Lab spaces
The DISCovery Lab includes contemporary furnishings and state-of-the-art equipment and replicates real-world facilities that foster face-to-face collaboration. High-end graphics processing unit (GPU) workstations for data crunching, room-scale VR facilities and state-of-the-art video conferencing are all on-hand for students to innovate with. These spaces include:
Lobby
The Lobby offers multiple seating arrangements for smaller groups of students to meet and discuss their projects.
Squad Stations
The High Performance and BYOD (Bring your own device) Squad Stations are studio co-work spaces where students can sit down and work together. These stations include high-performance desktops and plug-in travel docking stations.
Creative and focused design spaces
Our spaces provide an environment that fosters design thinking, with the inclusion of ideation walls, smart boards and intimate spaces for concentrating on hard problems.
Troubleshooting Lounge
The Troubleshooting Lounge provides an environment for solving project challenges or flagging issues where students are encouraged to help one another overcome these issues and identify solutions.
Showcase Demo Room
The Showcase Demo Room is a multi-purpose space that can be used for workshops, meetings and presentations to showcase student projects.
Breakout cafeteria
The DISCovery Lab also has its own breakout cafeteria space where students can hang out and share ideas over a meal, tea or coffee in a relaxed space featuring artwork by urban artist Kenny Pittock.
Facilities for practical learning
As part of the final-year capstone unit you’ll work on an industry project using the same skills and techniques championed by major corporates like ANZ, to solve interesting and complex problems facing industry and our communities. Working in multidisciplinary teams known as squads, you’ll be part of a larger tribe working collaboratively in an agile environment on a specific product.
Through the School of IT’s partnerships, you’ll get hands-on experience with novel and exciting projects. Here are a few example projects our students have worked on in the past:
- Partnering with the AFL and AFLW to develop a version of Fantasy Footy for boys and girls, building engagement with 5 to 15 year-olds.
- Examining blockchain and its potential to enhance the security and efficiency of personal health records.
- Partnering with Liminal VR to develop 3–10 minute virtual reality experiences to elicit calmness (such as lying on a beach, looking at tranquil), based on psychological research about how virtual reality can be used to change moods.