Profile information

Fiona Macneill's profile picture

I have been working in the Educational Technology field within Higher Education for nine years. A big part of my job is finding new and innovative ways of integrating technology into current teaching and learning methodology. This can include assisting academic staff with Virtual Learning Environments/Learning Management Systems (Blackboard & Moodle), implementing specific software packages, maximising current technologies and championing new ones such as mobile devices. I find this profession both riveting and rewarding. I really enjoy life on the cutting edge, but I also enjoy being able to help my clients achieve small and meaningful improvements; sometimes that makes all the difference.

Social media accounts

My Work Blog RSS

  1. COVID-19 three months in: what have we learnt?

  2. UX Camp Brighton 2018: Jobs-To-Be-Done-(R) #uxcb18

  3. Finishing touches– Eval pt 2

  4. Striving for accessibility– Eval pt 1

  5. The weekend of doom

  6. Charty McCharterson

  7. Accessibility and responsive bits

  8. Navigation

  9. Skip to content

  10. On the importance of self-discipline

Last updated on 26 February 2021, 15:00

Education history

User Experience Design (MSc) at University of Brighton

February 2015 - November 2018

July 2013

The topics considered on the course included: • the aims of higher education • student approaches to learning • the characteristics of effective learning environments • planning and preparing effective teaching/learning sessions • effective support of student learning • the principles of assessment, and its role in learning and teaching • the evaluation of teaching and identification of aspects for further professional development

2002 - 2005

First Class honours with commendation

Address: Canterbury

Employment history

February 2013 - Present

Core skills and specialisms: University web applications for support of learning and teaching including: studentcentral, Turnitin, studentfolio, PollEverywhere, ConnectTxt, mobile apps, Camtasia Relay and others Advising: • Technologies in support of the blended learning policies • Teaching resource creation and use of digital media • Development of student assignments involving technology • Technology workflow assessments and identification of potential efficiencies • Contemporary developments in educational technologies

Address: Falmer Library, Village Way Brighton BN1 9PH
July 2009 - January 2013

Support of information technology needs for the arts, archeology, educational studies and physical education. Partnering with faculty to integrate technology into college pedagogy. Investigating new technologies and offering practical classroom and hands-on support for faculty and students.

Address: One North College Street, Northfield, MN, U.S.A.
February 2007 - June 2009

Recruitment and management of a volunteer corps of 120 volunteers. Assisted artists through technical implementation of audio/visual resources for exhibitions. Obtained donations from local businesses and secured grants from awarding foundations.

Address: 514 Second St SE Minneapolis MN
2008 - 2010

Created the event and concept. Large-scale project management over twenty-four hour period, implementation of a vast array of audio-visual technologies in a real-time situation. Public relations and press contact. Design, web site maintenance, flash animation development, page layout and publication.

Address: Minneapolis, MN, U.S.A.

Drawing, book illustration, exhibitions, multimedia (video, sound, new media), art criticism, graphic design and finishing, web design and consultation. Live performance: dance and theatrical works both for own work and for others.

January 2006 - January 2007

Management, implementation and repair of audio-visual equipment, one-on-one artists assistance, recommendations, practical construction assistance.

Address: 514 Second St SE Minneapolis MN

Books and publications


Wrote the chapter, "Approaching apps for learning, teaching and research". P. 238 Introduction - Excerpt: "This chapter looks at discovery techniques and strategies for approaching the use of apps in support of learning, teaching and research. Example scenarios are included to help illustrate situations where apps can solve a problem or augment existing teaching practice. This chapter has a pragmatic tone and is based upon my own experience working with apps and smart devices in higher education for over five years. Your own path of discovery with your device will be granular and accumulative and it is my hope that the suggested strategies outlined herein will help you to make the most of the functionality afforded by apps and will give you the confidence to expand upon your current use of your smart device."


Title: App swap breakfasts: pedagogy, mobile devices and learning discourse over breakfast Abstract: Use of mobile technology at the University of Brighton has increased significantly in recent years. Many Schools are providing staff with mobile devices and, at the same time, conducting a number of initiatives exploring the use of mobile devices in learning and teaching. With a palpable desire to capture this undercurrent of enthusiasm, the eLearning team were keen to provide a stimulating forum whereby people could meet in a relaxed, café environment, to share ideas and experiences, regardless of expertise and without the restraints of a rigid format. The App Swap Breakfasts met the criteria we were looking for.


Design/Instructional Design Juried Paper Design Principles and Practices Journal Publication Date: 10/06/11 Abstract:

ALT Award Entry Video 2016

Certifications, accreditations and awards

June 2019

Centre for Learning and Teaching, University of Brighton.

September 2016

Award information, awarded for achievements in the Learning Technologies field: Video about my work, submitted to support my application:


Awarded by Centre for Learning and Teaching, University of Brighton

Runner-up award UCISA Digital Skills and Development Group Changing Landscapes Case Study

Apps for Art History Study Poster Presentation

Reeves & Nayland Dissertation Prize
The Grovesnor Award for Excellence in Art & Design

Professional memberships


Ongoing committee work and event Gamification design as outlined below. As part of the Spotlight on digital capabilities event Fiona MacNeill and Farzana Latif (University of Sheffield) revisited the idea of gamifying the conference proceedings. The definition of Gamification, that inspired the 2016 GameMakers was coined by Andrzej Marczewski, 2015, “the use of game design metaphors to create more game-like and engaging experiences” (p.11). Experience is key here, we aimed to provide a conference wide game that: - augmented the proceedings, without distracting; - allowed participants to create, not only consume; - provided networking, not working; - and embodied the values and themes that UCISA is working on every day. Game instructions: Game webinar:

2013 - 2014

Brighton moodle users and developers group.

2009 - 2013

New Media Consortium (NMC)

Minnesota Instructional Technologists (MinIT)
2009 - 2013

Work skills

Primary Tools and Proficiencies

Blackboard, Moodle, Wordpress (network administration and frontend development), Adobe Creative Suite, html5, css3, ECMAScript/JavaScript (profficient), R/RStudio, Logic Studio Pro Tools, Final Cut, Trimble Sketchup Pro, Linux, Mac OS command line


UoB Specific Tools

Blackboard (Studentcentral), Turnitin, Mahara, Wordpress/CampusPress, R/RStudio, PollEverywhere, Nearpod, mobile apps