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Our research in complex user interface design for environments where there is need to support a high cognitive overload as well the need to support variability of user interface design has led to impacts on the design of products and services in two organisations addressing the domains of crisis management software and nuclear power plant industry. In the former case, research arising from our investigations of user behaviour in complex systems has been applied by adopting our Variable Uncertainty Framework (VUF) into the software product `VSL Planner' developed by VSL Systems AB and the `XVR' product developed by E-Semble Systems. The XVR product has recently been sold to the London Fire Brigade. Related to this, our research on complex task analysis, specifically in abnormal situations resulted in a second conceptual framework that extended the Task Complexity (TACOM) methodology that has been used to inform and guide the Korean Atomic Energy Institute in their work on designing and implementing modern control rooms for atomic power stations in South Korea. The safety critical nature of these interfaces means the potential impact of this work is very high, as any failure could have catastrophic consequences.
As a consequence of a research-based training programme developed at the University of Bristol, the rates of perinatal hypoxia and intrapartum fetal injury in Bristol and two pilot units in Australia and the US are now among the lowest in the world. The improvements achieved in Bristol, the US and Australia have also been successfully achieved in a low resource setting in Zimbabwe.
In response to demand from maternity units across the world, the Bristol team has developed PROMPT — a PRactical Obstetric Multi-Professional Training package, which has been successfully implemented in over 20 countries worldwide. PROMPT has had a major health and welfare impact on more than a million mothers and their babies, as well as bringing substantial economic benefits and supporting international development.
Over the last 15 years the Medical Applications Group (MAG) has engaged in applied research into the use of product design techniques and technologies in medical procedures. Their work has directly led to better, safer, faster, more accurate and less intrusive surgical procedures. The group has worked with surgeons at NHS hospitals all over the UK to deliver well over 2,000 medical models for surgical use during the period. A number of hospitals have adopted MAG's techniques, meaning that the Group's research has improved the dignity, comfort and quality of life of around two and a half thousand people since 2008 whilst saving the UK tax payer many thousands of pounds.
[Throughout this template, references to underpinning research are numbered 1-6; sources to corroborate are numbered 7-15]
The key impacts of the research into the non-entertainment use of computer games technology and virtual worlds at the Serious Games Institute (SGI) have been:
The reach of these impacts extends to partners both within the UK and overseas. Beneficiaries include companies, health professionals, educators, young people and their parents.
Because of the arduous nature of recruit training, high wastage (due to failure or withdrawal) has always been a problem for the Armed Services. A ten year programme of research funded by the Ministry of Defence (MoD) led to changes in the delivery of training across the three Armed Services (especially the Army), the formation of a new Army training establishment, a new tri-service monitoring and training body, better mental health in military recruits, and significant reductions in wastage rates (up to 15%). The model developed by this research has also informed training in the Canadian and United States Armed Services.
Virtual Worlds are challenging to develop and deploy in small community settings. Our research into their measurement, design, and usability has allowed us to radically reduce the cost and footprint of a platform needed to support the collaborative creation of content, letting communities share their histories with both local and global audiences. Integrating this platform with an approach to virtual fieldwork lets communities explore authentic recreations of historical scenes, giving new perspectives on cultural heritage that stimulate reflection and understanding across the generations and enhancing the visitor experience by making new modes of interaction available for museums. This has enabled educational and cultural heritage bodies in Scotland to connect with new audiences and increase public participation in local heritage.
Compendium software is used to map dialogue and information around socio-technical dilemmas with economic, public policy, educational and health impacts. In Australia, urban planners attribute stakeholder buy-in to dialogue mapping with Compendium. In the USA, a deadlocked environmental planning process used it to make progress, while Southern California Edison use it to manage environmental policy. In the NHS, it can map therapeutic group dynamics, while in Germany, a journalist summarised a medical ethics case to parliament with it. More than 170 companies and individuals have endorsed Compendium, a striking application being to control Attention Deficit Hyperactivity Disorder (ADHD) at work.
Our research studies demonstrate the efficacy of using Interactive Systems in cognitive and functional rehabilitation, including working memory, functional skills, choice reaction time, decision making and upper limb function. Stroke is the third most common disease in the UK with over 100,000 cases annually costing the UK economy £8.9 billion/year, and around 25/1000 people have mild or moderate Intellectual Disabilities (ID) in the UK. Our research has changed practice in schools, improved the employment skills of people with disabilities, informed standards, helped sustain a social enterprise, and has influenced the way practitioners across the EU conduct their own vocational training.
This case study presents research of the Virtual Reality and Visualisation (VRV) Group, particularly its lead project, the Virtual NewcastleGateshead (VNG) agreement and city model. This work has influenced and harmonised the planning processes and assessment methodologies of the two municipalities and has enhanced professional practice, enabling the proposals of developers and architects of 12 major urban development projects to be more accurate, efficient and profitable. The model has also informed the business decisions of Nexus, the Tyne and Wear Metro operator and impacted upon public awareness (e.g. in creating a virtual e-mobility route linking North Sea Region countries). Its cultural and artistic impact includes a virtual reconstruction of Medieval Newcastle and its role in supporting public exhibitions and artistic endeavours.
This case study has improved the quality of life for patients suffering with visual field defects after brain injury such as hemianopia, which affects more than 4,000 people in the UK each year. Different types of rehabilitation, such as those aimed at enhancing exploration or reading, have been shown to have a direct positive impact on patients, improving their confidence, independence, self-esteem and general quality of life. Approximately 200 individuals have benefitted from Durham University's visual rehabilitation programmes to date, including some patients internationally, with a CD toolkit being provided to countries such as Belgium, Denmark, and Chile. This research therefore has direct impacts on health and wellbeing worldwide and has influenced the care offered by NHS practitioners.