A solid awareness of client-context is a prerequisite to the emergence of effective solutions. Hence, we begin the research phase with an intervention and use action-based research according to Carr & Kemmis’s model: plan an intervention, act it out with users, observe the results and then reflect on the outcomes. So long as assumptions are framed as they arise, this ‘discovery’ phase ends with an awareness of how users are challenged.

We use grounded-theory to gather qualitative feedback from users. As a foundational framework, grounded-theory supports the development of hybrid methodologies: Dr McCarthy’s ‘video-cued commentary’ method was developed by mixing grounded-theory, interaction-design, preview-screening & observational-recording. 



Results from early research leads us toward an understanding of the contest and the stakeholders involved. To identify shortcomings in the existing product/service, we find it useful to visual processes with Journey-Maps. In parallel, Persona-Maps help identify which parts of the existing experience users value: these are the very components that will need respect in any future pivots.

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Discovery-research gives an appreciation for context, so that the assumptions made during design are ‘informed’. We use lean-UX to move ideas towards prototypes as fast as possible: make an assumption, generate a prototype, test for impact, re-evaluate.


To drive ideation, we use everything from high-level brainstorms to detailed user-journeys. Dr McCarthy’s multimedia background means he leans toward narrative-based scenarios that put content first.



When developing business-oriented services Dr McCarthy finds the likes of ‘Keeley’s Triangle’ (desirable, viable, capable) & the lean-business framework to be useful. The development of experiential services requires technologies to be combined in new ways, so we specify system-requirements via both low & hi fidelity schematics.

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With early design iterations, we avoid high-fidelity prototypes as lo-fi versions tend to attract more honest feedback.



After wireframing, we use mockups to establish UI aesthetics & then prototype device-based interactions.

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UX design is not just about interfaces & devices: it is about the user’s experience in a specific context. A sensibility to context is the reason we can design installations, visualisations and experiential interactions. Furthermore, with a background in multimedia production, we understand the emotive impact of narrative & so design effectively for content first.

Dr McCarthy began working in IxD at a time when designers had to code for themselves to realise prototypes. As a result, he is as comfortable with a sharpie as with an API. Speaking both languages means he can manage multidisciplinary teams from ideation through to deployment. 


When developing software, Dr McCarthy starts with a high-level IDE package: with Max/MSP, he hacks together prototypes that process multimedia, setup system-control, interface between tricky protocols and much more.



The Processing Java library is a high-level IDE for developing multimedia applications in Java. We use it to create apps that realise data-visualisations, eLearning solutions etc. Below is an example of a suite of eLearning apps developed to automate ICT-based teaching tasks.



To release fully functional cloud-based services, we develop responsive web-apps (Node.js) as both POCs and operational MVPs. Such Wep-Apps tend to serve as the backbone to the bespoke screen-based solutions we deliver to clients.



Engaging users via their mobile phones gives the opportunity to gather and mine data. With an academic background in user research and analysis, Dr McCarthy is well versed in mining both qualitative and quantitative based datasets.

It can be an onerous task to mine large data-sets for qualitative feedback. To automate this process, Dr McCarthy uses natural-language-processing and then data-visualisation scripts to render insight. As a result, he can then extract insights on usage and interaction.