Some of my portfolio
The selection below is intended to give a flavour of the breadth of my portfolio over a long period of time. They cover some produces where my role was doing the user and human factors research, to others where I was leading the team of researchers. And others cover my contribution to user experience design, while some are more about my leadership of a broad product design team.
More information is available about each item by clicking on it and in some cases a link is provided to the current website for the product.
Always Open to New Methods

A pack of IDEO Method Cards deliberately contained 51 cards because there should always be room for one more. And you can use the cards for much more than just choosing your research methods.
Digital, Industrial Experiences

How does an iPad bring better experiences to a locomotive maintenance yard?
What is the digital experience of the human-machine interface?

HMI’s have been graphical for a long time, but they haven’t really been digital – what might their digital transformation mean?
Medical Device Usability

Medical Devices require excellent design, but also a significant effort to demonstrate usability to a satisfactory, safe level.
The internet at home

In the 2000’s it was still very unclear what the role of the internet was at home, or how it would be accessed.
The Customer Journey Across Many products

User experience encompasses a bigger journey than just day-to-day use of the product. When your company makes many different products that journey crosses portfolio boundaries.
Innovation without digital technology

How do you bring customer-facing innovations to a low budget everyday product? A stroller (pushchair) won the HFES Consumer Product Design Award in 2001
Designing new to the world products

In 1999 the idea of an internet appliance for the home came along. But, when people are not sure how the Internet works or will be useful, how do you design for their needs from an internet appliance?
Designing an Unknown Experience

The Vocera communicator came with a vision of Star Trek style communication. Nothing like it existed and it wasn’t clear which contexts of use would turn out to be fruitful. The first step therefore is enabling the experience to be better imagined and explored.
Apps for physical products

Speakers are physical and minimally interactive – how might an app enable one to add features and interactions without cluttering up the physical design?
Universal Design in 1980

Ensuring new coins are appropriately valuable and can be easily handled by blind people led us to the realisation that everyone benefits if they can identify money without looking at it.