Thursday, 29 June 2017

2016.5: Mid-Year Review

It's halfway through the year, and this seems as good a time as any to take stock of where I've got up to as regards the goals I've set myself for 2017.

Let's take them in turn...

On the Blog 

* At least 24 posts - the same as last year: This is technically post 13, although I did have a slightly naughty "placeholder" post in April. Even so, that'd still make me on course for 24 posts this year if I keep up my current rate.

* At least 2 posts per month:
 Well, I failed that in the first month, though I have at least managed to average 2 posts a month, and 2 is my median and mode for posts per month!

* At least 4 non-review posts:
I've made three, so far: with reflections on Deleuze and Guattari, Braidotti's The Posthuman (at least, the first half!), and some design challenges in tracking people.

Research
* Deliver the Tracking People and Augmenting the Body projects: Basically, done!
* Submit at least five grant applications as either PI or Co-I: I'm on three at the moment, with at least two more in the pipeline, so I should be good to go here.
* Submit at least two papers to high quality journals. Ouch. Haven't done this one yet. Need to actually start writing things up over the summer!
* Get the new iteration of FATKAT into experimental use: Done - or at least doing. My PhD student Latif is preparing to get some experiments underway, and there are plans to look at using it to instrument experimental tools.
* Get PSAT (the postural sway assessment tool) finished and field tested: Done! Two PSAT units have been in the field, and used to conduct over 280 trials now, with more planned. Hurrah!
* Adapt our grip model to address feedback and corrections: This is for the summer, I guess!

Other
* Get an "Engineering Imagination" discussion group up and running for postgraduate students in iDRO. 
* Make some inventions.
* Formulate a reading list for the Engineering Imagination.
Yeah, none of these have happened. I've got a big list of potential books to put together on my Engineering Imagination list, so perhaps this will be a blog post for the second half of the year.

So, What Next?
Well, over the summer, aside from all the usual admin and prep for next year, I have a few concrete things to do, particularly on the CPD front!

1) Get started with AnyBody: I've been talking about this with Claire Brockett for ages, linking up kinetic measures to postural data from biomechanics simulator AnyBody, so I've finally taken the plunge and got it installed on my PC in anticipation of potential undegraduate projects. I'll be working through the tutorials this summer.

2) Learn I2C programming: I need this for the MagOne force sensor projects I'm supervising this summer (since the MagOne uses I2C to communicate). I understand the theory behind I2C communication, but I've never actually used it in anger. Time to change that!

3) Programme a Neural Network: Again, I "know" what a neural network is, and I know (in theory) how they work. What I've never done is actually worked through the process of implementing one, so time permitting, I'll be trying to get a simple one up and running on some example projects.

4) Get PSAT up and running: Two PSATs are in the field, which is great, but there are three more awaiting finalising and PAT testing and calibration. That'll certainly keep me going.

Let's see how it goes, eh?

Saturday, 24 June 2017

4 Weeks Commencing the 23rd of May

This is always a busy time of year. Dissertations have to be read, vivas conducted, coursework marked, and there can be no (or very little) kicking the can: marks must be ready for the external examiner sign-off at the final exam board. Almost every other deadline has some flexibility, but this one is absolute. So one way or another, the end of May and most of June is pedal to the metal. Such are the rhythms of the academic year.

In amongst this, as you will know if you have follow me on Twitter, we have had the grand finale of the Augmenting the Body Sadler Seminar Series, with Margrit Shildrick returning for the second time in just under twelve months, this time talking about the Human Biome; and the third and final seminar for the Tracking People network, at least prior to the conference on the 9th of November which represents its culmination. Not to mention the Cognitive Archaeology meet-up I mentioned in my last post, and a Robotics at Leeds Away Day.

Plus, PSAT has now survived PAT testing, and two have been out into schools this last week. We can officially claim to have a fleet! And two undergradute students have started work with me for the summer investigating applications for Pete Culmer et al's MagOne sensor, in FATKAT and Seating. I'm really excited about the potential there.

So what I'm saying is that it's been even busier than usual this year, albeit also more exciting (in a good way). And for the second year running, someone decided to throw a major vote into the running. Never a dull moment, eh?

Saturday, 10 June 2017

Methodological Challenges in (the Design of Devices for) Tracking People

I'll be giving a talk at a workshop for the AHRC Tracking People Network next week, so as ever - I thought I'd sketch it out up here first, and get my thoughts down. Whereas the first two focused on scoping the landscape and legal issues respectively, this one concentrates on technological and methodological challenges. So, we'll be hearing about the technologies used and how errors can arise, and some of the methodological challenges with doing research in this area. 

I'm taking a slightly different angle: the methodological challenges in designing tracking devices. It's the key difference between a technology that works in the lab, and a product that is successful in the field. I apologies if this comes off as a bit of a brain dump - my aim is to get the thoughts down here, and then trim them back for the presentation.

Let's start with the complexity of tracking systems; the problems this presents to designers and engineers; and then three design tools that might help: user-centered design; sociotechnical systems analysis; and critical design. It's worth saying that I don't think any of the issues discussed here are unique to tracking devices: many will apply to almost any product. But by their nature, tracking devices are complex systems with multiple ans sometimes unwilling, stakeholders.

Tracking Systems as... well, Systems

Perhaps the best way to explain this is with a systems view of the problem. Any tracking technology is a system - GPS, for example. You have an electronic system that sits and listens out for the time signals from the GPS satellites, and by comparing the differences works out how far it is from each satellite and triangulates this to identify a location. So the little GPS unit that sits in your phone or atop your Arduino (to show my colours!) is already just a subsystem in a larger system. If those satellites go down, you've got a problem.

Moreover, the GPS unit just returns co-ordinates (more or less). It has no idea what they mean and doesn't transmit them anywhere except to its output pins. So you need a microcontroller to interface with it, perform operations on this data and decide what to do with it. This will, of course, depend on the application. Maybe you want co-ordinates broadcast continuously. Maybe you want to offload them once a week via USB. Maybe all you want is an alarm broadcast if the device's co-ordinates are outside a given range. And if you're broadcasting, then there needs to be something to broadcast *to*: some system to receive, and store the data. And unless you happen to be broadcasting to a system that is also in your direct possession, then you're relying on communications infrastructure to transfer that data for you.

Yet there's more: this device will need power. A battery, probably - for tracking applications, I doubt you'd want to plug into the mains -  and batteries can run down, and need to be charged up. So the unit isn't going to be entirely self-contained and independent of its user. That's not necessarily bad, but it does mean that you've got to worry about battery life, whether the user can be relied on to do the charging, and what happens if they don't. 

Which brings us to another issue: you need to have some sort of system outside the device itself to do something in response to the data. I mean, unless you're a homebrew hacker who is just playing around to learn how to use GPS, then you're tracking for a reason, and you generally want behaviours to change in relation to tracking - either so that people will contain themselves within an area; or that support can go out if they stop moving around or end up somewhere unexpected; or that they will exercise more because they know they haven't walked far enough, and so on and so forth. So, the success of a device doesn't just depend on the tracking technology, but on the user's behaviour, and the external devices it fits into.

This applies to almost any product, of course, but it poses a particular problem in this case because for applications in criminal justice or health-related tracking (particularly those who have dementia), the user may not be a willing part of the system. Here the Deleuzian concept of assemblages and the language of "territorialisation" is particularly apt. Being tracked means being colonised by a system, whose broader elements you don't control, whether you like it or not.

It gets worse: who's the user? The person or organisation doing the tracking? The person being tracked? And if you're not paying out of your own pocket, then what about the funder? What about family friends, and relations who might immediately be affected by the presence of tracking - for better or for worse? And then you run into the classic problem of user-centered design: designing a bespoke system for one set of users is challenging, but you can potentially sit down with them and thrash out an agreeable solution. But bespoke design is expensive, and there is no guarantee that that will be a great solution for anyone else. In most cases, you want economies of scale, and that means trying to grasp preferences across populations and demographics and even borders.

The issue here is that tracking technologies inevitably entail a complex network of systems interacting, and they all raise the potential for things to go wrong. Designing a tracking device has a lot of the characteristics of a "Wicked Problem": lots of complicated interacting parts and parties whose interests don't necessarily align. Which is an uncontroversial conclusion: I mean, we wouldn't be running this network if these issues didn't crop up. But it does give us a particular handle on the challenges faced by engineers and designers. So let's dig into those a little.

Bounded Rationality: An Awful Lot to Think About

There are a few useful perspectives we can use to think through this issue.

First up, we have the Dual Nature of Technical Artefacts: that artefacts have an objective, measurable physical nature and a subjective intentional nature. It is the fit between this physical nature and the design's environment that determine how well it meets the intentional nature - and therefore whether it is a "successful" design. Of course, with the intentional nature being subjective, the same object may be a great design for one person, and a terrible design for another, even when used in the same environment. And this is one of the reasons why we have so many different makes of car, or mobile phone, or computer: different people have different needs and different priorities. It also means that a design that looks great to you as a designer or engineer may be awful for your intended users. And of course, when you have multiple users all with their own priorities and points of view, you may find that a design that is great for one of them, is awful for another.

Inevitably, you have to make trade-offs, and not just between stakeholders, either. For any given person, the ideal system will be probably be lighter, stronger, more comfortable, more beautiful, more functional and cheaper than can be achieved in real life. Sometimes you're lucky, and you can get a Pareto improvement, and make every important characteristic for everyone better, and only give up on some of the less important characteristics, but that's the exception, not the rule. Usually, you have to decide which takes priority. Will you sacrifice functions for low price? Will you pay more to keep some functions in? And what happens when the priorities of different users conflict?

This, brings us on to the next problem: specialisation. The days of the artisan in product development - where one person worked with the end user and crafted a product from start to finish - are long gone. This may be the norm in the Maker community, but most product development involves discipline specialists who each work on their own aspects of the design. This is something highlighted beautifully by Louis Bucciarelli in Designing Engineers, when he points out that in the design of solar panels, the electrical engineers view.  the product as a series of flows and components, with no mass or physical existence, while the structural engineers view them purely as blocks of material with mass, needing to be held in a given position against given forces due to gravity, the wind, movement to track the sun, and so forth - with no consideration of the flows between them or the electrical considerations. This isn't a bad thing - it's an inevitable part of developing complex products and allows people to play to their strengths. Yet it also means that the physical and the intentional nature are ever more fragmented.  You can see this in the V-model of systems engineering: start with the overall needs, and translate these into requirements - divvy these requirements up amongst the relevant systems, and once you've designed the subsystems, start to combine and test them.



This means that each subsystem is designed with only a subset of the overall intentional nature in mind. That's not necessarily a problem, but it does make it difficult to trace through the potential consequences of decisions.

The decisions made early on in design impact everything downstream in the product's life - manufacturing, assembly and distribution costs and processes; environmental impact; ease of disposal; ease of use for different demographics; ease of maintenance and repair; robustness and resilience to changes in other systems - and these impacts are often uncertain; and changes get harder and harder to make (or at least, more and more expensive) the further you get into the process:



Ethically, this manifests itself in the Collingridge Dilemma: that the consequences of a new technology are difficult to foresee until it has become widely-used; by which stage it is very difficult (not to mention costly) to change because it has become entrenched. This is true with tracking technologies: you won't know how they will be used or misused until they're in widespread use; by which time it is very difficult to put the genie back in the bottle. Moreover, there are interactions here: the very complexity of the systems that contribute to the "success" of the tracking device mean that they may change long after the initial design is complete, and it's very difficult to predict how they will move on.

Finally, there is the problem of Bounded Rationality: individuals only have limited mental processing power and can only attend properly to so much information at any given time. The idea of performing optimal trade-offs in your head between hundreds of competing requirements is naive at best. And asking designers and engineers to just think about more things makes this worse, particularly when you're dealing with a complicated network of interacting systems being designed by different people, with different experiences and priorities, trying to balance the conflicting needs of multiple stakeholders.

So, there are a lot of challenges here. How do designers' address them? Well, there are a few tools in the designers' arsenal.

User-Centered Design

User-Centered Design (UCD) is one approach to this. UCD is more of a philosophy and a set of tools than a single approach, but it emphasises understanding the user and placing them (rather than, say, the technology) at the heart of the design process. It *isn't* asking users what they want: that might be part of it, though users often don't know what they want, or can only give responses by reference to existing products. In most cases, Users don't have the technical skills to develop the product themselves (especially given all of the issues raised above).

Rather, UCD is about developing an understanding of your range of users, their habits, tastes, aspirations, environment - and how whatever is being designed will fit into it. At one end, this can be forming fictional personas and use cases representing typical scenarios based on interviews, surveys and direct observation. This gives the designers something logical to think through: "how would this user respond if the design does this"? At the other end of the scale, it can be participatory design: actually involving users in design decisions or ideation. Somewhere in the middle are the consulting of users for analysis purposes - getting feedback on ideas. It's generally reflected as an iterative loop, as specified by ISO 9241-210:


Ideally, users will be directly involved in every stage: observed and interviewed to get requirements, involved in discussions to represent trade-offs. This creates its own challenges: recruiting and getting time with users can be time-consuming and expensive, especially if the design keeps changing. Plus, as we noted above, "users" are a diverse bunch. By "users" we mean stakeholders, and the opinion of different individuals may conflict even when they represent the same "class" of stakeholder (in this case: tracker, tracked, outside user of data, funders, etc)

This dovetails very easily with the V-model of Systems Engineering we saw above (which, after all, also involves identifying needs, specifying requirements, generating designs and testing the as they are integrated), though as you can imagine, with an iterative loop for every subsystem in the architecture and for the system as a whole, this can get very cumbersome. Of course, with a good grasp of the users' needs, you don't need their input to evaluate every requirement. Provided you've broken down the requirements among the architecture correctly, you're sorted

It's even more challenging when working with vulnerable populations such as children or dementia patients. It's one thing to work with users on the design of a new mainstream health tracking app, where the target users are mobile, able to come to you, and generally have no communication difficulties.

Our own experiences engaging children in the Together Through Play and MyPAM projects highlighted this issue. Children's designs were strongly anchored in existing devices, and feedback was generally very positive - they didn't like to be too negative, and in general they expect the adult designer to know the answer. People like Janet Read have spent a lot of time dealing with this sort of issue, and developing methods for engaging children, which are well worth looking into.

Personas are a way of addressing this, though since the people they represent aren't present to make their points or argue their case, it's easy to "fudge" your assumptions to get your favourite idea through. Proxy users are another approach - asking parents or carers to get involved, though even they may not be able to give a direct answer.

Of course, what we're trying to do is iterate early, when change is cheap, rather than waiting until we've got 10,000 units in assembly to suddenly have to make changes, so some user involvement is better than no user involvement. You also need to recognise that users may not know what problems will arise: something that looks great and feels comfortable in a 2 hour focus group might be excruciating after being worn for twelve hours, for example.

Sociotechnical Systems Analysis
Given the challenges of involving users, you want to make sure that you're getting valuable information from them. That means making sure you iron out problems you could work out in other ways (through anthropometrics, for example), but it also means trying to make sure that you discuss all imporotant angles with them. One way for doing this that I value is the Clegg and Challenger's Sociotechnical Framework:



This was intended for analysing organisations, but applies pretty well to any sociotechical system. It identifies six pillars, each of which can affect the way a system behaves - as can the interactions between them. For example, in the context of tracking, say, a patient with dementia:


In this case, we can see that the system has some technical goals: identifying the patient's location at any given time; and alerting the caregiver if they move away from the area they should be in (a hospital ward, for example). Of course, the Goals will differ for different stakeholders. For the patient's family, the goal may be to ensure the patient's safety, or to reassure themselves of it; for the organisation housing the patient (be it a hospital or a care home), they may wish to minimise the cost of care or the risk of embarassing headlines; the police may wish to spend reduce the resources used in searching for missing patients; the patient's goal may be to walk as often and as freely as they like.

Of course, this still depends on having access to stakeholders: you can use these six "pillars" and still come up with findings that are based on erroneous assumptions, but it's provides a useful structure for checking that you're capturing all the main issues when setting your requirements. After all, setting the requirements is in many ways the most important part of product development - develop to the wrong set of requirements, and you'll only have a product that "works" by fluke. And remember that what "works" is defined by that subjective, intentional nature of the product, and may be different for different people.

Critical Design
I'll finish up with a tangent, partly because it's a thought that keeps coming back to me, and partly because it relates to the workshop that I'll be running on Thursday. One of the problems in thinking through user needs and the possible impacts of technologies is that we get bogged down in the practicalities of what can be achieved, or how easy something will be to design, and so on and so forth. An interesting approach to design has been developed by Dunne and Raby in the form of "Critical Design" - designs intended to evoke debate and discussion, rather than for sale. Similar approaches are Design Fictions or Speculative Design. These provide an interesting way of exploring issues. Hence, one of the ways to understand requirements is to generate an "idealised" object - and then try to understand what makes it "ideal". Equally, you can use these approaches to look at what might happen - something that often occurs with science fiction. We thought we'd give this a go, by asking attendees to come up with their ideal tracking device - not to specifically design it, but to at least conceptualise what would make such a device ideal for them. Hopefully, it'll encourage some interesting discussion. I'm keen to see how it goes.

In Summary
So, what does all this mean? Well, to recap: like many complex products, beyond the technological challenges, tracking devices also present a challenge in managing the diverse (and sometimes conflicting) requirements of multiple stakeholders, making trade-offs between them difficult, particularly given the need to manage those across multiple subsystems and potentially multiple teams or suppliers, each with their own view on the product and what it needs to achieve. This is made all the harder when the users themselves are difficult to access or engage fully in the process: and sometimes the very features that make them hard to engage are the reasons that we wish to track these people (for example, those with dementia). And we'll find out on Thursday whether we can use some "Design Fictions" to explore people's concerns and interests in tracking. 

Wednesday, 31 May 2017

What do I do, exactly?

I attended a Cognitive Archaeology meeting at Leeds Beckett last week. No, really! This was at the invitation of Andrew Wilson of @PsychScientists fame. It was a great day, thanks, and I learned a lot, but it did get me thinking: why would an engineer want to get involved in archaeology? And not the "Let's build Stone Henge" or "Let's build a seige engine" kind of archaeology, where interesting mechanisms might need designing and making. No, this is all about spheroidal rocks, and at the moment, mainly about throwing them. Hence the "cognitive" - as in Perception-Action-Cognition. Actually, there is a lot of interesting engineering in this, and learning more about things like knapping I'm excited to see where we can take it. There's a fascinating blog post there: but not this one.

No, this blog post is titled after a question asked of me about five years ago by one of my PhD students, jointly supervised with our ethics centre, IDEA-CETL. We were discussing engineering decision-making, ethnographic studies of engineering, as well as my work on iPAM and MyPAM (to which I often made reference when discussing engineering decisions, since it was the most direct experience I had of engineering a system), Together Through Play and Postural Assessment. Working with clinicians and physiotherapists on rehabilitation robots; working with sociologists on matters of inclusive play and social participation; working with psychologists and movement scientists on posture and later prehension, while also supervising a number of PhD students doing decision support in supply chains. Which raised the question: What did I do in all this? It's a good question, which is why it stuck with me, and I realised at that point that I really needed to have a sharp answer. Well, I've since added Professors of English (Stuart Murray), Law (Anthea Hucklesby) and Transport Studies (Bryan Matthews) - among others! - to my list of collaborators through the  Augmenting the Body, Tracking People and WHISPER projects over the last two years, and now here I am getting involved with archaeologists. When it came to writing up a blog post about this, it suddenly struck me that the obvious question was - Why? "What do you do, exactly?".

Allow me to explain. 

At heart, I'm interested in design. How the world around us takes shape, and how we can do that more effectively. I'm most interested in how we can make better design decisions, but that's a very, very nebulous area - and if I'm honest, it's the goal of almost all engineering research from Finite Element Analysis and Computational Fluid Dynamics, to Sociotechnical Systems Analysis and Robotics. I mean, there's no point in any of this research if it isn't going to make someone's design decisions better, either by giving them better options, or helping them to identify good options more efficiently. I'll spare you a lengthy discussion on decision support and decision analysis (you can find a good account of it in my thesis), but suffice to say that design tools remain one of my key interests. I just think that generic decision-making tools aren't terribly useful - or at least, the ones that we've got are as useful as they're going to be.

No, if you want to develop tools to help engineers and designers make better decisions, you need to dig into some specific areas, and the area I decided to focus on is the link between task demands and person capabilities, and how we can improve the fit between them. That's where my interest in inclusive design and rehabilitation comes from, and it drives a lot of my bread and butter research - which is largely on finding ways of measuring motor skills and ways of improving them (hence my being embedded in PACLab here at Leeds). Which is all well and good, but if you're going to design assistive devices, or rehabilitation technology, or otherwise assess matters related to disability and inclusivity (rather than just study the underlying science), you're immediately getting into user-centred design, and questions of trade-offs and ethics. Hence my links with the Centre for Disability Studies, with Tracking People and with Augmenting the Body. These things don't exist in a vacuum, and assuming you're interested in having stuff that actually works and is actually useful to people, you need to take these perspectives into account. It's not easy, and I don't necessarily get it right, but still - you try.

So, how does Cognitive Archaeology fit into this? Well, archaeologist Ian Stanistreet of Liverpool University, hit the nail on the head when he noted that (and I'm paraphrasing): you have the objects, and you want to know what they're good for, but you don't have access to the users. And struck me as a very good analogy for design. It's a little bit different, of course: designers generally can get access to their users, but in my experience it's rarely as many as they'd like, and if you're working with people who have specific impairments, then testing time is extremely precious, and you don't want to spend it finding problems that you could have found another way. One of the goals of design tools is to find problems faster, and fix them. So, a lot of the work I want to do in relation to task demands and capabilities falls into exactly this category. I have a design: now I want to know if my intended users can make use of it before I go anywhere near evaluating it with them. Unless they happen to be an exact match for me, then I can't do this just by trying it out myself. The problem is, at some level, the same - Andrew's solution of affordance mapping, which he is applying to the Cognitive Archaeology work, could help to address that issue and it's something I've been chomping at the bit to apply to design. The Cognitive Archaeology work provides a great avenue for exploring that, and developing and getting my head around the methods involved: I'm really looking forward to getting stuck into it.

Tuesday, 23 May 2017

4 weeks commencing 25th April: Marking, Marking Everywhere...

...And not a drop to drink. Obviously, since you can't drink marking.

Yes, we are at the end not just of term, but the academic year, and that means vast amounts of marking. Level 2 projects and a raft of Level 3 and 4 dissertations across engineering and Product Design. Time consuming, but fascinating. Dissertations can be a mixed bag: some are badly written, or just not very interesting; others are really interesting pieces of work that get on for the sort of thing you'd hope for from a PhD Student. One of the mixed blessings is that you don't just mark within your specialism, and that means digging out your knowledge of thermodynamics and fluid mechanics. It's a good way of keeping your hand in, and finding out what's going on.

And on top of that, four grant proposals with short deadlines are coming up - a tight turnaround, but I always take the view with these things that even if you can't do the best job with them, or don't manage to get the proposal together in the end, it's valuable if it just encourages you to keep your links in contact, and push your ideas forwards.

We've been finalising PSAT, which has now had one unit survive PAT testing, and be ready to roll out into schools, with four more units waiting for us to apply the finishing touches. Which I will once all the marking is out of the way! Still, it's good to have reached this point.

In PhD-related news, things have been moving on apace. Oscar Giles has passed his PhD on measuring interceptive timing in children, following a marathon four-and-a-half-hour viva (great work, Oscar!). Anne-Marie Moore has completed her corrections and is ready to graduate this summer. And we welcome a new PhD Student, Awais Hafeez into PACLab, who will be feeding into our work on arm-movement and rehabilitation.

Coming up, June promises to be an exciting time (over and above the aforementioned deadlines). We have the third Tracking People workshop, at which I will be giving a presentation and running a workshop using some of the speculative design methods I've been champing at the bit to try. We also have the grand finale of the Augmenting the Body Sadler Seminar series in which Margrit Shildrick will return to Leeds to further our discussions on cyborgs and where bodies begin and end.

On top of that, I have two undergraduate summer students looking at expanding the use of Pete Culmer's (among others!) MagOne force sensor into FATKAT and postural support seating. I can't wait: there's loads to get stuck into - but first, better finish up that marking, eh?

Sunday, 30 April 2017

Placeholder

Well, I guess fitting an extra blog post this month was too much, so I'll be missing my two-post goal this month. Which paradoxically, in posting this, I've just hit.

Sorry, I couldn't resist.

Tuesday, 25 April 2017

3.5 weeks commencing 1st April...

Did, er, anyone see where April went? One minute I was writing a quick second post for the end of March, and the next thing I know, it's the 24th of April. I'll need to post twice this week if I want to hit my two-posts-a-month goal!

It has been a busy month, quite aside from a PhD viva, a workshop for the Tracking People network, a family trip to Paris and Easter, my time has mostly gone on a Horizon 2020 funding proposal. It's a lot of work: five academic institutions (with three academics at Leeds) and two companies, all needing to co-ordinate. We've been working on it in earnest for two months, but this month everything has had to be nailed down. No more speculation, or "well, we could do this" - it has to be firmed up.

And there are lots of dependencies. You aren't ploughing lone furrows here: milestones need to match, you need to be on the same page when it comes to how technology is going to fit together, and decisions create ripples across the project. It's a lot of work, but I've rather warmed to the process. If nothing else, it at least forces you to prove you can work together, and it's better to iron out these issues before you get committed to delivery.

Of course, proposal writing is never wasted: it pushes your thinking forwards, it creates new networks, it gives (at least in my case!) experience of a very different grant writing process. It's been hard work,  but productive, even if the project doesn't get funded. Apart from anything else, it's made me glad of two things: that I wasn't co-ordinator (hats off to Nasrine Olson and Jonas Andersson for that formidable duty!) and that we have a hugely supportive admin and finance team here at Leeds. I really hope it comes off: you get very invested in these things, and challenges that start out as "How on earth will we do this?" become "I can't wait to do this!"

All of which is pretty abstract: one doesn't like to give detail away, since we might want to reuse bits elsewhere if unsuccessful. Suffice to say it would build upon the WHISPER haptic navigation project we did last year.

It feels a bit abrupt to shift gears to other things again. Builds of PSAT are coming together, I've a workshop to plan for the Tracking People network in June, thirty portfolios to mark, dissertations to assess, a studentship to interview for, two papers to revise, and more reach to grasp modelling to do.

Oh, and another blog post to write this week.

No rest for the wicked, eh?