Profile
Naomi was Research Manager in the Research and Evaluation team at Shift from 2013-2018. Naomi helped to ensure that our designs are built upon a strong evidence base and that they evolve to fit the needs of the target user. Drawing on her experience at leading consumer and social research organisations (including Ipsos MORI, NatCen and BBC Media Action) she brings an understanding and practical skills in different research methods and techniques. Her work with us includes conducting literature reviews, expert interviews and ethnographic research.
Naomi also supported the evaluation of the organisation's projects, measuring the impact of the developed products and services and disseminating the findings. Naomi holds a BA Hons in Social and Political Sciences from the University of Cambridge.
Naomi dabbles in jazz singing but is rubbish at karaoke.
naomi.stoll@shiftdesign.org.uk
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@Shift_org
Research

Designing products that empower parents
February 20, 2018
Insight report exploring the parenting journey, the associated feelings, thoughts, desires and behaviours, a review of the sources of support throughout. Plus 5 design opportunities and the principles of design to build parents’ self-efficacy.

Driving continuous improvement: Insights from funding social tech
November 2, 2017
Commentable version here. Report giving a set of 5 insights and 8 practical recommendations on how funders and social organisations can work together better to ensure that progress and improvement of social products, services and programmes is given adequate attention.

0–2s: improving infant emotional development
July 6, 2017
A review of the factors that contribute to the healthy emotional development of infants in their first thousand days of life.

Summary report: 0–2s, Improving infant emotional development
March 30, 2017

BfB Labs Trial Summary
September 26, 2016
An evaluation report describing the results of the five trials of Shift’s emotionally responsive biofeedback video game, conducted to investigate the effectiveness of the game in training emotional regulation skills through regulated diaphragmatic breathing, as well as measure levels of enjoyment and stickiness.

Building Resilience through Emotionally Responsive Gaming: Findings from a biofeedback video game RCT
September 21, 2016
An evaluation report describing the results of a randomised control trial run with 290 young people in The Billericay School, Essex.

Building Resilience through Emotionally Responsive Gaming: Findings from a biofeedback video game trial at St Angela’s Ursuline School
September 20, 2016
An evaluation report describing a trial with 30 girls at St Angela’s Ursuline secondary School, Newham, East London.

Playing with emotions
December 1, 2015
An evaluation report describing the results of a test of BfB’s biofeedback video game with two primary schools in Hackney, London.

Harnessing the power of games to improve wellbeing
March 18, 2015
An evaluation report describing the results of the first test of Shift’s biofeedback video game, which uses the player’s heart rate to reward players for staying calm under pressure.
Kathleen Collett and Naomi Stoll

Video games and wellbeing
March 1, 2014
Exploring the role and impact of video games in young people’s lives, and how video games and biofeedback can be combined in wellbeing interventions.
Kathleen Collett and Naomi Stoll