Maiden, N. A. M.View profile
Professor
N. A. M. Maiden is a leading academic at City, University of London, with a prolific research output in human-centred artificial intelligence, digital creativity support, and requirements engineering. His work focuses on designing and evaluating digital tools that augment human creativity in professional domains such as journalism, elite sports coaching, and dementia care. His research interests are highly interdisciplinary, bridging computer science, human-computer interaction, and social applications. Key areas include co-creative AI systems, computational creativity, natural language processing, rule-based reasoning, and user-centred design. He investigates how technology can empower professionals by enhancing their creative thinking processes while maintaining high levels of human control. The trends in his recent publications demonstrate a consistent focus on developing and evaluating practical digital tools like 'Sport Sparks' for coaches and 'JECT.AI' for journalists. His work employs design science methodology, emphasizing co-creation with practitioners and empirical evaluation in real-world settings. The research spans from technical system architecture to human factors and societal impact, particularly in journalism innovation and healthcare technology. Automating science journalism tasks Designing digital tools for creative thinking in sports coaching Towards AI-enabled support for business model creativity Using computational tools to support journalists' creativity Creativity Triggers for requirements elicitation Dr. Maiden has made significant contributions to the field through numerous publications in top journals and conferences. His research often involves collaborative projects with industry partners and other academic institutions, securing funding for innovative work in human-computer collaboration. He mentors a research group focused on digital creativity and has been instrumental in developing novel methodologies for requirements engineering and creative problem solving. His work includes the development of serious games for forensic mental health settings (e.g., 'StreetWise') and digital solutions for improving dementia care. These projects highlight his commitment to applying technology for social good and improving quality of life through innovative information systems.












