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All Outputs (22)

Has the collective experience of the pandemic reset our relationship with the future? (2022)
Journal Article
Smyth, M. (2022). Has the collective experience of the pandemic reset our relationship with the future?. DOC - Design and Society, 1(1),

The fusion of architecture and cultures that comprised the cityscape of Blade Runner (1982) was a key part in how the narrative humanised the vision of the future, it provided a backdrop in which characters displaying human emotions played out a stor... Read More about Has the collective experience of the pandemic reset our relationship with the future?.

Speculative and Critical Design: approaches and influences in education (2022)
Journal Article
Helgason, I., Encinas, E., Mitrovic, I., & Smyth, M. (2022). Speculative and Critical Design: approaches and influences in education. Interaction Design and Architecture(s) IxDetA, 5-7. https://doi.org/10.55612/s-5002-051-001psi

As guest editors of this special edition we are delighted to present this selection of papers responding to our call about Speculative and Critical Design in education. The response to the call demonstrates that interest in this approach is increasin... Read More about Speculative and Critical Design: approaches and influences in education.

The value of mass-digitised cultural heritage content in creative contexts (2021)
Journal Article
Coleman, S., Terras, M., Thornton, P., Smyth, M., Schafer, B., Drost, S., …Speed, C. (2021). The value of mass-digitised cultural heritage content in creative contexts. Big Data and Society, 8(1), https://doi.org/10.1177/20539517211006165

How can digitised assets of Galleries, Libraries, Archives and Museums be reused to unlock new value? What are the implications of viewing large-scale cultural heritage data as an economic resource, to build new products and services upon? Drawing up... Read More about The value of mass-digitised cultural heritage content in creative contexts.

Capturing, Exploring and Sharing People's Emotional Bond with Places in the City using Emotion Maps (2018)
Journal Article
Stals, S., Smyth, M., & Mival, O. (2018). Capturing, Exploring and Sharing People's Emotional Bond with Places in the City using Emotion Maps. Airea: Arts and Interdisciplinary Research, 1, 47-62. https://doi.org/10.2218/airea.2799

The vision of ubiqitous computing is becoming increasingly realized through smart city solutions. With the proliferation of smartphones and smartwatches, alongside the rise of the quantified-self movement, a new technological layer is being added to... Read More about Capturing, Exploring and Sharing People's Emotional Bond with Places in the City using Emotion Maps.

Making and Unfinishedness: Designing Toolkits for Negotiation (2017)
Journal Article
Smyth, M., & Helgason, I. (2017). Making and Unfinishedness: Designing Toolkits for Negotiation. Design Journal, 20(sup1), S3966-S3974. https://doi.org/10.1080/14606925.2017.1352899

The diffusion and democratisation of computing technologies and physical prototyping systems has supported the rise of Do-It-Yourself culture. In the context of design innovation, this shift has undoubtedly blurred the lines between the roles of amat... Read More about Making and Unfinishedness: Designing Toolkits for Negotiation.

Making places: visualization, interaction and experience in urban space (2015)
Journal Article
Smyth, M., Trigueiros, P., Helgason, I., Coelho, A., Gallacher, S., Burrows, A., …Penha, R. (2015). Making places: visualization, interaction and experience in urban space. Interaction Design and Architecture(s) IxDetA, 25, 813-816

Preface to the focus section: Making places: visualization, interaction and experience in urban space Cities are exciting and people continue to be drawn to urban areas because of the choices that cities offer in all areas of economic and social... Read More about Making places: visualization, interaction and experience in urban space.

Discourse, speculation and mltidisciplinarity: designing urban futures. (2015)
Journal Article
Helgason, I., Smyth, M., Rosenbak, S., & Mitrovic, I. (2015). Discourse, speculation and mltidisciplinarity: designing urban futures. Nordic design research conference, 1-10

This paper presents a design case study of a summer school that brought together a multi-disciplinary group of early-career professionals to explore ideas relating to new technologies in an urban context. The organisers of the summer school took an e... Read More about Discourse, speculation and mltidisciplinarity: designing urban futures..

Tangible possibilities—envisioning interactions in public space (2013)
Journal Article
Smyth, M., & Helgason, I. (2013). Tangible possibilities—envisioning interactions in public space. Digital Creativity, 24(1), 75-87. https://doi.org/10.1080/14626268.2013.769454

This article explores approaches to envisionment in the field of interaction design. Design fictions are introduced as a method to articulate future possibilities. Three case studies are described which explore interaction in public space. The fictio... Read More about Tangible possibilities—envisioning interactions in public space.

The city in cinema: how popular culture can influence research agendas. (2011)
Journal Article
Smyth, M., Helgason, I., Mitrovic, I., & Zaffiro, G. (2011). The city in cinema: how popular culture can influence research agendas. Procedia Computer Science, 7, 110-113. https://doi.org/10.1016/j.procs.2011.12.033

Where can researchers find inspiration for the transformative applications, concepts and infrastructures that they believe will characterise the next decade? One approach to predicting the future is to reflect on the visions of the future that have b... Read More about The city in cinema: how popular culture can influence research agendas..

Dialogues in Interaction Design: complexity, hybridity and the relationship between research and practice. (2010)
Journal Article
Smyth, M. (2010). Dialogues in Interaction Design: complexity, hybridity and the relationship between research and practice. Digital Creativity, 21, 233-237. https://doi.org/10.1080/14626268.2010.538066

A brief overview of the field of Interaction Design is provided in order to contextualise the Create10 conference. The conference was held at Edinburgh Napier University in June/July 2010 and attracted over 120 delegates. The papers that comprise thi... Read More about Dialogues in Interaction Design: complexity, hybridity and the relationship between research and practice..

Towards a new disciplinary framework for contemporary design practice. (2009)
Journal Article
Dykes, T. H., Rodgers, P. A., Dykes, T., Rodgers, P., & Smyth, M. (2009). Towards a new disciplinary framework for contemporary design practice. CoDesign, 5(2), 99-116. https://doi.org/10.1080/15710880902910417

This paper argues for a consistent and new design-specific disciplinary framework that will provide a better understanding of emergent design practice. Design today is characterised by a blurring of traditional design domains (Sanders 2006) and desig... Read More about Towards a new disciplinary framework for contemporary design practice..

The place probe: exploring a sense of place in real and virtual environments. (2006)
Journal Article
McCall, R., Benyon, D., Smyth, M., O'Neill, S., McCall, R., & Carroll, F. (2006). The place probe: exploring a sense of place in real and virtual environments. Presence: Teleoperators and Virtual Environments, 15(6), 668-687. https://doi.org/10.1162/pres.15.6.668

This paper describes the design, application, and refinement of a qualitative tool designed to study sense of place. The Place Probe incorporates a range of stimuli and techniques aimed at articulating a person's sense of place. It has been developed... Read More about The place probe: exploring a sense of place in real and virtual environments..

Responsive environments, place and presence. (2005)
Journal Article
McCall, R., O'Neill, S., Carroll, F., Benyon, D., & Smyth, M. (2005). Responsive environments, place and presence. PsychNology journal, 3, 34-74

This paper examines the effect that changing arena (i.e. an immersive CAVE or head mounted display) and adding an augmented barrier has on the sense of place and presence in two photo-realistic virtual environments. Twenty eight subjects (17 male, 1... Read More about Responsive environments, place and presence..

The Materiality of Wearable Computers – Craft and Authentic User Experience (2004)
Journal Article
Kettley, S., & Smyth, M. (2004). The Materiality of Wearable Computers – Craft and Authentic User Experience. Design Journal, 7(2), 32-41. https://doi.org/10.2752/146069204789354381

This paper presents work undertaken as part of an ongoing research programme into wearable computers and the processes for designing personal digital artifacts that exhibit authenticity. Authenticity is discussed in its associations with contemporary... Read More about The Materiality of Wearable Computers – Craft and Authentic User Experience.

A framework for engineering metaphor at the user interface (2000)
Journal Article
Alty, J., Knott, R., Anderson, B., & Smyth, M. (2000). A framework for engineering metaphor at the user interface. Interacting with Computers, 13(2), 301-322. https://doi.org/10.1016/s0953-5438%2800%2900047-3

Interface metaphors facilitate the learning of new computer systems by supporting the transformation of existing knowledge in order to improve the comprehension of novel situations. However, there is very little guidance for software designers on how... Read More about A framework for engineering metaphor at the user interface.

TOUCH: Creating interactional artefacts in a physical world (2000)
Journal Article
Smyth, M. (2000). TOUCH: Creating interactional artefacts in a physical world. Interfaces / the British HCI Group newsletter, 17

The maxim states that seeing is believing but that it is touch that determines reality. Instinctively we reach out to touch those objects that attract or perplex. Touch conveys an intimacy both at a physical and emotional level. In the pursuit of t... Read More about TOUCH: Creating interactional artefacts in a physical world.

Supporting design through the strategic use of shape grammars (2000)
Journal Article
Edmonds, E., Smyth, M., & Edmonds, E. A. (2000). Supporting design through the strategic use of shape grammars. Knowledge-Based Systems, 13(6), 385-393. https://doi.org/10.1016/s0950-7051%2800%2900079-4

This paper is concerned with the early processes of design, particularly in the context of spatial arrangements. We are interested in the strategies that a designer uses in order to achieve success and with the opportunities that might exist for comp... Read More about Supporting design through the strategic use of shape grammars.

Design tools as agents of disclosure. (2000)
Journal Article
Smyth, M. (2000). Design tools as agents of disclosure. Knowledge-Based Systems, 13(1), 27-35. https://doi.org/10.1016/s0950-7051%2899%2900049-0

This paper investigates the nature and use of existing tools during a design task as a means of gathering information concerning practitioners' conception of that activity. Three case studies are reported and a number of conclusions are drawn concern... Read More about Design tools as agents of disclosure..

The activity of design as revealed by tool usage. (1999)
Journal Article
Smyth, M. (1999). The activity of design as revealed by tool usage. International journal of design sciences & technology = Revue des sciences et techniques de la conception, 7, 11-22