Who Are Non-Random
Non-Random is an artist led collective who work at the intersection of arts and science.
We use creative technology and human computer interaction through a visual arts based approach to explore meaningful dialogues around research and arts practices.
Our methodologies and practice cover a wide range of audio visual creative outputs and research from play psychology to data sonification and interactivity using digital and real world processes..
![Linda O'Keefe](https://evolvingourselves.non-random.co.uk/wp-content/uploads/2021/02/linda-750x750.png)
Linda O'Keefe
O Keeffe has worked for over two decades as an artist. As a founder of the Women in Sound Women on Sound (wiswos.com) organisation and director of the Full of Noise art organisation, she has worked collaboratively with numerous groups, from disabled artists, to women of colour, alongside other socially excluded groups, she is a proponent of inclusion and collaboration, and more importantly, the need for multidisciplinary processes to examine large societal concerns.
![Tony Doyle](https://evolvingourselves.non-random.co.uk/wp-content/uploads/2021/02/main-image-750x750.jpg)
Tony Doyle
Tony is a creative digital artist, with experience ranging across academic work and professional practice. Originally from a pure music background (classical and jazz performance/composition), his practice has become focused on digital arts. Interests include computer music, spatial audio, web technologies, data science and machine learning in the production of creative works.
![Ashley James Brown](https://evolvingourselves.non-random.co.uk/wp-content/uploads/2021/02/profilePic2020-750x750.png)
Ashley James Brown
Ashley is an internationally respected artist and developer based in Coventry UK creating emotive nostalgic experiences using code, electronics and sound. Ashley has over 10 years experience working professionally with a wide variety of cutting edge and non-traditional software and hardware. Within his own practice Ashley explores shared emotive experiences using technology as his medium to create his own digital playgrounds. Involved with mental health organisations and promoting positive social interactions, all his work uses game psychology and game dynamics to immerse audiences and create a sense of ownership and empathy with the experiences.
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