School

School of Product Design

PEOPLE

    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design
     

    Jeremy Gibson Bond is a Senior Lecturer and Director of Studies for Game Design and Development in the School of Product Design at the University of Canterbury, where he works in collaboration with the Directors of Study of Animation and Game Arts to oversee curriculum across three majors of the Bachelor of Digital Screen with Honours program ( https://tinyurl.com/BDigiScreen ). He is passionate about teaching and guiding students to make great work.

     

    From 2016-2025, Jeremy was a Senior Academic Specialist / Professor of Practice in the GameDev program at Michigan State University ( http://gamedev.msu.edu ), which was the Princeton Review's #1 ranked public university for undergraduate game design in three of the last six years. Prior to joining MSU, Jeremy taught for three years as a Lecturer in Electrical Engineering and Computer Science at the University of Michigan Ann Arbor, and from 2009-2013, Jeremy was an Assistant Professor of Game Design and Development for the Interactive Media and Games Division of the University of Southern California’s School of Cinematic Arts, which was named the #1 game design school in North America throughout his tenure there.

     

    He received a Master of Entertainment Technology degree from Carnegie Mellon in 2007, during which, he co-founded the team that created the multiplayer game Skyrates, which won the 2008 Independent Games Festival Silver Gleemax Award for Strategic Gaming. He has worked as a lead programmer, producer, and prototyper for companies such as frog design, Electronic Arts, & Human Code and interned for both Walt Disney Imagineering and the Spore team at Maxis. His background includes location-based entertainment, film, and robotic stage lighting in addition to his game development work.

     

    Jeremy is a Co-Organizer of the Ann Arbor branch of the International Game Developers Association (IGDA2), and he also serves the IndieCade independent game festival as the Chair of Education and Advancement, where he co-chairs IndieCade Horizons, a monthly online conference for student game developers. Jeremy is the founder of ExNinja Interactive and the author of three editions of Introduction to Game Design, Prototyping, and Development, a book on game design and prototyping using Unity. 

     

    Jeremy has spoken more than 10 times at the international Game Developers Conference (some early talks were under his birth name Jeremy Richard Gibson). He was also apparently the first person to ever teach game design in Costa Rica.

     

    He and his family are thrilled to now be at UC on a permanent basis, and he's looking forward to a long future in the department. 

     

    Jeremy Gibson Bond is a Senior Lecturer and Director of Studies for Game Design and Development in the School of Product Design at the University of Canterbury, where he works in collaboration with the Directors of Study of Animation and Game Arts to oversee curriculum across three majors of the Bachelor of Digital Screen with Honours program ( https://tinyurl.com/BDigiScreen ). He is passionate about teaching and guiding students to make great work.

     

    From 2016-2025, Jeremy was a Senior Academic Specialist / Professor of Practice in the GameDev program at Michigan State University ( http://gamedev.msu.edu ), which was the Princeton Review's #1 ranked public university for undergraduate game design in three of the last six years. Prior to joining MSU, Jeremy taught for three years as a Lecturer in Electrical Engineering and Computer Science at the University of Michigan Ann Arbor, and from 2009-2013, Jeremy was an Assistant Professor of Game Design and Development for the Interactive Media and Games Division of the University of Southern California’s School of Cinematic Arts, which was named the #1 game design school in North America throughout his tenure there.

     

    He received a Master of Entertainment Technology degree from Carnegie Mellon in 2007, during which, he co-founded the team that created the multiplayer game Skyrates, which won the 2008 Independent Games Festival Silver Gleemax Award for Strategic Gaming. He has worked as a lead programmer, producer, and prototyper for companies such as frog design, Electronic Arts, & Human Code and interned for both Walt Disney Imagineering and the Spore team at Maxis. His background includes location-based entertainment, film, and robotic stage lighting in addition to his game development work.

     

    Jeremy is a Co-Organizer of the Ann Arbor branch of the International Game Developers Association (IGDA2), and he also serves the IndieCade independent game festival as the Chair of Education and Advancement, where he co-chairs IndieCade Horizons, a monthly online conference for student game developers. Jeremy is the founder of ExNinja Interactive and the author of three editions of Introduction to Game Design, Prototyping, and Development, a book on game design and prototyping using Unity. 

     

    Jeremy has spoken more than 10 times at the international Game Developers Conference (some early talks were under his birth name Jeremy Richard Gibson). He was also apparently the first person to ever teach game design in Costa Rica.

     

    He and his family are thrilled to now be at UC on a permanent basis, and he's looking forward to a long future in the department. 

    • Faculty of Engineering
    Fields of Research
    • Entertainment and gaming
    • Serious games
    • Graphics, augmented reality and games
    • Lecturer - Teaching and Admin
    • School of Product Design
    • Lecturer - Teaching and AdminSchool of Product Design

    Tim Budgen is an animator, digital motion designer and visual artist. He has over 25 years experience in animation and post-production design for television, online media and corporate events, and has designed video projection and LED video displays and installations. He has also directed and produced music videos and creates motion graphics for live music events, festivals, and New Zealand bands including Shapeshifter, Tiki Taane, Salmonella Dub, Blindspott and Fly My Pretties.  

    Tim is a co-founder and owner of creative motion design studio warpTV, and has also been an animation and motion graphics educator for over 20 years.

    Tim Budgen is an animator, digital motion designer and visual artist. He has over 25 years experience in animation and post-production design for television, online media and corporate events, and has designed video projection and LED video displays and installations. He has also directed and produced music videos and creates motion graphics for live music events, festivals, and New Zealand bands including Shapeshifter, Tiki Taane, Salmonella Dub, Blindspott and Fly My Pretties.  

    Tim is a co-founder and owner of creative motion design studio warpTV, and has also been an animation and motion graphics educator for over 20 years.

    • Faculty of Engineering
    • Associate Professor
    • School of Product Design
    • Associate ProfessorSchool of Product Design

    Adrian is an Associate Professor in the School of Product Design, where he is involved in teaching and research related to the Game Development major in the Bachelor of Digital Screen (Honours).

    Adrian was one of the lead academics in the design of the Bachelor of Digital Screen (Honours) degree - especially in the Animation, Game Arts, and Game Development majors, and also lead the design of the Digital Product Design major in the Bachelor of Product Design.

    Adrian's current research areas are in Augmented Reality, Computer Vision, Game Design, Computer Graphics, and AI. He completed his PhD in Computer Science at the HIT Lab NZ, where he developed a robust natural feature registration framework called OPIRA Optical-flow Perspective Invariant Registration Augmentation.

    Following the completion of his PhD, Adrian invented "Colourable Augmented Reality", which lead to him cofounding "QuiverVision" (www.quivervision.com), an Augmented Reality company specialising in Augmented Reality Colouring mobile application (Quiver) for education and entertainment which has been downloaded over 22 million times. Adrian worked as Head of Research and Development at QuiverVision for 7 years before returning to academia.

    Adrian is an Associate Professor in the School of Product Design, where he is involved in teaching and research related to the Game Development major in the Bachelor of Digital Screen (Honours).

    Adrian was one of the lead academics in the design of the Bachelor of Digital Screen (Honours) degree - especially in the Animation, Game Arts, and Game Development majors, and also lead the design of the Digital Product Design major in the Bachelor of Product Design.

    Adrian's current research areas are in Augmented Reality, Computer Vision, Game Design, Computer Graphics, and AI. He completed his PhD in Computer Science at the HIT Lab NZ, where he developed a robust natural feature registration framework called OPIRA Optical-flow Perspective Invariant Registration Augmentation.

    Following the completion of his PhD, Adrian invented "Colourable Augmented Reality", which lead to him cofounding "QuiverVision" (www.quivervision.com), an Augmented Reality company specialising in Augmented Reality Colouring mobile application (Quiver) for education and entertainment which has been downloaded over 22 million times. Adrian worked as Head of Research and Development at QuiverVision for 7 years before returning to academia.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Media enquiries
    • Collaborative research projects
    • Industry partnerships & innovation
    • Outreach & community engagement
    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design
    I am a lecturer in the School of Product Design, teaching engineering and design skills for our industrial product design students. I consider design to be applied problem solving; conceiving, developing and delivering design solutions for challenges, be they life changing or every day. I am focused on the beneficial ways design may have an impact on the world.

    My background is in product design engineering and bioengineering, particularly medical device design. Previous work has including designing solutions for various applications; novel treatment modalities of sepsis, design of rescue equipment, and research into how various design methods may impact solutions. Accompanied by a long standing interest in the education of technical subjects within a design context.
    I am a lecturer in the School of Product Design, teaching engineering and design skills for our industrial product design students. I consider design to be applied problem solving; conceiving, developing and delivering design solutions for challenges, be they life changing or every day. I am focused on the beneficial ways design may have an impact on the world.

    My background is in product design engineering and bioengineering, particularly medical device design. Previous work has including designing solutions for various applications; novel treatment modalities of sepsis, design of rescue equipment, and research into how various design methods may impact solutions. Accompanied by a long standing interest in the education of technical subjects within a design context.
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Senior Lecturer Above the Bar
    • School of Product Design
    • Senior Lecturer Above the BarSchool of Product Design
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Assistant Lecturer
    • School of Product Design
    • Assistant LecturerSchool of Product Design
    • Faculty of Engineering
    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design

    Nikki Dunsire is a seasoned production artist and educator with more than two and a half decades of industry experience and 18 years in higher education. She currently serves as Senior Lecturer and Director of Studies for the Game Arts program in the School of Product Design at the University of Canterbury. Her professional expertise spans 3D production, motion graphics, visual effects (VFX), game art, and technical direction.

     

    Nikki holds a diverse academic background that bridges art and computer science, including a Bachelor of Arts in Digital Media Studies (Minor in Art & Design) from the University of Denver, a Bachelor of Science in Media Arts and Animation from The Art Institute of Portland, and a Master of Science in Computer Science with a specialization in 3D Technical Direction and Development from DePaul University in Chicago.

     

    Nikki’s career journey began as a web developer and Production Coordinator, ultimately leading her to the role of 3D Technical Director at Animation Dynamics Inc. (ADi). During this phase of her career, she collaborated with technology firms, game and application developers, independent filmmakers, and Fortune 500 companies, becoming an expert in a wide range of 3D production specialties and Visual Effects (VFX).

     

    In 2008, Nikki began teaching while still working in industry, instructing an advanced 3D lighting and texturing course at The Art Institute of Portland. That initial experience grew into a full-time academic career, including roles at the University of Oregon and the Oregon Reality Lab, where she served as Career Faculty and Oregon Reality Lab Manager. Across her teaching career, she has developed and delivered 50+ courses at institutions including The Art Institute of Portland, Washington State University, Portland State University, Pacific Northwest College of Art, Clackamas Community College, and the University of Oregon, in addition to her current work at the University of Canterbury. She has also contributed as a career advisor, academic department director, and coach for The Art Institute of Portland’s inaugural eSports team.

     

    Nikki’s commitment to student growth is reflected in alumni outcomes, with former students working at studios and organizations such as Blizzard EntertainmentSuperGenius StudioSony EntertainmentBungieEA Games343 IndustriesLiquid DevelopmentHinge DigitalLAIKA and more.

     

    In 2016, she contributed to a grant team awarded the Microsoft Hololens Academic Research Grant in partnership with Clackamas Community College and Oregon Storyboard, supporting the development of augmented reality applications for trade-based education. The other recipients included Carnegie Mellon, Dartmouth, Virgina Tech, and UC Berkeley.

     

    In advance of the 2022 World Athletics Championships at the University of Oregon’s Hayward Field, Nikki expanded her Introduction to Motion Graphics course into a studio-style production experience culminating in a 30‑second opening title sequence competition for global broadcast. Serving as instructor, executive producer, collaborator, and production artist, she helped structure the project to mirror professional practice while also building a backup option alongside students. One student’s sequence was selected for broadcast, while another earned a World Athletics internship the following summer, later receiving Capstone Project of the Year recognition for work developed across Nikki’s Motion Graphics and Immersive Media production courses.

     

    In 2024, Nikki contributed rigged and animated assets for Otter Rock: Beneath the Surface, produced by a cross-disciplinary team of University of Oregon graduate and doctoral students through the Snap AR Scholars program (led by Danny Pimentel) in collaboration with the Oregon Department of Fish and Wildlife. In addition to her production contribution, she supported the team by training many of the production artists on the project, through her immersive media and 3D production courses. The project was nominated for the 2025 Auggie Awards in the Best Societal Impact category.

     

    Nikki is a SIGGRAPH Pioneer member, a former board member of the Cascade SIGGRAPH chapter, a member and one of four founders of the Portland, Oregon chapter of Women in Animation, and a member of ASIFA. She is driven by a strong commitment to environmental conservation, animal rights, and social justice, and she actively seeks projects that combine storytelling craft with meaningful impact.

    Nikki Dunsire is a seasoned production artist and educator with more than two and a half decades of industry experience and 18 years in higher education. She currently serves as Senior Lecturer and Director of Studies for the Game Arts program in the School of Product Design at the University of Canterbury. Her professional expertise spans 3D production, motion graphics, visual effects (VFX), game art, and technical direction.

     

    Nikki holds a diverse academic background that bridges art and computer science, including a Bachelor of Arts in Digital Media Studies (Minor in Art & Design) from the University of Denver, a Bachelor of Science in Media Arts and Animation from The Art Institute of Portland, and a Master of Science in Computer Science with a specialization in 3D Technical Direction and Development from DePaul University in Chicago.

     

    Nikki’s career journey began as a web developer and Production Coordinator, ultimately leading her to the role of 3D Technical Director at Animation Dynamics Inc. (ADi). During this phase of her career, she collaborated with technology firms, game and application developers, independent filmmakers, and Fortune 500 companies, becoming an expert in a wide range of 3D production specialties and Visual Effects (VFX).

     

    In 2008, Nikki began teaching while still working in industry, instructing an advanced 3D lighting and texturing course at The Art Institute of Portland. That initial experience grew into a full-time academic career, including roles at the University of Oregon and the Oregon Reality Lab, where she served as Career Faculty and Oregon Reality Lab Manager. Across her teaching career, she has developed and delivered 50+ courses at institutions including The Art Institute of Portland, Washington State University, Portland State University, Pacific Northwest College of Art, Clackamas Community College, and the University of Oregon, in addition to her current work at the University of Canterbury. She has also contributed as a career advisor, academic department director, and coach for The Art Institute of Portland’s inaugural eSports team.

     

    Nikki’s commitment to student growth is reflected in alumni outcomes, with former students working at studios and organizations such as Blizzard EntertainmentSuperGenius StudioSony EntertainmentBungieEA Games343 IndustriesLiquid DevelopmentHinge DigitalLAIKA and more.

     

    In 2016, she contributed to a grant team awarded the Microsoft Hololens Academic Research Grant in partnership with Clackamas Community College and Oregon Storyboard, supporting the development of augmented reality applications for trade-based education. The other recipients included Carnegie Mellon, Dartmouth, Virgina Tech, and UC Berkeley.

     

    In advance of the 2022 World Athletics Championships at the University of Oregon’s Hayward Field, Nikki expanded her Introduction to Motion Graphics course into a studio-style production experience culminating in a 30‑second opening title sequence competition for global broadcast. Serving as instructor, executive producer, collaborator, and production artist, she helped structure the project to mirror professional practice while also building a backup option alongside students. One student’s sequence was selected for broadcast, while another earned a World Athletics internship the following summer, later receiving Capstone Project of the Year recognition for work developed across Nikki’s Motion Graphics and Immersive Media production courses.

     

    In 2024, Nikki contributed rigged and animated assets for Otter Rock: Beneath the Surface, produced by a cross-disciplinary team of University of Oregon graduate and doctoral students through the Snap AR Scholars program (led by Danny Pimentel) in collaboration with the Oregon Department of Fish and Wildlife. In addition to her production contribution, she supported the team by training many of the production artists on the project, through her immersive media and 3D production courses. The project was nominated for the 2025 Auggie Awards in the Best Societal Impact category.

     

    Nikki is a SIGGRAPH Pioneer member, a former board member of the Cascade SIGGRAPH chapter, a member and one of four founders of the Portland, Oregon chapter of Women in Animation, and a member of ASIFA. She is driven by a strong commitment to environmental conservation, animal rights, and social justice, and she actively seeks projects that combine storytelling craft with meaningful impact.

    • Faculty of Engineering
    • Associate Head of School
    • School of Product Design
    • Associate Head of SchoolSchool of Product Design
    • Senior Lecturer Above the Bar
    • School of Product Design
    • Senior Lecturer Above the BarSchool of Product Design

    I am a senior lecturer and Associate Head of the School of Product Design, where I teach engineering design and analysis skills for Industrial Product Design students. I have a passion for teaching and am inspired by the creativity and flexibility of product design students. I am interested in the integration of engineering science, digital design, analysis, and manufacturing in the product design curriculum and considering how these techniques impact productivity and project outcomes.

     

    My background is in engineering design and applied simulation methods, developed through my work as a mechanical design engineer and a PhD within the University of Sheffield's Centre for Sports Engineering Research. My doctoral work used simulation methods and physical testing to diagnose the causes of suspected non-accidental injury in children, providing a framework for the design and analysis focus that has underpinned my academic career. I have worked as an academic in the UK, in Australia, and now in New Zealand. Since early 2018 I have taught Product Design degree pathways, helping students to harness technical design, testing, and analysis practice through their design work.

     

    My research interests include design and analysis of sports and rehabilitative equipment, safety, injury prevention, and sustainability, and the integration of digital design and analysis tools in the product design process. I am also interested in the use of materials, in particular engaging lower impact and waste materials within design. My teaching and service roles have driven an interest in pedagogical research, including the integration of engineering science in industrial product design, as well as the structuring and delivery of technical design programs.

     

    My 2026 research sabbatical focusses around a goal-setting study into the sustainability of mountain biking as a destination activity. This year-long project engages MTB stakeholders from across the globe in pursuit of a research framework to support the design and implementation of successful trail experiences for years to come.

     

    I am co-author, with Tom Allen, John Hart, and Stefan Schwanitz, of Introductory Sports Engineering and Technology (Routledge, 2026), a primer for undergraduate and master's students covering the core principles, case studies, and applied methods that underpin sports equipment design, performance analysis, and injury reduction.

    I am a senior lecturer and Associate Head of the School of Product Design, where I teach engineering design and analysis skills for Industrial Product Design students. I have a passion for teaching and am inspired by the creativity and flexibility of product design students. I am interested in the integration of engineering science, digital design, analysis, and manufacturing in the product design curriculum and considering how these techniques impact productivity and project outcomes.

     

    My background is in engineering design and applied simulation methods, developed through my work as a mechanical design engineer and a PhD within the University of Sheffield's Centre for Sports Engineering Research. My doctoral work used simulation methods and physical testing to diagnose the causes of suspected non-accidental injury in children, providing a framework for the design and analysis focus that has underpinned my academic career. I have worked as an academic in the UK, in Australia, and now in New Zealand. Since early 2018 I have taught Product Design degree pathways, helping students to harness technical design, testing, and analysis practice through their design work.

     

    My research interests include design and analysis of sports and rehabilitative equipment, safety, injury prevention, and sustainability, and the integration of digital design and analysis tools in the product design process. I am also interested in the use of materials, in particular engaging lower impact and waste materials within design. My teaching and service roles have driven an interest in pedagogical research, including the integration of engineering science in industrial product design, as well as the structuring and delivery of technical design programs.

     

    My 2026 research sabbatical focusses around a goal-setting study into the sustainability of mountain biking as a destination activity. This year-long project engages MTB stakeholders from across the globe in pursuit of a research framework to support the design and implementation of successful trail experiences for years to come.

     

    I am co-author, with Tom Allen, John Hart, and Stefan Schwanitz, of Introductory Sports Engineering and Technology (Routledge, 2026), a primer for undergraduate and master's students covering the core principles, case studies, and applied methods that underpin sports equipment design, performance analysis, and injury reduction.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 12 Responsible Consumption and Production
    • 15 Life on Land
    • 4 Quality Education
    • 9 Industry, Innovation and Infrastructure
    • Collaborative research projects
    • Consulting & advisory services
    • Industry partnerships & innovation
    • Media enquiries
    • Outreach & community engagement
    • Policy advice & government consultation
    • Technical expertise & support
    Fields of Research
    • Engineering
    • Sustainable design
    • Design
    • Functional materials
  • Head
    • Head of School
    • School of Product Design
    • Head of SchoolSchool of Product Design
    • Professor
    • School of Product Design
    • ProfessorSchool of Product Design
    Research interests include:
    -3D printing of porous media
    -Fragrance Design
    -Adsorptive membranes
    -Purification of PEGylated proteins
    -Protein Purification
    -Virus Purification
    Research interests include:
    -3D printing of porous media
    -Fragrance Design
    -Adsorptive membranes
    -Purification of PEGylated proteins
    -Protein Purification
    -Virus Purification
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Senior Tutor
    • School of Product Design
    • Senior TutorSchool of Product Design
    • Faculty of Engineering
    • Associate Professor
    • School of Product Design
    • Associate ProfessorSchool of Product Design

    My research, Transformational Computing, integrates cutting-edge technology and health, with a strong emphasis on creating impactful solutions to improve health outcomes. It spans diverse areas including neurorehabilitation, mental health, health-focused assistive technologies, and learning and training technology. My focus is on reshaping the design, development, and deployment of technology to enhance human health and functional capacity.

     

    Neurorehabilitation:

    Early contributions included pioneering the use of Extended Reality (XR) applications to support recovery for individuals with acquired brain injuries. This work continues to inform my development of innovative rehabilitation technologies for conditions such as stroke recovery and multiple sclerosis.

    Mental Health:

    I have developed augmented intelligence systems to support online community moderators and virtual AI companions designed to assist individuals navigating complex life circumstances. These initiatives reflect a commitment to leveraging technology to enhance mental well-being and resilience.

    Health Training and Simulation:

    My projects include creating immersive virtual environments for emergency responders and healthcare professionals, enhancing their preparedness and decision-making skills through validated simulation systems.

    Food Psychology and Behaviour:

    Recent collaborations have focused on understanding cravings and eating behaviours using immersive virtual reality, with applications in behavioural psychology, obesity prevention and smoking cessation.

    Through these interdisciplinary endeavours, I aim to advance user-centred solutions that are both innovative and evidence-based, fostering collaboration between researchers, health professionals, technologists, educators, domain experts and end-users.

    My research, Transformational Computing, integrates cutting-edge technology and health, with a strong emphasis on creating impactful solutions to improve health outcomes. It spans diverse areas including neurorehabilitation, mental health, health-focused assistive technologies, and learning and training technology. My focus is on reshaping the design, development, and deployment of technology to enhance human health and functional capacity.

     

    Neurorehabilitation:

    Early contributions included pioneering the use of Extended Reality (XR) applications to support recovery for individuals with acquired brain injuries. This work continues to inform my development of innovative rehabilitation technologies for conditions such as stroke recovery and multiple sclerosis.

    Mental Health:

    I have developed augmented intelligence systems to support online community moderators and virtual AI companions designed to assist individuals navigating complex life circumstances. These initiatives reflect a commitment to leveraging technology to enhance mental well-being and resilience.

    Health Training and Simulation:

    My projects include creating immersive virtual environments for emergency responders and healthcare professionals, enhancing their preparedness and decision-making skills through validated simulation systems.

    Food Psychology and Behaviour:

    Recent collaborations have focused on understanding cravings and eating behaviours using immersive virtual reality, with applications in behavioural psychology, obesity prevention and smoking cessation.

    Through these interdisciplinary endeavours, I aim to advance user-centred solutions that are both innovative and evidence-based, fostering collaboration between researchers, health professionals, technologists, educators, domain experts and end-users.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 3 Good Health and Well Being
    • 4 Quality Education
    • 9 Industry, Innovation and Infrastructure
    • 10 Reduced Inequalities
    • Collaborative research projects
    • Consulting & advisory services
    • Industry partnerships & innovation
    • Media enquiries
    Fields of Research
    • Human-centred computing
    • Cognitive and computational psychology not elsewhere classified
    • Serious games
    • Virtual and mixed reality
    • Applications in health
    • Interaction and experience design
    • Artificial intelligence
    • Lecturer
    • School of Product Design
    • LecturerSchool of Product Design
    Oana Jones is a Director, Producer and Science Communicator. Her work includes exhibition design, documentary filmmaking and science communication and has been featured in Planetariums, galleries, virtual reality, augmented reality and even onto buildings for large events.

    She has been involved in the international planetarium industry for almost a decade and in that time has developed twelve planetarium shows, four funded communication projects and dozens of museum programmes.

    Oana is the Oceania board member for the International Planetarium Society and works actively within the Australasian Planetarium Society to promote collaboration and innovation between planetariums and science centres in the region.
    Oana Jones is a Director, Producer and Science Communicator. Her work includes exhibition design, documentary filmmaking and science communication and has been featured in Planetariums, galleries, virtual reality, augmented reality and even onto buildings for large events.

    She has been involved in the international planetarium industry for almost a decade and in that time has developed twelve planetarium shows, four funded communication projects and dozens of museum programmes.

    Oana is the Oceania board member for the International Planetarium Society and works actively within the Australasian Planetarium Society to promote collaboration and innovation between planetariums and science centres in the region.
    • Faculty of Engineering
    • 13 Climate Action
    • 4 Quality Education
    • 7 Affordable and Clean Energy
    • 11 Sustainable Cities and Communities
    • 17 Partnerships for the Goals
    • Associate Professor
    • School of Product Design
    • Associate ProfessorSchool of Product Design
    Associate Professor Sarah Kessans is a synthetic biologist, industrial biotechnologist, and microgravity researcher whose work spans biotechnology, agricultural greenhouse‑gas mitigation, climate action, and space sciences. She applies synthetic biology, structural biology, and bioprocess engineering to develop sustainable bioproducts, novel therapeutics, and low‑emissions agricultural technologies. Her programmes on methane‑inhibitor delivery systems for pasture‑fed ruminants advance solutions that support Aotearoa New Zealand’s climate‑resilience and emissions‑reduction goals.
     
    Her space‑focused research integrates microgravity science, space biotechnology, biomanufacturing, and aerospace engineering, designing biological systems and microgravity research platforms that enable long‑duration spaceflight, off‑Earth habitation, and space‑based bioproduction. This work positions the University of Canterbury as a contributor to global efforts in space biology, bioastronautics, and microgravity biotechnology.
     
    She is a strong advocate for science communication, equity in STEM, and responsible innovation, collaborating with communities, industry partners, and international research networks to ensure that biotechnology advances are accessible, trusted, and impactful.
    Associate Professor Sarah Kessans is a synthetic biologist, industrial biotechnologist, and microgravity researcher whose work spans biotechnology, agricultural greenhouse‑gas mitigation, climate action, and space sciences. She applies synthetic biology, structural biology, and bioprocess engineering to develop sustainable bioproducts, novel therapeutics, and low‑emissions agricultural technologies. Her programmes on methane‑inhibitor delivery systems for pasture‑fed ruminants advance solutions that support Aotearoa New Zealand’s climate‑resilience and emissions‑reduction goals.
     
    Her space‑focused research integrates microgravity science, space biotechnology, biomanufacturing, and aerospace engineering, designing biological systems and microgravity research platforms that enable long‑duration spaceflight, off‑Earth habitation, and space‑based bioproduction. This work positions the University of Canterbury as a contributor to global efforts in space biology, bioastronautics, and microgravity biotechnology.
     
    She is a strong advocate for science communication, equity in STEM, and responsible innovation, collaborating with communities, industry partners, and international research networks to ensure that biotechnology advances are accessible, trusted, and impactful.
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 3 Good Health and Well Being
    • 9 Industry, Innovation and Infrastructure
    • Collaborative research projects
    • Consulting & advisory services
    • Industry partnerships & innovation
    • Media enquiries
    • Outreach & community engagement
    • Policy advice & government consultation
    • Technical expertise & support
    Fields of Research
    • Biochemistry and cell biology
    • Industrial biotechnology
    • Enzymes
    • Synthetic biology
    • Bioprocessing, bioproduction and bioproducts
    • Structural biology (incl. macromolecular modelling)
    • Satellite, space vehicle and missile design and testing
    • Genetically modified field crops and pasture
    • Crop and pasture biochemistry and physiology
    • Crop and pasture improvement (incl. selection and breeding)
    • Medicinal and biomolecular chemistry
    • Characterisation of biological macromolecules
    • Proteins and peptides
    • Organic chemistry
    • Natural products and bioactive compounds
    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design
    As a faculty member in the School of Product Design, my research focuses on the development and additive manufacturing of hydrogels and aerogels using bio-based resources. Additionally, I am interested in exploring sustainable production and recycling/upcycling practices. Leveraging my expertise in mechanical and manufacturing engineering, I pursue research projects related to upscaling 3D printing to mass-production techniques, new product development, and product design within manufacturing contexts.

    Aligned with my research interests, I am currently involved in several projects. One project entails 3D printing porous media for process engineering, while another focuses on additive manufacturing/3D printing of bio-based materials, investigating their potential for bio-fabrication in water treatment media.


    My research interests encompass:

    • 3D printing functional materials
    • Additive manufacturing/3D printing of bio-based materials
    • Bio-fabrication of water treatment media
    • Biomimetics in product design
    • Bio-composites
    • Sustainable design and recycling
    As a faculty member in the School of Product Design, my research focuses on the development and additive manufacturing of hydrogels and aerogels using bio-based resources. Additionally, I am interested in exploring sustainable production and recycling/upcycling practices. Leveraging my expertise in mechanical and manufacturing engineering, I pursue research projects related to upscaling 3D printing to mass-production techniques, new product development, and product design within manufacturing contexts.

    Aligned with my research interests, I am currently involved in several projects. One project entails 3D printing porous media for process engineering, while another focuses on additive manufacturing/3D printing of bio-based materials, investigating their potential for bio-fabrication in water treatment media.


    My research interests encompass:

    • 3D printing functional materials
    • Additive manufacturing/3D printing of bio-based materials
    • Bio-fabrication of water treatment media
    • Biomimetics in product design
    • Bio-composites
    • Sustainable design and recycling
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 12 Responsible Consumption and Production
    • 4 Quality Education
    • 6 Clean Water and Sanitation
    • 9 Industry, Innovation and Infrastructure
    Fields of Research
    • Additive manufacturing
    • Polymers and plastics
    • Industrial and product design
    • Mechanical engineering
    • Sustainable design
    • Water treatment processes
    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design

    I am a senior lecturer and director of studies of Chemical Formulation Design major in the School of Product Design. I have a PhD in Chemistry (Biophysical Chemistry) from the University of Münster, Germany, with many years of experience working on interdisciplinary research projects. 

    My current research sits at the intersection of microbial ecology, natural biopolymers, sustainable materials, and product design, with a focus on developing innovative solutions for waste valorisation and circular material systems.


    My ongoing projects are:

    - Use of insects for biowaste valorisation
    - Enzymes that produce biopolymers, their function and regulation.
    - Bacterial communities involved in degradation of bioplastics
    - Biocomposites and their perception
    - Novel usage of 3D printing
    - Sustainable product development

    I am a senior lecturer and director of studies of Chemical Formulation Design major in the School of Product Design. I have a PhD in Chemistry (Biophysical Chemistry) from the University of Münster, Germany, with many years of experience working on interdisciplinary research projects. 

    My current research sits at the intersection of microbial ecology, natural biopolymers, sustainable materials, and product design, with a focus on developing innovative solutions for waste valorisation and circular material systems.


    My ongoing projects are:

    - Use of insects for biowaste valorisation
    - Enzymes that produce biopolymers, their function and regulation.
    - Bacterial communities involved in degradation of bioplastics
    - Biocomposites and their perception
    - Novel usage of 3D printing
    - Sustainable product development

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 11 Sustainable Cities and Communities
    • 15 Life on Land
    • 12 Responsible Consumption and Production
    • 6 Clean Water and Sanitation
    • 17 Partnerships for the Goals
    • Collaborative research projects
    • Consulting & advisory services
    • Outreach & community engagement
    • Policy advice & government consultation
    • Media enquiries
    • Technical expertise & support
    Fields of Research
    • Sustainable design
    • Natural products and bioactive compounds
    • Environmental sciences
    • Composite and hybrid materials
    • Polymers and plastics
    • Biocatalysis and enzyme technology
    • Functional materials
    • Materials engineering not elsewhere classified
    • Design
    • Acting Associate HoS
    • School of Product Design
    • Acting Associate HoSSchool of Product Design
    • Associate Professor
    • School of Product Design
    • Associate ProfessorSchool of Product Design

    At the intersection of Human–Computer Interaction (HCI), Extended Reality (XR), and agentic AI, my research investigates how immersive technologies and intelligent agents can transform how people perceive, act, learn, and collaborate in the world. I focus on designing human-centred XR systems that mediate real–virtual interaction, support distributed collaboration, and augment human perception, cognition, and creativity through principled interaction design rather than automation alone.


    Through QUADRIC (Qualia Design for Realities with Interaction and Collaboration), my research group develops XR and AI systems that are sensitive to context, culture, and lived experience, with particular attention to challenges relevant to Aotearoa New Zealand in areas such as wellbeing, sustainability, and future ways of working. We combine intuitive intelligent user interfaces (IUIs), embodied agents, and immersive environments to improve transparency, trust, and meaningful human–AI collaboration.


    A central commitment of our work is the recognition of human qualia, the subjective, felt quality of experience that shapes how people understand and relate to technology. This perspective informs our research on UX, emotion, agency, ethics, and personalisation, ensuring that XR and AI systems are not only functional but also respectful of human values and cultural diversity.


    Conceptually, much of my work is guided by the Self++ framework, which organises human–AI coupling across three layers of support: perceptual and skill augmentation, cognitive and decision support, and social and existential alignment. Within this framework, we explore how different forms of AI agency can complement human autonomy, competence, and relatedness while remaining transparent, adaptive, and negotiable.


    Overall, my goal is to advance XR and agentic AI as technologies that expand human capability, strengthen collaboration, and align with the social and cultural values of Aotearoa, rather than replace or constrain them.

    At the intersection of Human–Computer Interaction (HCI), Extended Reality (XR), and agentic AI, my research investigates how immersive technologies and intelligent agents can transform how people perceive, act, learn, and collaborate in the world. I focus on designing human-centred XR systems that mediate real–virtual interaction, support distributed collaboration, and augment human perception, cognition, and creativity through principled interaction design rather than automation alone.


    Through QUADRIC (Qualia Design for Realities with Interaction and Collaboration), my research group develops XR and AI systems that are sensitive to context, culture, and lived experience, with particular attention to challenges relevant to Aotearoa New Zealand in areas such as wellbeing, sustainability, and future ways of working. We combine intuitive intelligent user interfaces (IUIs), embodied agents, and immersive environments to improve transparency, trust, and meaningful human–AI collaboration.


    A central commitment of our work is the recognition of human qualia, the subjective, felt quality of experience that shapes how people understand and relate to technology. This perspective informs our research on UX, emotion, agency, ethics, and personalisation, ensuring that XR and AI systems are not only functional but also respectful of human values and cultural diversity.


    Conceptually, much of my work is guided by the Self++ framework, which organises human–AI coupling across three layers of support: perceptual and skill augmentation, cognitive and decision support, and social and existential alignment. Within this framework, we explore how different forms of AI agency can complement human autonomy, competence, and relatedness while remaining transparent, adaptive, and negotiable.


    Overall, my goal is to advance XR and agentic AI as technologies that expand human capability, strengthen collaboration, and align with the social and cultural values of Aotearoa, rather than replace or constrain them.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Lecturer
    • School of Product Design
    • LecturerSchool of Product Design

    I design next generation tools for expert computing, focused on making complex systems tractable, explorable and explainable.

     

    I collaborate widely across lots of different fields. My research applies frameworks from the study of design patterns, semiotics, language, logic, and graph computing to problems involving complex emergent systems, generative possibility spaces, and conflicting conceptual models and data sets. My work aims to influence and inspire new forms of storytelling based on digital screen convergence; novel approaches to AI, interaction design, and software architecture; and new ways of engaging with "wicked problems" that challenge science and society.

     

    I am a creative and technical leader with more than 25 years experience working on websites, media campaigns, design frameworks, distributed systems, digital products, apps and games across many different industries at a variety of scales.

     

    Through my teaching practice, project supervision, and engagement with local industries and communities, I play a leading role in guiding and supporting Aotearoa New Zealand's next generation of designers, game developers, and digital artists.

    I design next generation tools for expert computing, focused on making complex systems tractable, explorable and explainable.

     

    I collaborate widely across lots of different fields. My research applies frameworks from the study of design patterns, semiotics, language, logic, and graph computing to problems involving complex emergent systems, generative possibility spaces, and conflicting conceptual models and data sets. My work aims to influence and inspire new forms of storytelling based on digital screen convergence; novel approaches to AI, interaction design, and software architecture; and new ways of engaging with "wicked problems" that challenge science and society.

     

    I am a creative and technical leader with more than 25 years experience working on websites, media campaigns, design frameworks, distributed systems, digital products, apps and games across many different industries at a variety of scales.

     

    Through my teaching practice, project supervision, and engagement with local industries and communities, I play a leading role in guiding and supporting Aotearoa New Zealand's next generation of designers, game developers, and digital artists.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Technical expertise & support
    • Collaborative research projects
    • Media enquiries
    • Consulting & advisory services
    Fields of Research
    • Visual communication design (incl. graphic design)
    • Graphics, augmented reality and games
    • Computer graphics
    • Entertainment and gaming
    • Computational modelling and simulation in earth sciences
    • Interaction and experience design
    • Industrial and product design
    • Computational logic and formal languages
    • Geoscience data visualisation
    • Data visualisation and computational (incl. parametric and generative) design
    • Information visualisation
    • Software architecture
    • Procedural content generation
    • Artificial intelligence
    • Computer gaming and animation
    • Modelling and simulation
    • History and philosophy of engineering and technology
    • Digital and electronic media art
    • Interactive narrative
    • Aesthetics
    • Design history, theory and criticism
    • Senior Lecturer Above the Bar
    • School of Product Design
    • Senior Lecturer Above the BarSchool of Product Design
    My areas of research interest are social and cultural aspects of product design, human-centred design, aesthetics of interactions, playful interaction in product design, design methodologies and design history, particularly in relation to user experience, critical design, and design for communities. I have specific expertise in ethnographic research, particularly multi-sensory and participatory methods.
    My areas of research interest are social and cultural aspects of product design, human-centred design, aesthetics of interactions, playful interaction in product design, design methodologies and design history, particularly in relation to user experience, critical design, and design for communities. I have specific expertise in ethnographic research, particularly multi-sensory and participatory methods.
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Lecturer - Teaching and Admin
    • School of Product Design
    • Lecturer - Teaching and AdminSchool of Product Design
    • Faculty of Engineering
    • Chemical Formulatn Technician
    • School of Product Design
    • Chemical Formulatn TechnicianSchool of Product Design
    • Faculty of Engineering
    • Lecturer
    • School of Product Design
    • LecturerSchool of Product Design
    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • Senior Lecturer
    • School of Product Design
    • Senior LecturerSchool of Product Design

    My research focuses on the application and evaluation of emerging technologies to enhance design practices and user experiences. I work with tools such as Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI), exploring their potential to drive innovation and tackle complex challenges.


    My work spans areas such as improving health and wellbeing through design solutions, advancing design creativity, and transforming education. I aim to integrate cutting-edge technologies with human-centred approaches to create impactful design outcomes.

    My research focuses on the application and evaluation of emerging technologies to enhance design practices and user experiences. I work with tools such as Augmented Reality (AR), Virtual Reality (VR), and Artificial Intelligence (AI), exploring their potential to drive innovation and tackle complex challenges.


    My work spans areas such as improving health and wellbeing through design solutions, advancing design creativity, and transforming education. I aim to integrate cutting-edge technologies with human-centred approaches to create impactful design outcomes.

    • Faculty of Engineering
    • Registered to supervise Master's/Doctoral students
    • 9 Industry, Innovation and Infrastructure
    • 4 Quality Education
    • 3 Good Health and Well Being
    Fields of Research
    • Industrial and product design
    • Information systems user experience design and development
    • Virtual and mixed reality
    • Artificial intelligence