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Outputs (51)

Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools (2023)
Book Chapter
Grandison, T., Flint, T., & Jamieson, K. (2023). Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools. In D. Giglitto, L. Ciolfi, E. Lockley, & E. Kaldeli (Eds.), Digital Approaches to Inclus

This chapter discusses inclusive playful encounters made possible through a Digi-Mapping project that ran in partnership with local arts organisation WHALE Arts and participants aged between 8 and 11 from three local primary schools. As part of a bot... Read More about Participatory polyvocal performative and playful interpreting Resnik's 4 for creative placemaking with digital tools.

Digital Play Psychogeography and Creative Placemaking (2023)
Presentation / Conference Contribution
Flint, T., Stewart, F., & Grandison, T. (in press). Digital Play Psychogeography and Creative Placemaking.

This is a presentation of two creative placemaking projects with primary school children in three schools in Wester Hailes, Edinburgh. The projects were undertaken with local arts centre WHALE Arts and researchers from Edinburgh Napier University. Bo... Read More about Digital Play Psychogeography and Creative Placemaking.

Let’s Play the Arcade Machines (2022)
Presentation / Conference Contribution
Stewart, F., Flint, T., Grandison, T., Webster, G., & Tyrie, C. (2022, July). Let’s Play the Arcade Machines. Presented at 35th International BCS Human-Computer Interaction Conference (HCI2022), Keele

“Let’s Play the Arcade Machines” showcases games made by children in schools in the Wester Hailes area of Edinburgh. The project aims to expose the children to a constructionist style of learning; supporting them to create and remix games about their... Read More about Let’s Play the Arcade Machines.

Reflections on the 35th BCS Human-Computer Interaction Conference at Keele University (2022)
Presentation / Conference Contribution
Woolley, S., de Quincey, E., Flint, T., Grandison, T., Rugg, G., Fleck, R., …Collins, T. (2022). Reflections on the 35th BCS Human-Computer Interaction Conference at Keele University. In Proceedings of the 35th British HCI and Doctoral Consortium 2022,

The following are short reflections from interactions gallery chairs, workshops organisers and members of the host organising committee.

Blended Experience Narratives (2022)
Presentation / Conference Contribution
Flint, T., O'Keefe, B., Mastermaker, M., Sturdee, M., & Benyon, D. (2022). Blended Experience Narratives. In Proceedings of the 35th British HCI and Doctoral Consortium 2022, UK. https://doi.org/10.14236/ewic/HCI2022.9

Our work employs conceptual integration, otherwise known as blending, as a tool for designing interactions that work across and between the digital/physical divide. Theoretical approaches to blends can be difficult to navigate and a hard subject to g... Read More about Blended Experience Narratives.

Digi-Mapping: Creative Placemaking with Psychogeography (2022)
Presentation / Conference Contribution
Grandison, T., Flint, T., & Jamieson, K. (2022). Digi-Mapping: Creative Placemaking with Psychogeography. In Proceedings of the 35th British HCI and Doctoral Consortium 2022, UK. https://doi.org/10.14236/ewic/HCI2022.44

This exhibit consists of four large (2m x 1.5 m) tactile talking maps that were co-created with primary school children in Wester Hailes Edinburgh, UK. In a collaborative partnership with local arts organisation WHALE Arts, the Digi-Mapping project s... Read More about Digi-Mapping: Creative Placemaking with Psychogeography.

Emotional Data Visualised - EDV (2022)
Presentation / Conference Contribution
Flint, T., & Shore, L. (2022). Emotional Data Visualised - EDV. In Proceedings of the 35th British HCI and Doctoral Consortium 2022, UK. https://doi.org/10.14236/ewic/HCI2022.45

This installation is an attempt to reflect the emotional state of a population of people. Emotional Data Visualised (EDV) poses the question: In a post-pandemic digital world how can we be expressive in a subtle yet personal way? EDV reflects the obs... Read More about Emotional Data Visualised - EDV.

When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts (2021)
Journal Article
Hall, L., Paracha, S., Mitsche, N., Flint, T., Stewart, F., MacFarlane, K., & Hagan-Green, G. (2022). When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts. Prese

In response to the pandemic, many countries have had multiple lockdowns punctuated by partial freedoms limiting physically being together. In 2020-21, during the COVID-19 pandemic parents were stressed and exhausted by the challenges of work, home sc... Read More about When will Immersive Virtual Reality have its day? Challenges to IVR adoption in the home as exposed in studies with teenagers, parents and experts.

Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys (2021)
Journal Article
Hall, L., Paracha, S., Flint, T., MacFarlane, K., Stewart, F., Hagan-Green, G., & Watson, D. (2022). Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys. International Journal of Child-Computer Interac

The use of interactive, smart and connected toys is expected to increase rapidly with many claiming not only new ways to play, but also to have educational benefits. However, there is a lack of evidence to support such claims and the purpose of the c... Read More about Still looking for new ways to play and learn… Expert perspectives and expectations for interactive toys.

Designing Blended Experiences (2021)
Presentation / Conference Contribution
O’Keefe, B., Flint, T., Sturdee, M., Mastermaker, M., & Benyon, D. (2021, June). Designing Blended Experiences. Presented at 2021 ACM Designing Interactive Systems (DIS), Online

The increasing ubiquity of interactions as a mix between digital content and physical objects and spaces, brings about new challenges for designers. There is a need to embed designs in legacy systems, whether those are existing physical structures or... Read More about Designing Blended Experiences.

Digi-Mapping: Unpacking Meaning of Place Through Creative Technology (2021)
Presentation / Conference Contribution
Grandison, T., Flint, T., & Jamieson, K. (2021, February). Digi-Mapping: Unpacking Meaning of Place Through Creative Technology. Paper presented at Cultural Heritage and Social Impact: Digital Technologies for Inclusion and Participation, Online

Examining heritage can provide opportunities for marginalised communities to consider and valorise both their collective past and the relationality of more personal and mundane experiences (Rose, 2016). This paper argues that design methods offer her... Read More about Digi-Mapping: Unpacking Meaning of Place Through Creative Technology.

Designing Blended Experiences: Laugh Traders Design Fiction (2020)
Presentation / Conference Contribution
O’Keefe, B., Flint, T., Mastermaker, M., Sturdee, M., Chirico, A., & Benyon, D. (2020, February). Designing Blended Experiences: Laugh Traders Design Fiction. Presented at 5th Annual Frameless XR Symposium 2020, Online

The increasing ubiquity of interactions that involve complementary digital content, physical objects, and spaces, brings about new challenges for designers. There is a need to embed designs in legacy systems, whether those are existing physical struc... Read More about Designing Blended Experiences: Laugh Traders Design Fiction.

Digi-Mapping: Unpacking meaning of place through Creative Technology (2020)
Presentation / Conference Contribution
Grandison, T., Flint, T., Jamieson, K., & Muir, L. (2020, August). Digi-Mapping: Unpacking meaning of place through Creative Technology. Paper presented at ACHS 2020 FUTURES – Association of Critical Heritage Studies 5th Biennial Conference, University

Personal meaning attached to space through digital media gives rise to contested narratives and reveals a polyvocality of place (Farman, 2018). Attributing meaning or ensoulment (Blevis & Stolterman 2007) plays a key role in understanding the complex... Read More about Digi-Mapping: Unpacking meaning of place through Creative Technology.

Reflections on the Doctoral Consortium (2020)
Presentation / Conference Contribution
Hall, L., Dix, A., Woolley, S., Bond, R., Sim, G., & Flint, T. (2020). Reflections on the Doctoral Consortium. In Proceedings of the 32nd International BCS Human Computer Interaction Conference. https://doi.org/10.14236/ewic/hci20dc.2

This paper provides a reflective commentary on the British HCI Doctoral Consortium from the perspective of the Organising Committee. We discuss the approach to holding a Human Computer Interaction Doctoral Consortium in July 2020 and the outcomes. We... Read More about Reflections on the Doctoral Consortium.

Blended Interactions Exhibition 2019 (2019)
Exhibition / Performance
Flint, T. Blended Interactions Exhibition 2019. [https://www.list.co.uk/event/1303469-blended-interactions-exhibition-2019/]. 3 August 2019 - 3 August 2019. (Unpublished)

Farmingdale State College, New York and Edinburgh Napier University Enjoy visions of tomorrow with a glass of wine. Celebrating the third year of collaboration between the two universities, this exhibition communicates work undertaken in a two-wee... Read More about Blended Interactions Exhibition 2019.

Eidolon360 – A VR Experience (2018)
Presentation / Conference Contribution
Hood, B., & Flint, T. (2018, July). Eidolon360 – A VR Experience. Presented at 6th Conference on Computation, Communication, Aesthetics & X, Madrid, Spain

Eidolon360 is a virtual reality artwork and experience that is interacted with through VR headsets. The viewer, reclining on a bed within the exhibition space, experiences a 360 film, shot within a medical simulation centre, that mimics clinical hosp... Read More about Eidolon360 – A VR Experience.

Psychogeography With Technology (2018)
Presentation / Conference Contribution
Flint, T., Grandison, T., & Barrett, H. (2018, November). Psychogeography With Technology. Poster presented at Engage 2018, Edinburgh, Scotland

No abstract available.

Designing Mixed Reality Experiences and Pedagogies on the NYC High Line (2018)
Presentation / Conference Contribution
O’Keefe, B., Flint, T., Friedman, E., & Benyon, D. (2018, October). Designing Mixed Reality Experiences and Pedagogies on the NYC High Line. Poster presented at Celebration of Scholarship, SUNY Farmingdale State College New York

No abstract available.

Virtualizing the real: a virtual reality contemporary sculpture park for children (2018)
Journal Article
Flint, T., Hall, L., Stewart, F., & Hagan, D. (2018). Virtualizing the real: a virtual reality contemporary sculpture park for children. Digital Creativity, 29(2/3), 191-207. https://doi.org/10.1080/14626268.2018.1511601

This paper discusses a virtual reality experience for a contemporary sculpture park, Jupiter Artland, developed in Minecraft targeting 9-11-year-old children. Issues of fidelity, realism and authenticity are considered, examining the use of Minecraft... Read More about Virtualizing the real: a virtual reality contemporary sculpture park for children.

Blended Spaces Exhibition (2018)
Exhibition / Performance
Flint, T., & O'Keefe, B. Blended Spaces Exhibition. [https://blendedspaces.tumblr.com/]. Exhibited at Patchogue New York. 4 August 2018. (Unpublished)

The Blended Spaces Exhibition at Mineca Arthouse Patchogue New York is an exhibition of work conducted during an exchange with Farmingdale State College. The exhibition highlights a number of interaction design solutions created by exchange particip... Read More about Blended Spaces Exhibition.

Mixing and re-purposing realities. (2018)
Presentation / Conference Contribution
Flint, T., Hall, L., & Stewart, F. (2018). Mixing and re-purposing realities. . https://doi.org/10.14236/ewic/HCI2018.39

This paper discusses a mixed reality that intertwines two parallel spaces, a real and a virtual contemporary sculpture park. With the goal to create a game that motivated children to explore the park and engage with the artworks, we engaged with chil... Read More about Mixing and re-purposing realities..

Psychogeography With Technology (2018)
Presentation / Conference Contribution
Grandison, T., Flint, T., & Barrett-Duncan, H. (2018, July). Psychogeography With Technology. Presented at 32nd International BCS Human Computer Interaction Conference (HCI), Belfast

This submission is a co-created map of Wester Hailes which draws from methods of psychogeography. The map is touch sensitive. Touching pictures on the map triggers bespoke audio clips recorded by our co-creators. This map was created with local prima... Read More about Psychogeography With Technology.

MEmorial (2018)
Exhibition / Performance
Flint, T. MEmorial. [https://vimeo.com/353972554]. 3 June 2018. (Unpublished)

MEmorial is a collaboration between artist Beverley Hood, creative technologist Tom Flint, theatre practitioner Sarah Rose Graber and playwright Morna Young. The project team undertook a two-week collaborative research residency at the Museum of Loss... Read More about MEmorial.

Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park (2018)
Presentation / Conference Contribution
Hall, L., Flint, T., & Mitsche, N. (2018, May). Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park. Paper presented at 2nd International Research Symposium in Tourism Hospitality & Events

This research considers how the visitor experience could be enhanced through intertwining and blending the real and virtual, creating a new mixed reality that extended and added to the destination. We discuss work undertaken with Jupiter Artland, a c... Read More about Expanding the Child Visitor Experience – mixing realities in a contemporary sculpture park.

Eidolon 360 – a VR experience (2018)
Presentation / Conference Contribution
Hood, B., & Flint, T. (2018, March). Eidolon 360 – a VR experience. Presented at Tangible Embedded Interaction 2018. TEI Arts

Art piece displayed at the ACM International Conference on Tangible, Embedded and Embodied Interaction (TEI) exhibition. https://tei.acm.org/2018/

Eidolon360 – A VR Experience (2017)
Presentation / Conference Contribution
Hood, B., & Flint, T. (2017, July). Eidolon360 – A VR Experience. Presented at HCI 2017 - Digital make-believe, University of Sunderland

Eidolon360 is a virtual reality artwork and experience that is interacted with through VR headsets. The viewer, reclining on a bed within the exhibition space, experiences a 360 film, shot within a medical simulation centre, that mimics clinical hosp... Read More about Eidolon360 – A VR Experience.

Aide Memoire (2017)
Presentation / Conference Contribution
Flint, T., & Dylan, T. H. (2018). Aide Memoire. In L. Hall, T. Flint, S. O'Hara, & P. Turner (Eds.), Proceedings of BHCI 2017. https://doi.org/10.14236/ewic/HCI2017.69

The Aide Memoire is a fully realised product constructed from discarded testing equipment. Born out of a series of creative sessions exploring the broad theme of interactivity the product was developed in partnership between Tom Flint and Tommy Dylan... Read More about Aide Memoire.

Appropriating Affordances. Three Practice Based Explorations (2017)
Presentation / Conference Contribution
Flint, T. (2017). Appropriating Affordances. Three Practice Based Explorations. In L. Hall, T. Flint, S. O'Hara, & P. Turner (Eds.), Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017). https://doi.org/10.14236/ewic/

Affordance and Appropriation are related. An effective way of examining these phenomena is through practice. This paper discusses practice based exploration of affordance in the design of physical interfaces. This study follows a framework developed... Read More about Appropriating Affordances. Three Practice Based Explorations.

Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017) (2017)
Presentation / Conference Contribution
(2017). Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017). In L. Hall, T. Flint, S. O’Hara, & P. Turner (Eds.), Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017). https://

The 31st British Human Computer Interaction Conference was held between the 3rd and 6th July 2017 at the University of Sunderland’s St. Peter’s Campus. The conference was organised by the HCI research groups at the University of Sunderland and Napier... Read More about Proceedings of the 31st International BCS Human Computer Interaction Conference (HCI 2017).

Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge (2017)
Presentation / Conference Contribution
Richter, T., Muir, L., Flint, T., Hall, H., & Smith, C. (2017, June). Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge. Paper presented at i3- information: interactions and impact

This presentation reports the initial findings from an ongoing empirical study which aims to evaluate how students seek, use, and think about information when they encounter problems in the design, construction, and delivery of digital technology pro... Read More about Getting unstuck: Information problem solving in high school STEM students and evidence of metacognitive knowledge.

Designing for mixed reality with children (2017)
Presentation / Conference Contribution
Flint, T. (2017, May). Designing for mixed reality with children. Paper presented at Researching with and for children: Place, pedagogy and play

The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park (2016)
Presentation / Conference Contribution
Flint, T., Turner, P., & Banach, A. (2016, June). The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park. Presented at 15th International Conference on Interaction Design and Children - IDC '16

This is a demonstration of a Minecraft facsimile of Jupiter Artland, a sculpture park on the outskirts of Edinburgh. With the cooperation of primary school children we developed a mixed reality game employing Minecraft. Our aim is to investigate atta... Read More about The Ensoulment of Virtual Space Minecraft as a Tool for Engaging With a Sculpture Park.

Fiction for design: appropriating Hollywood techniques for design fictions (2016)
Book Chapter
Flint, T. (2016). Fiction for design: appropriating Hollywood techniques for design fictions. In P. Turner, & T. Harviainen (Eds.), Digital Make-Believe (49-66). Cham, Switzerland: Springer. https://doi.org/10.1007/978-3-319-29553-4_4

There is evidence that narratives told in a structured manner are more likely to be convincing to an audience. Design Fictions are an increasingly popular medium in HCI. It is important that we make our stories believable so that they can be more rea... Read More about Fiction for design: appropriating Hollywood techniques for design fictions.

Jupiter Artland Minecraft Experience (2016)
Digital Artefact
Flint, T., & McGregor, I. (2016). Jupiter Artland Minecraft Experience. [https://vimeo.com/166204060]

This Android application is free to download from the Google Play Store. This mixed reality game connects the real world with a virtual Minecraft version of Jupiter Artland. The game was launched at the Edinburgh International Science Festival.

Looking at technology with Parkour eyes. (2014)
Presentation / Conference Contribution
Flint, T., & Turner, P. (2014, June). Looking at technology with Parkour eyes. Paper presented at Interaction Design and Children

This workshop paper discusses the theme of repurposing and its relationship to appropriation. By centering on the social, cultural aspect of appropriation we link it to affordance through structuration theory. We argue that children view technology w... Read More about Looking at technology with Parkour eyes..

Enlightened trial and error (2012)
Journal Article
Turner, P., Turner, S., & Flint, T. (2012). Enlightened trial and error. Interaction Design and Architecture(s) IxDetA, 13/14, 64-83

Human-computer interaction as a rationalistic, engineering discipline has been taught successfully for more than 25 years. The established narrative is one of designing usable systems for users, some of whom have been described as “naïve”, safely ins... Read More about Enlightened trial and error.

Designing for engagement (2011)
Journal Article
Turner, P., Flint, T., & Turner, S. (2011). Designing for engagement. Infrastructure journal,

The role of appropriation in the design of engaging artefacts (2011)
Presentation / Conference Contribution
Flint, T., & Turner, P. (2011, May). The role of appropriation in the design of engaging artefacts. Paper presented at Re-Thinking Technology in Museums 2011

Creating engaging artefacts is a key objective for anyone involved in the design and implementation of interactive media. This is particularly true for those artefacts that comprise, complement and enliven modern museums. While recognising that engag... Read More about The role of appropriation in the design of engaging artefacts.

Future Perfect (2010)
Presentation / Conference Contribution
Morgan, A., Deane, A., & Flint, T. (2010, June). Future Perfect. Paper presented at Create 10

A workshop exploring the process of creating an immersive location based game driven by narrative. The game is specifically designed to be portable with minimal effort to tailor a meaningful experience in any city-based location.

Soundscape mapping: a tool for evaluating sounds and auditory environments (2010)
Presentation / Conference Contribution
McGregor, I., LePlâtre, G., Turner, P., & Flint, T. (2010). Soundscape mapping: a tool for evaluating sounds and auditory environments. In Proceedings of the 16th International Conference on Auditory Display

This paper describes a soundscape mapping tool, and provides an illustration of its use in the evaluation of an in-car auditory interface. The tool addresses three areas: communicating what people are listening to, showing how soundscapes can be visu... Read More about Soundscape mapping: a tool for evaluating sounds and auditory environments.

Aide Memoire (2009)
Physical Artefact
Flint, T., & Dylan, T. Aide Memoire. [www.tomflint.co,uk]

The Aide Memoire is a fully realised product constructed from discarded testing equipment. Born out of a series of creative sessions exploring the broad theme of interactivity the product was developed in partnership between Tom Flint and Tommy Dyla... Read More about Aide Memoire.