Professor Lizbeth Goodman – SMARTlab Founder and Director (Ireland, UK and International)
UCD Chair of Creative Technology Innovation, Professor of Education (Design for Inclusion), Executive of the Innovation Academy
Lizbeth Goodman is Chair of Creative Technology Innovation and Full Professor of Inclusive Design for Education at University College Dublin (Ireland), where she directs the Inclusive Design Research Centre of Ireland at UCD (IDRC) within the College of Engineering and Architecture, in collaboration with SMARTlab. She is Programme Director for the Thematic PhD in the College of E&A. She has held a Personal Chair in Creative Technology Innovation, with a focus on practice-based research into the future of Inclusive Interdisciplinary Research and Education, since 2005. She is also Director of Equality, Diversity and Inclusion for MME at UCD.
She currently Chairs the Women in Science, Technology and Innovation taskforce for the AERAP programme of the European commission and parliament. She recently served as Academic Chair of the Marie Curie ASSISTID Programme for the DOCTRID Research Institute: the first top tier research institute bridging the Republic and Northern Ireland. Also, on behalf of UCD and the national universities network, she was elected to Chair the Social Sciences Panel of the Royal Irish Academy in 2012.
Directing Research for the Future of Higher Education:
Previously, she was Director of Research for Futurelab – Lord David Puttnam’s thinktank for the future of Education in the UK- and served in that capacity on the Prime Minister’s SHINE Panel. Futurelab brought the most innovative teachers our of schools, trained them as researchers and creative technologists, and worked in close cooperation with the Parliamentary Working Group on Education, BECTA and the linked policy making departments of UK government, as well as with the National Endowment for Science, Technology and the Arts. She led Futurelab’s research through a time of radical change in the funding of research and education in the UK (2008-10).
Industry Research/CSR Global Impact Achievements:
For seven years, Professor Goodman worked with Microsoft Research and Microsoft CSR/Unlimited Potential on their largest ever community engagement project- (Clubtech), which has so far transformed the education of over 7 million children and young people worldwide using interactive and ‘live’ media training tools; Microsoft still cites this as their most impactful programme to date. She has since led strategic partnerships and funded research and impact projects with the BBC, RTE, TG4, Intel, IBM, Microsoft et al.
She also founded and directed the first open source, open access rapid manufacturing/digital materialisation lab in the UK as part of her MAGIC Playroom initiative (Multimedia and Games Innovation Centre, London Docklands 2005-10).
Publications & Impact: She has written and edited 14 books for Routledge, Faber&Faber, Polity Press, Intellect et al, and many peer-reviewed papers, and serves on the editorial board of New Theatre Quarterly for Cambridge University Press and on the Leonoardo Senior Advisory Panel.
Her main Awards and Top Achievements:
Professor Goodman was named Woman of the Decade by the Women’s forum – WEF. in 2019. In 2020 she was named to the President of Egypts’ Award.
In 2008, she was awarded the top industry prizes for Best Woman in the Academic and Public Sectors, and Outstanding Woman in Technology by Blackberry Rim and a global industry panel. She was selected by a global panel of industry, academic and NGO experts as one of the CSR Global Top 50 Most Talented Social Innovators: awarded in Mumbai in February 2015. Back in 2003 she was honoured in Times Square, NYC with a Lifetime Achievement Award for Volunteer Service to Women and Children.
Supervision and Mentoring: She has supervised 55 PhDs to successful completion and mentored 12 Postdoctoral Fellows.
Her main fields of research interest and expertise include: Gender and Performance, Unconscious Bias and Equality, Diversity and Inclusion, Inclusive Design, Creative Technology Innovation, STEAM Education, Wearable Tech, Tech for Good, Game Theory and Studies, VR/XR and Exponential Disruptive Tech.