CHSEL
Research

Three areas, one question: who is this technology leaving out?

Three areas carry most of the lab's current work; three more run alongside them. All are defined by the communities we design with rather than by the technologies we use. Each runs on participatory methods, long field engagements, and evaluation with the people the system is actually for.

Read through three commitments
Learning how people come to understand
Wellbeing what technology costs them
Inclusion who is left outside it
01Inclusion

Neurodivergent Children & Assistive Technology

Technology designed with autistic children, young readers with dyslexia and children with ADHD — not adapted for them after the fact.

Assistive, therapeutic and awareness-raising tools built through participatory sessions with families, therapists and special schools. The work runs from communication supports to screening aids to software that accommodates how different minds read, attend and remember.

AutismDyslexiaADHDAssistive techParticipatory design
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02Wellbeing

Mental Health & Digital Wellbeing

Reducing the psychological cost of everyday technology, and designing systems that carry care rather than demand it.

We study how interfaces shape mood, attention and self-perception, particularly among young adults, and design interventions that hold up outside a clinical setting.

Screen wellbeingMood & attentionYouthDigital self-care
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03Learning

Learning & Educational Technology

Design thinking, UX and strategy applied to how children and young adults actually learn.

Child-computer interaction sits at the centre of this area: how young users understand interfaces, where existing edtech fails in Urdu-medium and low-connectivity settings, and what changes when AI tutors enter the classroom.

Child–computer interactionEdTechAI in learningLow-resource classrooms
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Also underway

Further work across the lab

All research projects →
04Wellbeing

Ageing, Dementia & Care Technologies

Designing with older adults, people living with cognitive decline, and the families who care for them.

Dementia & MCITherapeutic XRCaregiver support
05Inclusion

Gender, Equity & Technology

Who gets to use a device, in whose company, and on whose terms — questions that decide whether a design reaches anyone at all.

ICT4DAccess & safetyDigital literacy
06Learning

Heritage, Culture & Civic Life

Using interaction design to make a city legible — its history, its public spaces and the services people need from it.

HeritageLocation-basedCivic tech

Working across the areas

Most projects belong to more than one area, and all of them run on the same methods: participatory design sessions, field studies in homes, schools and clinics, and evaluation with end users rather than proxies.