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University College Dublin -Masters Degree Engineering (Energy Systems) - 2011 - 2012

University College Dublin -PhD Engineering (Inclusive Design) - 2016 - 2018

Completed courses in Engineering Design, Thermodynamics, Materials Science, Fluid Mechanics, Manufacturing Technology, Dynamics, Material Mechanics, Physics, Mechanics of Solids, Engineering Mathematics, Energy Systems, Challenges and Climate Change.

Project Work
+Engineering Design of a Mobility Aid (Team Leader)- Designed and manufactured a concept of a innovative mobility aid.
+Dissertation titled “A life-cycle analysis of the costs & benefits of BEV / HEV / PHEV” - Design of a mathematical model to evaluate and compare the emissions and energy usage involved during the complete life-cycles of Battery, Hybrid and Standard Vehicles.

Completed courses in Fossil Fuels & CCS, Chemical Processes of Sustainable Renewable Energy, Power System Operation, Wind Energy, Energy in Transport, Environmental Engineering, Air Pollution, Energy Systems in Buildings, Nano Materials, Research Skills & Techniques, Technical Communications and Polymers & Composites.

Project Work & Reports
+Report titled "Is large scale offshore wind power a realistic option for electricity generation?".
+Report & Prediction Model titled "Minimizing CO2 emissions in the transport of people in the greater Dublin area".
+Group Report titled "Air Pollution in the Transport Sector"
+Group Report & Project titled "Injection molding using Nano-porous inserts" investing the replication of nano-scale feature in polymers substrates using nano-porous anodic alumina film during the injection molding process.
+Numerous Technical presentations in areas such as Biofuels, Transport Emissions, Building energy simulation.

PhD Project Title: “Application and impact of disruptive technologies to the STEAM and inclusive design fields.”
Main Field of Study:  Engineering
Cognate Fields: Science, Technology, Design, Mechanical Engineering, STEAM Education

Research Question:
Consumer and digital technologies are developing at an unbelievable rate, with advanced technologies becoming mainstream, and becoming widely available to the general consumer. These technologies (such as virtual reality, virtual worlds, additive manufacturing, desktop production systems and high powered design, modeling and imaging software) are beginning to make an impact in specific fields (Materials Engineering, Biology, Architecture etc.) but offer huge opportunity in the engineering and inclusive design fields. These technologies have the potential to allow non experts and active daily users of products, devices and utilities, to develop and produce what they need quickly and for low cost. Many of these technologies utilize the “Open Source” idea, that information and data is freely available to users, allowing them to modify, improve and develop more advanced version of the technology. In effect they have allowed the artistic aspects of creativity and collaboration to collide with the scientific tenant’s of measurement, analysis and assessment, to open up new scientific questions and solutions to more of society.

 The “Open Source” movement and disruptive technologies are key tools to be used for the development of creative & technical design, and in effective engagement with the general public in the STEAM (Science, Technology, Engineering, Art & Maths) sector by allowing them access to the tools and technologies needed for them to create, design and discover all areas of STEAM and design. Access to such technology bridges the gap between the general public and experts, allowing closure collaboration and understanding to develop, increasing understanding, development and interest in the fields.  These technologies have brought the fields of art & science closure together, allowing the mixing of ideas, methodologies and solutions, while allowing both fields to be effective in numerous contextual areas.

 This research aims to investigate and measure the impact these disruptive technologies can have on the Engineering , Inclusive Design and STEAM Engaigement fields, through analysis of the technologies and applications of their use globally and through the integration of them into current design, engaugement & teaching processes with both expert (Engineering students and Assistive Technology developers) and non-expert users (People with Disabilities and People from non-technical backgrounds). These technologies will be used in Engineering/Design based activities, in a range of sectors, with their impact on the creativity, process, discussions and outcomes of the activities assessed.

These activates will also include science promotion/engagement events with Science Gallery International, through the integration of such technologies into there shows throughout the year. Methodologies will be developed to assess audience engagement with the shows, and the resultant improvements gained from utilizing disruptive technologies. These technologies have the potential to help ignite the creativity of users, and allow the creation of new ideas, technologies and solutions quicker than ever before. They also break down cultural and language barriers through direct technology engagement, allowing more successful interactions with other cultures.

Information of the impact of these technologies to scientific and public users will be measured, analyzed and assessed, to examine the impact they can have on researcher and the general public in the areas of STEAM design, creativity and engagement. This information gathered can then be applied to these activities to derive a range of new design, engagement and educational activities for use around the globe.

 

University College Dublin -Bachelor of Mechanical Engineering  (Hons) - 2007 - 2011