Tag Archives: Arts Council England

Using comic books to explain forensic science in court

Caption: The cover of Understanding Forensic DNA analysis booklet. Credit: Comic credit: artist Mark Brown Funding credit: Leverhulme Trust and Arts Council England Courtesy: SISSA MediaLab

A February 5, 2025 news item on phys.org describes science communication intended for the courtroom,

Imagine being summoned as a juror in a murder trial. The expert responsible for analyzing DNA traces at the crime scene has just explained that they match the defendant’s profile. “Then the culprit must be them,” you think.

At this point, however, the expert adds, “The sample, however, is partially degraded.” What does this mean? How does this information affect your judgment? The scientist further explains that there is a one-in-a-billion probability that other people could match the identified genetic profile. How significant is this new information? Is this probability high or negligible? What is your verdict now?

“The decisions being taken by members of juries are just so vitally important and often they’re shaped by their understanding of the forensic evidence that’s being presented,” explains Dr. Andy Ridgway, Senior Lecturer in Science Communication at the University of the West of England, UWE Bristol, and one of the study’s authors of a study appearing in the Journal of Science Communication (JCOM).

“They often have little to no science background and frequently lack prior knowledge of the forensic techniques they are expected to assess in making their decision.” This is a widespread issue, and scientific literature on the subject suggests that understanding of science in courtrooms is often quite limited.

A February 5, 2025 SISSA MediaLab press release on EurekAlert, which originated the news item, provides a little more information,

The Evidence Chamber, the project within which the research described in JCOM was developed, was created precisely to explore how non-experts understand scientific evidence in judicial proceedings, combining forensic science, digital technology, and public engagement. The Evidence Chamber was developed by the Leverhulme Research Centre for Forensic Science at the University of Dundee (Scotland) in collaboration with Fast Familiar, a collective of digital artists specializing in interactive experiences. A team from UWE Bristol, including Izzy Baxter, a student studying for an MSc Science Communication at the time, was involved in analyzing the data collected during the research phase aimed at testing the use of comics as a tool for communicating forensic science.

The study involved about a hundred volunteers who participated as ‘jurors’ in mock trials. The participants participated in an interactive experience that involved different types of evidence; they listened to the expert witness testimony, which focused on DNA analysis and gait analysis (the study of a suspect’s walking pattern for identification). The jury discussion took place in two phases: “First, they received the expert witness testimony. They then discussed it and indicated whether they believed the defendant was guilty or not guilty at that point. After that, they were given access to the comics,” explains Heather Doran, researcher at the Leverhulme Research Centre for Forensic Science, University of Dundee, who was involved in the study. “This allowed us to see how the comics might influence their previous discussion and whether they provided any useful additional information.”

“We conducted an analysis of the discussions among jurors, one immediately after the expert testimony in court and another after they had read the comics,” explains Ridgway. To assess whether comics provided an advantage in comprehension, during the experimental phases, one group received only the traditional expert testimony, while the other had access to both the expert’s explanation and the comics.

The analysis confirmed the effectiveness of comics: participants who read the comics discussed the evidence in greater detail, showing increased confidence in their reasoning and conclusions. In the group that read the comics, jurors made more explicit references to scientific concepts and demonstrated a better ability to connect forensic science to their final decision. In contrast, in the groups that received only the oral explanation, more misinterpretations of the evidence emerged, with misunderstandings related to the meaning of probability and margins of error, whereas the comics helped clarify these concepts. Additionally, discussions in the groups with comics were more balanced and participatory, with greater interaction among jurors.

This experience demonstrates that comics can be a valuable tool for explaining forensic science in court, supporting jurors. It is important to emphasize that this type of material must be carefully designed. The scientific comics used in The Evidence Chamber were developed by specialists at the University of Dundee. “The University of Dundee has an historical link with comics, we worked with our Professor of Comics Studies and artists to create them” explains Doran. “Dundee, the city where the centre is located, has a history in comics. It’s the home of Beano the comic and Dennis the Menace. And the University of Dundee also offers comic courses, with which we have been collaborating for a long time.”

I’m not sure how SISSA MediaLab is involved (other than having issued the press release) but I do have a little more by SISSA (International School for Advanced Studies; [Italian: Scuola Internazionale Superiore di Studi Avanzati]), which owns the MediaLab. See the International School for Advanced Studies Wikipedia entry for more about the school.

Here’s a link to and a citation for the paper mentioned in the press release,

Can science comics aid lay audiences’ comprehension of forensic science? by Isabelle Baxter, Andy Ridgway, Heather Doran, Niamh Nic Daeid, Rachel Briscoe, Joe McAlister, Daniel Barnard. JCOM: Journal of Science Communication Volume 24 Issue number 1 DOI: https://doi.org/10.22323/2.24010201 Published – 4 Feb 2025

This paper is open access and it can also be found here on the University of Dundee (Scotland) publications webpage for “Can science comics aid lay audiences’ comprehension of forensic science?

You can find the DNA forensics comic book and others on the University of Dundee Understanding Forensic Science Comics project webspace. As for the University of Dundee’s Evidence Chamber, look here.

Fun Palaces for artists, scientists, and everyone in the UK, Oct. 4 – 5, 2014

The Fun Palace project is a celebration of UK theatre visionary and director, Joan Littlewood’s centenary in Oct. 2014. Stella Duffy, one of the project organizer’s provides some  insight into why Littlewood is considered an important influence, the origin of the ‘Fun Palace’, and the genesis of the upcoming celebration in a Sept. 18, 2013 posting on the Guardian newspaper website (Note: Links have been removed),,

In January, at Improbable’s annual Devoted and Disgruntled event, I called one session: “Who wants to do something for Joan Littlewood’s centenary in October 2014, that isn’t another revival of Oh! What a Lovely War?”

Oh! What a Lovely War, which Joan developed, is brilliant, but with the first world war anniversary next year, there will be many revivals and Joan was more than a director. She was one of the few British directors (before or since) to work fully with an ensemble, from training to performance. She made “immersive” theatre long before immersive was cool. She kick-started improvisation in the UK. She was political, formidable, inspiring, and far ahead of her time.

In 1961, Joan and the architect Cedric Price came up with the idea of the fun palace. Their blueprint says:

“Choose what you want to do – or watch someone else doing it. Learn how to handle tools, paint, babies, machinery, or just listen to your favourite tune. Dance, talk or be lifted up to where you can see how other people make things work. Sit out over space with a drink and tune in to what’s happening elsewhere in the city. Try starting a riot or beginning a painting – or just lie back and stare at the sky.”

An idea descended from pleasure gardens, the fun palace was designed to link arts and sciences, entertainment and education, in a space welcoming to all – especially children and young people.

A year later, the idea has not only taken root, it has grown. Here’s more about Fun Palaces from co-organizers Stella Duffy and Sarah-Jane Rawlings in a Sept. 25, 2014 interview with Eleanor Turney of The Space (a digital arts museum in the UK ).

At Devoted&Disgruntled in 2013, Stella Duffy called a session asking if anyone wanted to do “a thing” to celebrate Joan Littlewood’s centenary. It quickly became apparent that the “thing” was going to be reviving Littlewood’s idea of a ‘Fun Palace’, a community-run, free space for people to explore the arts and sciences. Several people responded, a small GfA grant followed and Fun Palaces snowballed, as more and more people got involved, and Duffy and Sarah-Jane Rawlings started to articulate exactly what they wanted the project to be. This was followed by an Arts Council England Exceptional Award – which Duffy describes as “astonishing… It’s all becoming real now, but it’s still astonishing to me that they gave us this grant. I’m not the kind of person who always gets funding, but this is too fucking good an idea. Also, it’s not about us. It’s about the whole thing, which they [ACE] quite bravely saw.”

Rawlings continues: “The idea has developed so much, it’s always changing, we’re learning all the time. Our relationship with the site that The Space is making has changed – it’s now really key to how all of this develops. If we don’t get any money next year, [Fun Palaces] can still can go forward, because at the centre of it is this communication tool. It’s about people talking to each other, about showing their art on it, being able to say ‘I am making a Fun Palace,’ being able to access other avenues. It’s absolutely huge.”

“My favourite new phrase is ‘equality of online presence’,’ says Duffy, ‘and the point is that everyone has the same platform. It’s got nothing to do with what an organisation’s own resources are; on this site, everyone’s got the same profile, the same start, which is amazing.” The site, which The Space has commissioned, offers a page to each of the participating Fun Palaces: “You can put photos on it, videos, art work, links etc.,’ explains Rawlings. Over the weekend and in the run-up to it, says Duffy, “there’ll be a scrolling banner which has the Instagram and Twitter feeds. It’s not just about the weekend itself, it’s about the process. Some of the organisations that have never shown their process before have started sharing photos, writing blogs, talking about their process. The idea is, during the weekend when lots of people are sharing, that the scrolling banner will pull through the Instragram feed and it’ll look ‘live’ with stuff happening all the time. And afterwards, it’s not getting archived and put away – we’ll make a collage of the photos, and an infographic of stats from the weekend, which will ‘hold’ 2014, but it’s also all ready for people to sign up for 2015.”

The emphasis in this interview is on the project’s digital presence which is understandable given that the interview is being conducted by someone associated with a digital arts museum but there are many real life ‘Fun Palaces’ designed for this coming weekend, Oct. 4 – 5, 2014.

You can find the Fun Palace website here and if you should choose to create a Fun Palace, the organizers have provided this nugget of information/inspiration on the FAQs (frequently asked questions) page amongst many other nuggets on the website,

How do I find people in arts and science to make a Fun Palace with me?

Go beyond the usual suspects: the people who make school dinners know about the science of cooking, the person who mends your car knows a lot about the science of mechanics; your local librarian knows about arts and sciences and where to find out more.

Think about where you might be able to approach people in your locality: makerspaces, tech meet-ups, universities, schools, children’s centres, theatres, arts spaces, galleries, museums, music venues, community centres, co-working spaces. Places where people are meeting and sharing regularly, or where there’s a strong grassroots support network.

Also, you can talk to other members of the Fun Palace community on our Discussion Boards. If you’re stuck for ideas, then contact our Digital Champion Hannah on hn@funpalaces.co.uk (she works part time).  

Remember that even if there isn’t a Fun Palace near you in real life, there will be an online version.

For anyone interested in The Space, it was first featured here in a June 16, 2014 posting.

The Space, a new digital museum opens with an international splash

Erica Berger in a June 14, 2014 article for Fast Company provides a fascinating account of a project where Arts Council England, the BBC, Open Data Institute, and other cultural groups partnered to create: The Space (Note: Links have been removed),

This Space is no final frontier. Rather, it’s just begun as a new place for digital and experimental art.

A free and public website aimed at discovering the best emerging digital artistic talent around the world, The Space opened yesterday and is launching with a weekend [June 14 – 15, 2014] hackathon hosted by the Tate Modern in London, a first for the formidable institution. Born from a partnership between Arts Council England, the BBC, Open Data Institute, and other cultural groups, it’s “a gallery without walls,” says Alex Graham, chair of The Space. The Space is putting out an international open call for projects, the first round of which is due July 11. The projects will be funded by the partnering groups with amounts ranging from £20,000 (about $34,000) to £60,000 ($101,000) for an individual commission, and up to 50% of the total cost. Each Friday, new collaborations will launch.

Among the first installations are pieces from high-profile artists, including Marina Abramovic, who broadcasted live on the site at midnight last night, and Ai Weiwei, who has an interactive piece on The Space. There will also be a live, Google hangout theater project with actors in London, Barcelona, and Lagos and directed by Erin Gilley.

The Space can be found here,

About The Space

The Space is a free website for artists and audiences to create and explore exciting new art, commissioned by us and shared around the Whole Wide World.

We commission new talent and great artists from all art forms, creative industries, technical and digital backgrounds, through Open Calls and partnerships. The Space is one of the most exciting places on the internet to find new art to explore and enjoy.

An open call was launched on June 12, 2014,

The Space launches first Open Call
Posted … on 12 June 2014

The Space Open Call is looking for original, groundbreaking ideas for digital art. We are encouraging artists to take risks and do crazy things with technology!

This is a great opportunity for artists to be bold, ambitious and experimental, creating a work which can communicate wi people round the World via mobile, tablets and desktops.

We are seeking artists working across a range of art forms and industries including, creative and digital, technology and coding, art and culture sectors, to pitch the very best original ideas to the Open Call.

If you have an idea for The Space, please go to thespace.org/opencall and complete the online form before the closing date: 12 noon (GMT) 11 July 2014.​

Organizers have produced an inspirational video for this call,

I don’t know if this offer is still available (from Erica Berger’s Fast Company article about The Space) but here it is,

Sign up to be one of the first 10,000 newsletter subscribers to The Space and receive a free digital work of art from Turner Prize winner Jeremy Deller.

I availed myself of the offer at approximately 1000 hours PDT, June 16, 2014.