Software Tools to Support Your Creative Thinking

Event Info

Wed 4 Feb, 2015 at 6:15pm
Unruly HQ
42-46 Princelet Street
London, E15LP, UK
Cost: Free


Software Tools to Support Your Creative Thinking 
By Prof Neil Maiden (City University London) & Kam Star (CEO of Playgen)


Being continuously creative is imperative for the growth of every start-up. However, so far, there have been few digital technologies available to effectively support creative thinking, especially in social settings.

In this interactive seminar, we will present you with new software tools designed to support your creative thinking. Developed as part of the EU-funded COLLAGE project (, these freely available tools provide explicit support for inspiration-based search and social gaming to generate, document and share ideas. 

You will get the chance to try out each tool during the session, so make sure that you bring your wifi-connected laptops and tablets.

This session aims to enhance your social creativity showing you the impact of smart search and serious gaming technologies.

Neil Maiden is Professor of Systems Engineering at City University London. He is and has been a principal and co-investigator on numerous EPSRC- and EU-funded research projects, and has published over 150 peer-reviewed articles in academic journals, conferences, and workshop proceedings. He is a co-founder of City’s Centre for Creativity in Professional Practice, which delivers the inter-disciplinary Masters in Innovation, Creativity and Leadership. His current research seeks to enhance creative thinking in design projects and deliver creativity support through mobile software apps.

Kam Star is a digital media entrepreneur, investor and award winning games developer. Creating his first computer game in 1986, he studied Architecture. His PhD at the Serious Games Institute is exploring gamification and the interplay between game dynamics and personality traits to maximise productivity and collective intelligence. Founder of PlayGen, Kam designs and develops playful solutions for delivering meaningful and behaviour changing experiences across the digital landscape. He has produced gamification projects for the European Commission, BBC, AVIVA, UNESCO, McKinsey, Oxford and Cambridge Universities, NESTA, MoD, NHS, Wellcome Trust, Unilever, Samsung and many other global brands and organisations.