Thomas Dylan

dblp:239/8226 · also Thomas Dykes · DBLP profile ↗
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8ranked-venue papers
7as first author
3since 2021 · last 2026
0000-0002-1712-0346ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 7 first-author · 3 since 2021
YearPublicationVenuePosition
2026 PhotoThings: Designing child-friendly ways into personal photo archives
abstract
Young children's lives are documented through vast numbers of digital photos, yet these images are often dispersed across devices in ways that offer little structure for reminiscence or understanding life story. For children whose experiences span multiple caregivers or shifting relationships, developmentally meaningful access to photos is especially important. This pictorial explores how child-friendly structures for navigating and displaying photos might support such understanding. Through autobiographical Research through Design with my five-year-old daughter, I developed PhotoThings—a set of physical–digital artefacts connected to a child-owned archive. The work foregrounds sensitising concepts including: increasing ownership, playfulness and performativity, self-direction, comprehensible structures, and narrative anchors, offering directions for design in this space.
Thomas Dylan
IDC1
2022 Communicative Openness within adoptive families: the Role of photos and Visual Communication
abstract
HCI has a long history of designing to support family life, despite this little is known about the unique needs of adoptive families. Though work has explored the role of photos, and photo sharing in the family home, this does not take account of the essential role of photos in supporting the well-being of adopted children. We report on a Research through Design (RtD) project investigating how adoptive parents communicate life story, which is essential to a child's sense of identity. In this pictorial we show the role of photos and visual communication in enabling core aspects of communicative openness between parent and child, as derived from interviews with adopters about their child's life story book. We conclude by discussing the need for visual guidelines and tools to support a more nuanced use of photos and illustrations.
Thomas Dylan, Daniel Harrison, Abigail Durrant
Conference on Designing Interactive Systems1
2021 Lanterns: Configuring a Digital Resource to Inspire Preschool Children's Free Play Outdoors
abstract
Previous HCI research has highlighted opportunities for digital technologies to support outdoor play amongst children. However, the tendency has been to focus on older children and forms of play that are structured and rule-based. We report on a Research-through-Design (RtD) inquiry, grounded in an Embodied Interactional approach, that investigated configurations of off-the-shelf Internet of Things (IoT) tool-kits to inspire new forms of free play outdoors for preschool children. We designed the Lanterns, a tangible interactive resource that is made using household materials and guided by a template, and which explores new possibilities to inspire social play and embodied interaction outdoors. Based on observations of the Lanterns being used by preschool children and Early Years Practitioners outdoors, we identify qualities of free play promoted by the Lanterns outdoors, such as enchantment, improvisation, anticipation and choice. We discuss our findings by defining three sensitising concepts to support future design research in this space: Choosing the Way; Improvising through Movement; Anticipating a Response.
Thomas Dylan, Abigail Durrant, Sena Çerçi, Shaun W. Lawson, John Vines
CHI1
2020 Designing IoT Resources to Support Outdoor Play for Children
abstract
We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Our findings highlight the designs' material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free play outdoors. We provide directions for future research that addresses the challenges faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.
Thomas Dylan, Gavin Wood, Abigail Durrant, John Vines, Pablo E. Torres, Philip Ulrich, Mutlu Cukurova, Amanda Carr, Sena Çerçi, Shaun W. Lawson
CHI1
2019 Play Poles: Towards IoT Resources for Outdoor Play
abstract
This pictorial reports on the Play Poles prototype that was designed as part of a design ethnography investigating the Internet of Things (IoT) as a resource supporting outdoor play amongst groups of children. We use illustrations and annotations derived from video data and analysis to depict gestures, actions and social interaction that are significant in understanding the qualities of the Poles as a play resource. We argue that simple functions and direct, real-time control can be used by groups of children to support fun and creativity in outdoor play, whilst also highlighting opportunities and challenges in designing IoT play resources.
Thomas Dylan, Abigail Durrant, Gavin Wood, Sena Çerçi, Denise Downey, Jonny Scott, John Vines, Shaun W. Lawson
Conference on Designing Interactive Systems1
2019 Designing for Digital Playing Out
abstract
We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play.
Gavin Wood, Thomas Dylan, Abigail Durrant, Pablo E. Torres, Philip Ulrich, Amanda Carr, Mutlu Cukurova, Denise Downey, Phil McGrath, Madeline Balaam, Alice Ferguson, John Vines, Shaun W. Lawson
CHI2
2016 RtD Comics: A Medium for Representing Research Through Design
abstract
This paper argues that comics are a powerful and valuable medium for representing research through design. We review different formats for representing design including the academic paper, the photo-essay and the annotated portfolio. We argue that the comic book form can be better suited to representing various aspects of the design process including interaction, form and aesthetics. We illustrate our argument with examples taken from a comic book about the design of Paper Street View, an interactive system, which allows users to navigate Google Street View with a paper map and brass marker. We argue that comics are well suited to capturing the dynamic process of making, the dialogue and different viewpoints that contribute to interdisciplinary work as well as the interactive and aesthetic elements of a final design.
Thomas Dylan, Mark Blythe, Jayne Wallace, James Thomas 0002, Tim Regan
Conference on Designing Interactive Systems1
2016 Paper Street View: A Guided Tour of Design and Making Using Comics
abstract
This comic reveals multilayered details and insights about the design and making of Paper Street View, a suite of artefacts that allow groups of older people in care environments to navigate Google Street View using a paper map. In creating the comic we wanted to account for material thinking in design. We show that comics can be used as a dynamic and visual way of presenting and composing discussions about making. Comics allow you to talk around artefacts gathered during the design process (i.e. CAD drawings, prototypes, sketches and notes) and encourage a more dynamic use of image and text.
Thomas Dylan, Jayne Wallace, Mark Blythe, James Thomas 0002
Conference on Designing Interactive Systems1