Echoes, Whispers, and Footsteps from the Conflux of Sonic Interaction Design and of Public Spaces

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Presentation given to the Aural City Symposium held in Berlin at UDK.

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Echoes, Whispers, and Footsteps from the Conflux of Sonic Interaction Design and of Public Spaces

  1. 1. Echoes, Whispers, and Footsteps from the Conflux of Sonic Interaction Design and of Public Spaces Eoin Brazil 1st Nov 2008
  2. 2. Narrowing our focus How to select and classify suitable sounds for a particular interaction design ? TaDa - select sounds to communicate the dimensions and directions with relation to their actions and to that of the system e.g. ears-lead-eyes design pattern Sounds linked to physical objects as dynamic entities with manipulation / interaction Multidimensional information carrier - size, shape, material, distance, speed, and emotional expression
  3. 3. Selection of Approaches Evaluating Perceptual Qualities of Single Auditory Stimuli Identification Tasks, Context-Based Ratings, Attribute Ratings Evaluating Relations Among Auditory Stimuli Discrimination Trials, Similarity Ratings, Sorting Tasks MDS, CA, PCA, Pathfinder Analysis Evaluation of application Surveys, Verbal Protocols, Heuristics
  4. 4. Previous studies Identification percents / Causal Uncertainty metric Multidimensional scaling based on perceived perceptual property of sounds Repertory Grid method
  5. 5. Findings from previous studies Explore if mapping human activity to actions rather than to objects works for task/domain Consider the possibility of concurrent auditory presentation Metaphor from the listener’s own textual responses Verify your mappings - Proximity ratings, paired comparisons, or similarity judgements Visual depiction/s of the human perceptual space underlying the representation of a set of stimuli can help
  6. 6. Findings from previous studies - Sound Object Models
  7. 7. Findings from previous studies - Concurrent Auditory Icons
  8. 8. Findings from previous studies - Concurrent Auditory Icons Identify and remove the confused sounds
  9. 9. Findings - Repertory Grid Continuous / Repetitive Impact / Scraping / Deformation
  10. 10. Findings - Repertory Grid Source / Object / Type of Interaction
  11. 11. Sound Design Process
  12. 12. SHAPE Exhibition Re-Tracing the Past
  13. 13. SOBifying the Exhibition
  14. 14. SOBifying the Exhibition
  15. 15. Virtual Touch Machine
  16. 16. SOBifying the Exhibition
  17. 17. Train Stations: Perceptual representation & Spatial recognition Tardieu et al.
  18. 18. Train Stations: Perceptual representation & Spatial recognition Tardieu et al.
  19. 19. Connecting Strangers at a Train Station Bouncing Frequency / Airplane Mirror Balls Amplitude Synth Triggers NIME05 Pellarin et al.
  20. 20. Shannon Portal Ping Photon Drive Wind Shepard Tones
  21. 21. Shannon Portal Sound Design Version 1 Ping
  22. 22. Shannon Portal Sound Design Version 2 Photon Drive
  23. 23. Shannon Portal Sound Design Version 3 Wind
  24. 24. Shannon Portal Sound Design Version 4 Shepard tones
  25. 25. Shannon Portal intriguing, new sounds clearly heard - not masked by normal activities of the space mapping was pleasing as well as attention catching observations and interviews - contributed to the experience and was non-intrusive
  26. 26. Summary Many open and unanswered questions... Selecting and classify suitable sounds Verify your mappings Rapid prototyping with PD Contexts / Users / Environment

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