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Thomas Smith 0001

dblp:62/4842-1 · also Thomas P. B. Smith · DBLP profile ↗
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4ranked-venue papers
1as first author
0since 2021 · last 2015
0000-0001-6022-5314ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 4 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Interaction techniques and input · 32% Design research and methods · 32% Collaborative and social computing · 28%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › design practice
craft practice
0.212015
Exploring Gesture Sonification to Support Reflective Craft Practice · CHI 2015
Interaction techniques and input
gesture input
0.212015
Exploring Gesture Sonification to Support Reflective Craft Practice · CHI 2015
Collaborative and social computing › creative work › creative practice
digital storytelling
0.212014
The dept. of hidden stories: playful digital storytelling for children in a public library · CHI 2014
Audio and music processing
sonification
0.112015
Exploring Gesture Sonification to Support Reflective Craft Practice · CHI 2015

Methods — techniques the papers use, named apart from their topics

sonification · 0.4motion sensor data · 0.4workshops · 0.2workshop · 0.2iterative design · 0.2deployment study · 0.2
YearPublicationVenuePosition
2015 Exploring Gesture Sonification to Support Reflective Craft Practice
abstract
Much of the knowing employed in skilled craft practice is difficult to communicate solely through written or verbal description. Consequently, the reflection and development of a craft practice in this manner may miss important nuances of practitioners' skills and experiences. We created digital technologies to sonify (using audio to perceptualize data) a group of craft practitioners' gestures to explore how we can aid their reflection in and on their craft, and consequently develop it. Over a number of workshops, the design of these sonifications were iterated based on how the practitioners responded to them. We found that direct sonification of gesture (sounds generated directly from motion sensor data) helped practitioners understand and reflect upon their own and each other's practice, encouraged discussion and enabled modification of craft technique.
Thomas Smith 0001, Simon J. Bowen, Bettina Nissen, Jonathan Hook, Arno Verhoeven, John Bowers 0001, Peter C. Wright, Patrick Olivier
CHI1
2014 Cinejack: using live music to control narrative visuals
abstract
We present Cinejack, a system for directing narrative video through live musical performance. Cinejack interprets high-level musical content from live instruments and translates it into cinematographic actions such as edits, framings and simulated camera movements. We describe Cinejack's technical development in terms of a novel and highly pragmatic approach to interface design, where the affordances of users' own musical instruments are used as controllers through an interpretive interaction scheme.
Guy Schofield, David Philip Green, Thomas Smith 0001, Peter C. Wright, Patrick Olivier
Conference on Designing Interactive Systems3
2014 The dept. of hidden stories: playful digital storytelling for children in a public library
abstract
We detail the design of the Department of Hidden Stories (DoHS), a mobile-based game to support playful digital storytelling among primary school children in public libraries. Through a process of iterative design in collaboration with library staff and children's writers we designed DoHS to support the potential for playful storytelling through interactions with books. A deployment of DoHS with two classes of 8 to 10 years olds as part of their regular library visits revealed insights related to how to balance the expectations of a child-at-play and the requirement to further develop their creative reading and writing skills. Based on our experiences we recommend that designers create playful digitally based activities that encourage children to explore libraries and experience new interactions with physical books.
Gavin Wood, John Vines, Madeline Balaam, Nick Taylor 0002, Thomas Smith 0001, Clara Crivellaro, Juliana Mensah, Helen Limon, John Challis, Linda Anderson 0001, Adam Clarke, Peter C. Wright
CHI5
2013 Design to support interpersonal communication in the special educational needs classroom
abstract
This paper describes our Experience-centered Design (ECD) inquiry into the current and potential role of digital photography to support interpersonal communication and expression in a class at a mixed special education needs school. Presented as a case study, we describe five classroom-based Creative Photography workshops that engaged pupils with a broad range of complex special needs, along with classroom staff. We further describe how, from these workshops, we generated a set of qualitative considerations for the design of digital photographic tools to support interpersonal communication and expression in this setting. Additionally, we present the preliminary evaluation of a photo-sorting tool that we developed in response. Our case study demonstrates how an ECD approach can guide an interaction design process in a special education needs setting, supporting interaction designers in understanding and responding pragmatically to the complex and dynamic interactions at play between the stakeholders.
Abigail Durrant, Jonathan Hook, Roisin McNaney, Keir Williams, Thomas Smith 0001, Mathew Kipling, Tony Stockman, Patrick Olivier
IDC5