Why STEAM can power tech innovation

A creative piece of an innovation jigsaw, The Sheds is where experimentation meets infrastructure

Marc Ambasna Jones

“When you walk around this building, what you see is a range of cutting-edge creative technology being used in all manner of ways. Creativity isn’t just art. It’s problem solving and invention.”

Oscar De Mello, head of operations and business at The Sheds, is not describing an arts centre. He is describing a production environment, with virtual studios, immersive labs, AR capture rigs, and high-end compute pipelines designed for rapid experimentation across multiple research disciplines and sectors.

If the UK is serious about STEAM (not just STEM), about integrating creativity across its industrial base, then places like The Sheds, where major programmes like MyWorld and the Bristol Digital Futures Institute (BDFI) are based, become valuable tools in product development and testing. Not just in media but in science and technology start-ups too.

A black and white headshot of Oscar De Mello, head of operations and business at The Sheds.
Oscar De Mello, The Sheds

The World Economic Forum lists creative thinking as one of the core skills businesses need to navigate technological change. In the US this is not news. Institutions and entrepreneurs have known this for years.

Back in 2019, the National Academies of Sciences, Engineering, and Medicine in the US concluded that integrating arts and humanities with science and engineering strengthens problem-solving capacity and supports innovation performance. At MIT Media Lab, which describes itself as “anti-disciplinary”, research deliberately cuts across art, design, engineering, and computer science on the premise that breakthroughs emerge at those intersections. Even the Organisation for Economic Co-operation and Development (OECD) has highlighted the role of creative sectors in regional innovation systems, linking strong cultural and creative industries to knowledge spillovers and SME growth.

The Sheds is an attempt to put this principle into operation in the UK. Not by talking about STEAM, necessarily, but by building the infrastructure that makes it work, within a broader science and tech innovation community.

Live iteration

De Mello argues that the creative industries operate differently from traditional research labs, often doing “R&D on the job.” In other words, experimentation happens even within the constraints of projects, with tools invented and refined to make things work. The technologies developed in that process, from real-time rendering engines to motion capture and immersive simulation, do not remain confined to film or gaming. They spill into other sectors.

That spillover is already visible. One company, Condense Reality, has used The Sheds’ facilities to develop live volumetric capture and augmented reality streaming systems that expand audiences beyond the physical studio. A prototype built in collaboration with Aer Studios inside the building later attracted the attention of the BBC, which adapted the underlying technology for Children in Need, reaching millions of users. Like many early-stage technology ventures operating at the frontier of immersive media, Condense has since closed, a reminder that experimentation in emerging sectors carries real commercial risk. But the work illustrates how creative technology developed in environments like The Sheds can move rapidly from prototype to large-scale deployment.

The World Economic Forum lists creative thinking as one of the core skills businesses need to navigate technological change.

Another key piece of infrastructure inside The Sheds is the Reality Emulator, a digital twin research facility developed through BDFI. The system combines an immersive “cave” environment with a data centre housing compute, networking, and integration platforms, allowing researchers and industry partners to interact with complex digital models in real time.

These models can represent systems as varied as a city, a factory, a telecommunications network, or even a pandemic scenario. By visualising and testing these environments at scale, the Reality Emulator supports what BDFI describes as a socio-technical approach to innovation, exploring not just how technologies function, but how they interact with human behaviour, institutions, and real-world systems.

“You’ve got to provide a physical congregation point, alongside those key facilities, to go through that risky bit of trying something,” says De Mello

Creative technology projects often sit in the gap between idea and deployment, where technical feasibility is uncertain and commercial return is not yet proven. That phase is expensive, fragile, and easy to abandon.

The Sheds lowers that barrier. By co-locating studios, immersive environments and compute capability within the University of Bristol’s wider innovation network at the Temple Quarter Enterprise Campus in Bristol, it gives companies space to prototype before they commit to scale. 

A science or engineering start-up faces similar constraints, adds De Mello. They need to test, simulate, visualise, and iterate quickly before moving into production. The creative technology tools developed under project pressure are increasingly part of that toolkit.

But production is only half the equation. The Sheds’ Smart Cinema adds a further layer, applying research and analytics developed through the MyWorld Audience Understanding programme to understand how people respond to immersive and interactive media at a physiological level. In practice, that means measuring engagement, attention, and behaviour within digital environments and feeding that data back into design decisions. It mirrors the feedback loop used in technology start-ups – build, test, measure, refine.

Where skills converge

Beyond measurement, The Sheds’ on-site data centre and network provision enable world class research into perceptually optimised delivery and interactivity. If immersive experiences are to scale, they must be transmitted efficiently and responsively. That means understanding not only what audiences enjoy, but what they can actually perceive – how latency, compression, and rendering affect cognition and immersion. By combining network engineering with human perception science, the programme explores how digital experiences can be delivered using less bandwidth without degrading quality.

This is where creative technology meets future networks. Immersive media places heavy demands on connectivity, low latency, high throughput, and reliable synchronisation. As research accelerates around 6G and advanced wireless systems, interactive and volumetric media are increasingly used as test cases for what next-generation infrastructure must support. In that sense, the work happening inside The Sheds helps define the requirements for telecoms innovation.

This has implications for skills as well as products. Engineers working on volumetric capture systems, for example, find themselves engaging with narrative design and user interaction. Games developers collaborate with AI researchers. Film-makers experiment with machine learning tools. The boundaries between creative and technical roles begin to soften. In a regional innovation economy concerned about talent shortages in deep tech, that kind of crossover is valuable.

The argument for STEAM is often framed as educational reform. The Sheds suggests something more practical and applicable. Build environments where different disciplines collide under commercial pressure, and new capabilities emerge.

As De Mello says, “We are one node in a network of opportunities for business that exists across the region.” For any science and tech innovation ecosystem, that has to be a good thing.

Note: The Sheds was funded with grants from the UK Research and Innovation Research Partnership Investment Fund and Strength in Places Fund, with additional investment from the University of Bristol and West of England Combined Mayoral Authority.

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Marc Ambasna Jones
Marc Ambasna Jones / Working as a technology journalist and writer since 1989, Marc has written for a wide range of titles on technology, business, education, politics and sustainability, with work appearing in The Guardian, The Register, New Statesman, Computer Weekly and many more.

Working as a technology journalist and writer since 1989, Marc has written for a wide range of titles on technology, business, education, politics and sustainability, with work appearing in The Guardian, The Register, New Statesman, Computer Weekly and many more.

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