we improve the user experience of a built environment.

 
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The following are routes for organisations looking to improve their product, service, or space through scientific insight.

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Thought Leadership

Our Thought Leadership plans enable organisations to pivot towards a scientifically backed ethos. We build and aid the implementation of a bespoke strategy for long-term positioning as thought leaders within your sector. This work redefines the perception of your organisation both from within and externally to specific markets.

This service delivers deep insights into perception, that is how users perceive the effectiveness and value of your product, service, or environment.

We produce a body of exclusive IP that enhances your organisation’s position as innovators and thought leaders by “owning the conversation” of a given topic in industry. This foundation serves as a springboard into service/product enhancements through targeted R&D.

Key Takeaways

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A handbook of exclusive translated research guiding an effective approach to enhancing the user experience of your product, service, environment.

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Thought Leadership content for dissemination through relevant channels such as social media, industry comms and macro marketing strategies.

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User Insight

User insights allow your organisation to improve the experience of a specific product or environment, and optimise its outputs. Our unique analytical framework is used to aid the orchestration of key elements that create a coherent, effective and enjoyable experience for the end user.

The research we carry out and its translation gives clients a tool to understand the macro and micro forces affecting the perceived value of their offering. Through this process we identify the most effective key elements to enhance in a product or environment.

User Insights help organisations future-proof their offering. It is ideal for those wanting to invest in the quality of their product or environment in order to stay or become market leaders.

Key Takeaways

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Valuable IP that influences, informs, and enhances a creative process and decision-making in development of a product/environment

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Translated research for the integration of up-to-date findings into routine practice including clear guidelines for optimising outputs

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experimentation

We carry out experimentation that focus on enhancing the experience of products and spaces using an A/B/A testing model. This approach is best suited for project-specific R&D where marginal gains return high rewards.

Experimentation allows us to direct design decisions in order to optimise people-centred outputs such as productivity, wellbeing, or other more specific goals. This approach elevates the experience of products and spaces by generating valuable insights that feed into either the pre-building or pre-manufacturing design process.

Alternatively, if a product or space already exists, we carry out experimentation to guide incremental changes for optimisation.

 

Key Takeaways

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We will produce unique IP for directly improving a product or built environment, existing or in development.

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A study that is designed and executed to a level appropriate for publishing in a major scientific journal, associating your organisation with academic-level research.

 
 

we cater to the full supply chain of the built environment

ARCHITECTS & DESIGNERS

ARCHITECTS & DESIGNERS

ENGINEERING & TECHNOLOGY

ENGINEERING & TECHNOLOGY

REAL ESTATE DEVELOPERS

REAL ESTATE DEVELOPERS

ORGANISATIONS & COMPANIES

ORGANISATIONS & COMPANIES

CITIES & AUTHORITIES

CITIES & AUTHORITIES

FACILITY MANAGERS

FACILITY MANAGERS

 
 

CASE STUDIES

 
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office // THECUBE

THECUBE is a coworking space in East Central London. Founded in 2009 its purpose was to bring a diverse community of people together to collaborate and innovate post financial crisis. It is primarily a membership based workspace for freelancers, entrepreneurs and consultants.

SPECIFIC HUMAN PROBLEM

6 years after the space was established, work patterns had changed and the space was not reflective. There was a decline dwell, attention, and engagement with the space. 

APPLICATION OF NEUROSCINECE

We reviewed neuroscientific data and research to help us understand assurance, inclusion, and engagement. As these were the three cognitive affordances identified as best relating to dwell for the demographics. 

OUTPUTS

Design Interventions that led to an increase of dwell, where people were coming into the space more and taking full advantage of their membership. This in turn doubled the turnover of THECUBE. 

 

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retail // SEEN DISPLAYS

Seen Displays provides their client’s with retail activations which enhance a brand’s engagement with their customer. 

SPECIFIC HUMAN PROBLEM

They wanted a more measurable design process that went beyond aesthetics or cultural cues, such as “cool” or “fun”. People were leaving activations confused and un-engaged. They needed to create retail environments that were sensorially orchestrated and memorable.  

APPLICATION OF NEUROSCIENCE

Detailing the Visual Cognitive System. This involved breaking down the processes of memory and attention, how culture and technology are affecting them in turn.

OUTPUTS

An Insight Report based on neuroscience data was delivered that set out a framework for how the company approaches a design process. 

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urban design // URBAN THINKSCAPE

Funded by the William Penn Foundation it brings children’s museum-quality learning activities right into the streets where people wait for the bus or hang out after school. 

SPECIFIC HUMAN PROBLEM

Cities such as Philadelphia suffer from great inequality and urban issues, in particular a lack of after school services. It was seen that everyday areas of the built environment could be embellished or altered and present new designs that get families, moving, thinking, and talking about language, literacy and STEM – all while preserving the joy of learning!In an effort to increase growing concerns ot illiteracy and lack of mobility

APPLICATION OF NEUROSCIENCE

Applying scientific research behind curiosity, image recognition and learning through memory into direct design of urban realm to encourage ‘Playful Learning’. 

OUTPUTS

Design Guidelines put into practice.