Report
Co-designing a Living Evidence Architecture
This report presents findings from the Living Evidence Architecture (LEA) project which set out to explore how living evidence systems can better support decision-making across diverse health contexts. The findings from the research paint a picture of living evidence as a catalyst for change technologically, politically and socially.
Survey Report
2025 Australian youth barometer
The barometer is a survey of more than 520 young Australians aged 18–24 about their experiences with the economy, work, education, health and wellbeing, relationships and participation in civic life. Themes included the impact of technology, feelings of belonging and exclusion, financial security and the need for governments to offer more support.
Report
Voices of care leavers: ageing with dignity after childhood institutionalisation
This study presents a comprehensive national investigation into the ageing experiences of people who spent their childhoods in forms of institutional or out-of-home care in Australia. Care Leavers and stakeholders consistently called for trauma-informed care to become the foundation of aged care practice. The report presents eight key policy and practice recommendations.
Report
A comparison of the characteristics of people with disability in Australia according to whether they received National Disability Insurance Scheme (NDIS) funding
This study examines 18.1 million Australians under 65 potentially eligible for the National Disability Insurance Scheme (NDIS). It highlights widespread disability support needs across diverse areas of life. The information is important for the planning of foundational supports delivered by all levels of government and across different service sectors.
Report
Playing the player: unfair digital gaming practices and their impact on Australians
Australians of all ages are engaging with gaming to relax, learn or connect with friends, but common design features can leave players worse-off – 95% of Australian adult gamers encounter manipulative design practices in digital games, leading to financial losses and emotional distress. The report makes 9 recommendations to protect vulnerable players, improve consumer protection...