Measuring Digital Exclusion

Single chair in an empty room

We assume that technologies will improve our lives, work and quality of life. For many people such benefits are undoubtedly true. However, does this apply to everyone? A House of Lords report in 2023 proposed that the "digital divide is undermining efforts to improve UK productivity, economic growth and socio-economic inclusion" and that groups likely to be most effected included the elderly, with 31 per cent of people aged over 65 not using the internet at home, compared with only 4 per cent of those aged 35-44 (https://publications.parliament.uk/pa/ld5803/ldselect/ldcomm/219/21902.htm ).  

A useful project would be to explore options for research in this area. Perhaps formulate a survey strategy, questionnaire, workshop, or proposed data sources that might be used for subsequent exploration. Proposals would need to be informed by background research and considerate of research rigour and ethics. 

Data Science: Using Open Data Sets for Research and Strategic Planning

Hospital worker in blue scrubs stood next to elderly man in wheelchair

Government agencies are increasingly making data available to the public and researchers. Examples include higher education data published by HESA, socio-economic data published by ONS, and health data published by NHS. Such data might provide a useful source for analysis, research and planning. A project could investigate what data is available in a certain field, and then explore how it might be used, for example by being prepared and interrogated using Python or R. Alternatively, a potential use could be decided, such as predicting the number of total hip and knee replacement operations needed in the next ten years, and then looking at how this might be predicted and what existing data might be used.

Memory Training Application or Website

There has been a lot of research completed around memory loss, especially when associated with old age and certain diseases such as Alzheimers disease. Studies show that regularly using Applications which gamify the process of remembering can help to improve or slow down the ravages of such diseases.

This project involves the research into and creation of a cross platform game or memory training tool to support the user's ability to remember things.

App to Help Improve Posture

Body language is closely related to posture - The way we move our bodies affects how others see us as well as our own moods and habits. In terms of scientific research, the two overlap quite a bit. This isn't too surprising, but how our posture and body language affect our thoughts is.

For instance, a study at Ohio State University in 2003 found that our opinions can be subconsciously influenced by our physical behaviour. Here are two fascinating examples:

  1. When participants in the study nodded in agreements or shook their heads to signal disagreement, these actions affected their opinions without them realizing.
  2. The same study also showed that when participants hugged themselves, they were sometimes able to reduce their physical pain.

This project will research into how technology can be used to improve a person's posture, this can be a straight research project, or also a project where an artefact is produced.

Reducing Sedentary Behaviour Amongst Gamers

sedentary gamer

The project will address the issue of excess sedentary behaviours typically undertaken by gamers. The project may consists of the following:

 - Undertake a critical literature review of sedentary behaviour interventions and examine their effectiveness
 - Develop a novel technology driven sedentary behaviour intervention on gamers.
 - Evaluate the effectiveness of this newly developed intervention.