ADA.ADA.ADA

Culture · learning · technology

A hidden history became an experience people enter

Ada Lovelace’s story became a programme of performance, creative technology and practical workshops, designed to change who sees themselves in the story of computing.

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2014–2026 programme

Reach and impact

74%

of women and girls aged 12 to 25 who gave feedback reported more interest in digital careers after taking part.

people reached in person
28,000+
people reached online
575,000+
countries
13
schools, universities and businesses engaged
755

Planning a programme that needs to change who takes part?

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Figures reported by the ADA.ADA.ADA programme.

The work

What needed to be adopted

Young people needed to adopt a new picture of who belongs in computing. The project held a compelling cultural argument, but written explanation alone would not reach them. The idea needed a form that could travel, invite participation and work in settings ranging from a school hall to a national museum or corporate campus.

Philpott’s role

Philpott Design developed the research-led story, interactive format, visual and technological experience, and the learning activity around it. Repeated work-in-progress performances and audience feedback were used to test assumptions and improve the production before and after premiere.

What was made

  • 01Twenty-five and fifty-five minute interactive performances
  • 02Narrative LED costume and participatory string algorithm
  • 03Talks, maker workshops and university masterclasses
  • 04Teaching guides and materials for hosts
  • 05A portable format designed for touring
  • 06Programme development with schools, libraries and public bodies

Outcome and evidence

A form people can adopt.

01

What made it easy to adopt

Audiences do not simply hear an argument about women and technology; they enter it, complete an algorithm together and leave with a practical route into further learning through workshops and teaching materials.

02

Evidence

Research began in 2014, followed by six work-in-progress stages before the 2015 premiere. Since then the programme has been delivered in museums, theatres, schools, universities, libraries, festivals and corporate settings across 13 countries.

03

How the work moved

Testing changed the work materially. Honest assessment of an early prototype led to rebuilding the costume, while audience feedback shaped a deliberately portable, low-logistics experience that could retain its effect across very different venues.

Partner with us

From inspiration to lasting participation.

By 2030, we want lasting partnerships that turn inspiration into sustained participation in technology, particularly for women and girls.

Together with partners, we build programmes that connect creative learning with practical skills, role models and routes into education and employment. We measure not only who we reach, but what participants go on to do.

We work with businesses, governments, schools and universities.

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Your work

What needs to be adopted?

Tell us what people need to understand, trust or act on, and where it is getting stuck.

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