i2 Media Research

I2 media is a strategic research consultancy based at Goldsmiths, University of London. Within i2, I have worked as a research psychologist for the past four years. I have had the opportunity to work on various projects across arts and culture, media, technology, and sustainability with well-established companies, employing various skill sets such as conducting mixed-method research, market research, user testing, evaluation, producing and consulting. Click on a sector to find out more about the different projects that I have been involved with.

Research Projects

Arts & Culture
Arts and Culture

Punchdrunk

Project | Developing an Evaluation Framework

Client | Punchdrunk Enrichment

Punchdrunk Enrichment is a transformational theatre company for education, community, and family. They embarked on a three-year initiative to develop a bespoke evaluation framework for their immersive learning journeys (ILJ’s).

By moving beyond traditional educational models, ILJs create dynamic environments that foster creativity and curiosity. The goal of the evaluation framework was to assess the impact of the shows on children's learning.


My Personal Involvement:

My role in this project included client engagement, consulting, experimental research, and mixed-methods research. Additionally, I played a key role in ideation, reporting, and presenting findings to Punchdrunk through report writing and as a speaker in their immersive learning festival.

Report available here: View Report

Second Project

Project | Immersive Landscape Research

Client | Philharmonia

Philharmonia Orchestra is one of the world’s leading symphony orchestras, renowned for its pioneering use of technology to enhance orchestral experiences. With a reputation for innovation, Philharmonia has embraced digital transformation to engage audiences beyond traditional concert halls.

This project examined the immersive market landscape, competitive dynamics, and emerging opportunities to shape Philharmonia’s digital strategy. By leveraging VR, XR, and live performance, Philharmonia aimed to expand beyond traditional venues. The research identified promising digital products and experiences, new revenue streams, and strategies to engage wider audiences while staying true to its mission.


My Personal Involvement:

My role in this project included client engagement, consulting, and market research to assess emerging trends in immersive technology and digital experiences. I contributed to ideation sessions, helped shape strategic recommendations, and played a key role in reporting and presenting findings to stakeholders. Through this work, I supported Philharmonia in refining its digital roadmap and identifying new opportunities for audience engagement and revenue generation.

Media and Technology
Media and Technology

Project 1

Project | Landscape Research for Certain Uncertanties report

Partner | COSTAR

COSTAR (Convergence Screen Technology and Real-Time) is a £75.6 million national R&D network of laboratories dedicated to advancing technology and maintaining the UK’s leading position in gaming, TV, film, performance, and digital entertainment. i2 media is collaborating with the Foresight Lab, one of COSTAR’s research labs, which specialises in studying the adoption, usage and impact of emerging and convergent technologies across these creative sectors. The insights from the Foresight Lab will help shape research, development, and innovation within the Creative Industries, including ongoing R&D within COSTAR.

The Certain Uncertainties report maps out key forces - social, economic, political and technological - that are currently influencing and will continue to impact the COSTAR sector and the broader creative industry. It identifies both certain and uncertain drivers of change, providing a strategic outlook for future developments in the field. This is Foresight lab’s second report since the creation of the lab.


My Personal Involvement:

I conducted landscape research to analyse current and emerging drivers impacting the COSTAR sector. Additionally, I contributed to report writing and participated in foresight workshops, where I presented trends and insights related to key certain and uncertain drivers.

Report available here: View Report

Project 2

Project | Making smart TV's accessible

Client | Ofcom and DGT

This study was commissioned by Ofcom in collaboration with the Digital Television Group (DTG), which represents broadcasters and TV manufacturers. This research study aimed to understand how older adults use and interact with TV services and to identify any challenges they may face. Findings will help shape recommendations to improve the design of TV systems to make them more accessible. ]


My Personal Involvement:

As part of this research study, I was actively involved in conducting user testing to assess how older adults interact with TV services and identify potential challenges. Additionally, I collected data, analysed findings and helped shape and write the report.

Sustainability
Sustainability

Project 1

Project | Developing an Evaluation Framework

Client | Bikeability

Bikeability is a national organisation that developed Get Cycling, a pilot cycle training program designed for teachers and sports coaching companies to deliver safe, effective, and confidence-building cycling lessons. The goal of the program is to encourage more children to cycle to school and within their communities. As part of the initiative, an evaluation was required to assess its impact.


My Personal Involvement:

I developed the proposal and designed the evaluation structure to assess the program’s effectiveness for young participants and teachers using mixed research methods. Additionally, I evaluated the feasibility of its delivery for teachers, created a presentation deck and managed client communications throughout the process.

Project 2

Project | Concept Testing and Behavourial Change Research

Lead Partner | Enjoy The Air

This project developed a proof of concept in Sandwell, UK, to help the local authority plan health priorities by assessing the benefits of disease prevention, using digital ‘nudges’ to encourage behaviour change in high-pollution areas, and providing real-time health impact insights based on transport and home fuel choices.


My Personal Involvement:

I facilitated focus groups and used creative research methods,including photo elicitation, to explore effective communication strategies for promoting sustainable choices. We also examined digital air pollution displays and reviewed links between behavior change, health outcomes, and economic impacts.

Digital Health
Digital Health and Mental Wellbeing

Ombeond

Project | Wave: A Feasability Study

Partner | Ombeond and UKRI

Wave was a feasibility study, partially funded by Mindset XR (UKRI), that combined design research, psychology, and extended reality (XR) technology to develop an innovative prototype for anxiety relief. In collaboration with Ombeond, a company specialising in human-centered technology and immersive experiences, we developed a haptic phone case prototype paired with a companion app offering guided breathing exercises and meditations. The idea of the app is to utilise geolocation to direct users to nearby blue spaces—natural water environments such as streams, rivers, or fountains, where they could engage in mindfulness practices. Upon arrival, users could activate the phone case’s haptic features to enhance relaxation and support overall well-being.


My Personal Involvement:

My contributions spanned ideation, concept testing, and user testing, ensuring the prototype was both innovative and user-friendly. I conducted qualitative research to refine the user experience, played a key role in prototype development, and contributed to reporting and presenting findings.

Project 2

Project | Experimental Research

Client | ZenB via Tinman

This project was a collaboration between Tinman (a PR company), a retail brand (ZenB) and i2 media research. As part of the retail campaign, we conducted an experimental study to explore how different digital environments, displayed on a computer screen, evoke emotions and influence creativity.


My Personal Involvement:

My role in this project encompassed ideation, proposal writing, and the design and analysis of experimental research. This research formed a key component of my Master’s project, where I contributed to reporting and presenting findings, ensuring that insights were effectively communicated and actionable for stakeholders.

Find out more about how this project relates to my master’s research: Here