award which will give up to £10,000 of funding to maximise the reach and impact of his research. The “Telling Tales of Engagement” 2017 Award funded Richard’s mobile touring cinema which travelled the UK in 2018 and 2019.


Post by Richard Ramchurn (2015 Cohort)

The MOMENT is a brain controlled film which has been touring since 2018. It has been primarily screened in a converted cinema caravan which has allowed it to travel outside of the cinema circuit. 

The research project adopts a performance-led research in the wild methodology, through which impact though public performance is an inherent factor – the default practice behind this methodology is that real-world artefacts are professionally made, and performed for the public, as the mode of studying their design and implications.

The MOMENT has had over 300 public screenings across the world, at FACT, Lakeside Arts, Sheffield DOC/FEST, Ars Electronica, Kendal Calling, Blue Dot, Arts By The Sea, Leeds, Geneva and Reykjavik International Film Festivals, and Aesthetica. We were also invited to  international events: SPARK British Council event in Hong Kong, Brain Film Festival in Barcelona; Riverside Film Festival in Padua. Substantial work has been made to make the touring of the caravan self-sustainable and there are plans to further exhibit throughout 2019.

I have been invited to present my research and engage in panel discussions with the film and computer game industry at: Creative England’s Proconnect conference; Continue Conference; Picturehouse London with B3 Media; Broadway Cinema Nottingham; Geneva and Reykjavik International Film Festival; Sheffield DOC/FEST and FACT Liverpool. Organisations and individuals have since contacted me to ask to work on upcoming projects, to collaborate, and screen the film at their festivals.

The project has now secured funding to screen Live Score performances in 2020. In these performances musicians Hallvarður Ásgeirsson and Scrubber Fox perform the score to The MOMENT as the film is created live from the brain data of an audience member.  The performances are followed by a Q and A with the musicians and myself. We previewed the Live Score in Reykjavík and Nottingham last year to engaged audiences. We are now planning a UK tour for the summer of 2020.

A live score accompaniment for an interactive film is an unique, timely, and relevant proposition, capable of capturing both the public’s imagination and commercial interest. Our tour offers an alternative engagement proposition: creative, interactive live performances that large audiences can experience collectively at local arts venues. This model fits with the  industries move towards marketing cinema as a live experience, both through streaming theatre and music performances to screening venues (e.g. NT Live), and by creating immersive environments in which screenings take place (e.g. Secret Cinema).

The Live Score has the potential to reach larger audiences, including both a wider film industry audience, and members of the public who may not usually engage in academic research. The performances are set to be an exciting and dynamic way to share my research.

VRtefacts Outreach at Derby Museum & Art Gallery

Post by Joseph Hubbard-Bailey (2016 Cohort)

The VRtefVRacts project provides museum and gallery visitors with the opportunity to hold and explore exhibit objects which they would otherwise just look at behind a literal or figurative red rope. Throughout the day, visitors from around the museum were invited to come and put on a VR headset, interact with some 3D-printed VR-augmented models of artefacts, and share their own story or commentary about the objects as they handled them. They then moved into another room for a short interview about the experience, allowing for the next participant to get started with the VR. While previous outreach events I’ve done have felt engaging and productive, none have been as interactive as this VRtefacts trial; others mostly involved having conversations across tables, and the distance and dynamic between researcher and participant felt similar to a campus-based study scenario. Due to the nature of this event, with participants engaging physically and narratively during the session, members of the public seemed much more a part of what was going on, as opposed to passive spectators.

For the visitors who chose to participate in the VRtefacts project, the experience served as both a novel sort of ‘exhibit’ in itself and a novel way to access preexisting materials in the museum’s collection. The latter seemed of particular value in the case of visitors who lived locally and so visited the museum often, offering an unexpected new level of access to familiar objects. The opportunity to contribute or “donate” a story as part of the VRtefacts experience may also have been particularly appealing to those who visit regularly and were keen to ‘give back’ to the museum. Several visitors did fall into this category of ‘regulars’, but there were also plenty of people who were passing through and popped in to pass the time. Visitors across both of these groups commented about how the decision to work with VRtefacts reflected well on Derby Museum, showing its openness to new ideas and resistance to stagnate. For those who were visiting the museum in groups, engaging with the VRtefacts exhibit seemed to provide a great source of interest and conversation, as they emerged and compared experiences. The fact that the corresponding artefacts themselves were available in the museum’s collection also meant that there was a comfortable transition back into the rest of the exhibit, as people could go and find the ‘real thing’ they had just encountered virtually.

Before I left the museum for the day, I sat down on the duct-taped-still chair and had my hairdo sabotaged by the VR headset so that I could have a go at the VRtefacts experience myself. I chose and inspected a small intricate model of a giant jet engine, turning it over and fumbling around the prickly detail of the gaskets while I tried to think of something clever to say for the camera. It reminded me of a frighteningly massive aircraft housed at the RAF Museum in Hendon, where I’d been for relentless school trips as a child due to its proximity to school grounds. I remember cowering through the awful hangar where the scary plane’s wings were so expansive that you had no option but to walk underneath them if you wanted to get out. While this wasn’t a pleasant experience, I think the physicality of being below the Vulcan — which I now know was not just a war plane, but a strategic nuclear bomber — came to mind during VRtefacts because it was a similar example of the power of perspective.

Image credit: Kenneth Griffiths (Ascension Island, 1982)

When an object is in a glass case or on a screen or behind a rope, I think we often instinctively revert to what I can only describe as a ‘flat’ perspective on it. We might press our noses to the glass as children to try and get a closer look, but the glass fogs up and we get told off, so eventually our curiosity wanes and we take a respectful cursory look instead. What this tired perspective gives us is often limited to two-dimensional factual information about the object of interest, without the weight and contour  and color of the object’s life. I’m very glad I decided to have a go with the VRtefacts pilot myself before I left the event, because it made me aware of how cowering under the expanse of the Vulcan’s wings taught me more about the gravity of war than any of my history lessons had. There is a narrative power in an artefact’s physicality which cannot be accessed by simply looking at it — the VRtefacts project has the potential to provide that physicality in a way that protects the original object, which needn’t even be on the same continent as it’s VR counterpart.

Beyond the benefit this technology could offer in enhancing the habitual gallery-goer’s usual experience, there is also potential benefit to those who aren’t so familiar and comfortable with these venues. Having come from a family who didn’t really go to museums or galleries, I still feel quite awkward and out of place in these spaces at times. I don’t think it’s much of a leap to suggest that projects like VRtefacts — which offer more diverse ways of accessing meaning in historical and art objects — have the potential to make galleries and museums not only more engaging for visitors, but more accessible to a diverse range of visitors.

Thanks to Jocelyn Spence and the rest of the VRtefacts team for letting me join in for the day!

VRtefacts is a pilot project developed within the European Union’s Horizon 2020 research and innovation programme under grant agreement No 727040, GIFT: Meaningful Personalization of Hybrid Virtual Museum Experiences Through Gifting and Appropriation.

–originally posted on Joe’s blog

STEM activity at Loughborough Grammar School

Post by Melanie Wilson (2018 Cohort)

We visited the Loughborough Schools STEM activity which was taking place at Loughborough Grammar School which included pupils from several Loughborough schools. STEM stands for Science, Technology, Engineering and Maths and the workshops encourage pupils to design and explore a project based on these criteria. We gave a presentation on the pathway we took when designing, prototyping and manufacturing the Endeavour LED sabre.  We then addressed the need to consider what activities the final product would be used for including any limitations or challenges which might need to be addressed. Finally we talked with the pupils individually and invited them to tell us about their projects and explored options that might be worth thinking about in their design stages and beyond.

More about Mel’s work and activities can be found here.

Teaching Python Programming at Nottingham Girls High School

Post by Jimiama Mafeni Mase (2018 Cohort)

I participated in the outreach activity of teaching python programming language to students of Nottingham Girls High School organised by a social enterprise called Codex. Codex is a social enterprise run by students from the University of Nottingham. Selected candidates had interviews with Codex management team who were interested in the candidates’ python coding skills and their passion in teaching children. Fortunately, Codex selected a small team of computer scientist including myself to teach introduction to python for 5 weeks (i.e. 1 hour every week) from the 1st of March to the 29th of March 2019.

The syllabus for the course consisted of the fundamentals of python programming i.e. inputs, outputs, data types, maths operators, conditional statements, while loops and for loops. Each class was made up of about 15 to 20 students and lectures took place in the school’s computer lab. We taught using power point lecture notes and hands-on programming exercises. These required us to be extremely audible and patient with the students as most of them didn’t have any programming experience or knowledge. We were also required to speak fluently and make sure all the students understand the concepts and complete the exercises.

We successfully completed the course on the 29th of March and provided a link for the students to fill out surveys about their experiences and rate the teachers. I learnt some teaching skills from this outreach activity, as it was my first experience as a teacher. In addition, it enhanced my problem solving skills as we received a lot of challenging questions about certain concepts in the lecture notes and exercises. It was a great experience and opportunity to transfer some of my knowledge as a computer scientist to the younger generation, which we consider “Future leaders”. Lastly, I will love to thank Codex and the University of Nottingham for this opportunity and wish that they create many more outreach activities for children to learn computer science.

 

My Journey to a PhD

Post by Abigail Fowler (2016 Cohort)


STEM “My Journey to a PhD” Talk, February 2019

I joined a Science Technology Engineering and Mathematics (STEM) event at Loughborough Grammar School. I was happy to join in when I heard they were running STEM events for secondary school boys and girls. On a rather wet and windy day, I headed to the event hoping the pupils would enjoy my talk and have some interesting questions.

My talk covered My Journey to a PhD, my research, and a memory game to demonstrate working memory. The game involved seeing an image of items from around the home and kitchen for 10 seconds. Then having 10 seconds to write down as many items as they could remember. I took the items with me as a tactile version in case any blind or partially sighted pupils attended. Somewhat ironically I forgot to boil an egg to take with me to match the image, but improvised with an egg cup for the tactile version.

The talk went really well and the pupils loved the memory test. No one got all 14 items, and they all sighed when I put the image back up so they could see what they’d missed. The second test involved spotting what was missing from an image, and they all answered the moment the slide appeared. It was a simple but effective demonstration of how our ability to remember varies between tasks and this should be considered in design. I am glad I included a practical element as it is always great to get more interaction. The group had been hesitant to ask questions, so it was good to give them permission to get involved at the end of the talk.

My PhD is sponsored by the rail industry. It turned out that Network Rail provide funding for a STEM challenge. Pupils were eager to hear how they could work on projects of interest to Network Rail. I suggested they consider level crossings, and how to influence the behaviour of level crossing users, as this is an area of great interest to the rail industry.

During the day I got to hear some of the current ideas students had for their own STEM projects. These included how to detect when someone is having an allergic reaction to food and designing a water filtration system to provide drinking water. I was really impressed with the range of projects and their innovation.

I talked to the teacher afterwards, and they will be coordinating STEM events in the future across the region to raise awareness with pupils of opportunities and future careers in STEM. I welcome this programme, and the links that can be built between schools and universities to support pupils in their further education of STEM subjects.

—Originally posted at

Summer Scientist

Each year children and parents are invited to visit the University and play lots of free and fun games that help us with research. This past summer, Wendy Olphert (2015 cohort) enjoyed assisting in one of the activities at Summer Scientist 2018:

A bit of brainwave! –Wendy Olphert

I’m researching the role that digital technologies (such as mobile phones and the internet) play in the lives of people with a brain tumour – whether their symptoms create challenges for technology use, and whether using technologies can contribute to improving their quality of life.

At one level, this is quite an easy idea to communicate to people outside of an academic context – we readily understand that if we have a problem with our brain it could affect our ability to think or act – but to appreciate the range of impacts that a brain tumour could have on an individual’s life requires an awareness of what our brains do and how they work.  The brain is such a complex organ that scientists are still researching these questions.  But we already know a lot, and as I recently found out, even for young children it can be fun as well as instructive to learn about how brains work!

Over the summer I had a chance to assist in an event called Summer Scientist 2018.

This is a week-long programme run by the School of Psychology at the University of Nottingham in the school vacation that has now run for several years.  Families are invited to bring their children (aged 4-11) to spend half a day at the University to play lots of free fun games and optionally to take part in some research activities – that were also designed to be fun and engaging. By taking part, children (and parents) get to learn about how the mind and brain work by experiencing real science first-hand.

University of Nottingham Psychology Science week. Photos by Alex WIlkinson of Alex Wilkinson Photography.

I was given responsibility for an activity on the theme of electroencephalography – how dull does that sound for young kids?!  But the organisers had found a clever and entertaining way to demonstrate the fact that the brain generates electrical impulses, using a special headset with a pair of furry (fake!) cat’s ears attached (see: https://en.wikipedia.org/wiki/Neurowear). The headset picks up electrical activity from the brain which in turn moves the ears depending on your state of mind. When you are relaxed, the ears droop; when you are interested, the ears are alert – and when you are ‘in the zone’ the ears wiggle.  The kids had free choice over the activities they chose to take part in, and most were fascinated by the wiggly ‘cats ears’ and keen to try them out for themselves.

The children attending had a free choice over the activities they opted to do, and during the course of the two sessions in the day around 40 children of different ages came to the stand to try out the ears and, by doing so, learned about electrical impulses in the brain.  There was a mirror to look in; once I’d attached their headset, some found out that the more they giggled at their reflection the more the ears wiggled (and the more the ears wiggled, the more they laughed!) Others, especially one little boy of about 6, spent many minutes silently trying out different ‘brain activities’ such as thinking about exciting times such as parties, being calm, or trying to count backwards from 20, and clearly being intrigued to see the effects of his ‘brainwaves’ on the ears’ movement.

For the older children, and in some cases their parents, I explained how scientists can use the electrical impulses in the brain to find out more about how it works and what is happening when the brain is not working as it should – and that in turn gave me a chance to tell some of them about the research that I am doing.

I really enjoyed the day and it was clear that the kids had a great time too, as well as picking up lots of science along the way.  I felt that the whole concept of ‘Summer Scientist’ week really was a bit of a brainwave!