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Issues and techniques for collaborative music
making on multi-touch surfaces

Anna Xambó
Visiting Research Student
Centre for Research in Computing
Supervisor: Robin Laney

CRC PhD Student Conference 2010
The Open University
Team

• Dr Robin Laney (Open University)


• Chris Dobbyn (Open University)


• Anna Xambó (Universitat Pompeu Fabra)

• Mattia Schirosa (Universitat Pompeu Fabra)


• Prof Dorothy Miell (University of Edinburgh)


• Prof Karen Littleton (Open University)

• Sheep Dalton (Open University)
Project

• In collaboration with the MK Art Gallery (2009).

• Simple multi-touch music prototype.

• Pre-composed materials.

                                  Sample loop
        1
                                  Active sample loop
                                  Headphones
                   4
                                  Speakers




2                      3


                              1 Bass line
                              2 Drum line
                              3 Keyboard line
                              4 Percussion line
        Interface diagram.                             Four users playing with the prototype.
Research question

• What aspects maximize collaboration for a particular user group?


• How can we evaluate effectively music creation systems that support
  collaboration on tabletop surfaces?

• How can we design systematically music creation systems that support
  collaboration on tabletop surfaces?
Motivation

• Improved collaboration can help in many contexts of music making
  (composition, performance, improvisation or musical education).


• Interaction concepts applicable to other creative domains (gaming,
  brainstorming).


• Evaluation of NIME using HCI methods is considered a novel and promising
  field of research.
Context

• Musical multi-touch surfaces


• Creative engagement


• Design considerations

  • Multi-user instruments


  • Multi-touch interaction
Musical multi-touch surfaces


         • Audiopad [1], 2002, selection and edition of loops.




         • Reactable [2, 3], 2004, modular synthesizer.




         • Composition on the Table [4], 1998, audio-visual creation.




         • Stereotronic Multi-Synth Orchestra [5], 2009, concentric seq.
Creative engagement

• Understanding creativity


   • Psychological perspective of “flow” or full immersion in an activity
     (Csikszentmihalyi [6]); the experience of fun and pleasure (Blythe and
     Hassenzahl [7]).


• Creativity in group


   • In the collective music composition attunement to others’ contributions
     (Bryan-Kinss et al. [8]); “flow” extended to group productivity (Sawyer [9]).
Design considerations

• Multi-user instruments ([10], [11], [12])


   • Shared vs. local control; complexity vs. simplicity.


• Multi-touch interaction [13])


   • Discrete vs. continuous actions; display size; sense of touch; multiplicity.
Method

• Iterative process: Design -> Evaluation -> Design


• User study


   • Participants: 12 people, 3 groups of 4 users (music skills: G1=16/20, G2=8/20, G3=9/20).


   • Video recordings: 3 musical tasks + informal discussion.


   • Questionnaire.


• Data analysis


   • Open coding (derived from GT [14]).


   • Structured coding (derived from qualitative CA [15]).
Findings from OC

• Collaboration

     • Awareness of others; visual feedback; decision making.

  • Musical aesthetics

     • Emotiveness; playfulness.

  • Learning process

     • Easiness vs. difficulty.

  • System design

     • Responsiveness; individual expressivity.
Findings from structured coding

• Codes used


 • Codes from [16]: tangible manipulation (consistent physical-digital), spatial
   interaction, embodied facilitation (affordances), expressive representation
   (legibility).


 • Codes from [8]: mutual awareness, shared representations (collective
   legibility), mutual modifiability (level of democracy), annotation (opinions).


• Results


 • Consistent evidence: some content already discussed in the OC.


 • New: multiple access points; shareable controls; conversations.
Findings from questionnaire

• Q1. I felt we operated as a team.      !"                                      $'**


                                         !#                                          %'")
• Q2. I felt part of a collaborative
  process.
                                         !$                #'#&


• Q3. It was difficult to play.          !%                                                  %'&*


                                         !&                                   $'()
• Q4. I enjoyed the music making task.
                                              " +,-./011    #            $              %      2/011 &
                                                            Averages for the 5 statements.
• Q5. I concentrated intensely on the
  music making.
Conclusions

• In general


   • A simple (and constrained) prototype can be highly engaging (mainly for novices).


   • This evaluation method provide us evidence of creative engagement.


   • This approach can help us improve the prototype design (participatory design).


• In particular


   • Roles: no dominant figure emerged, one or another took the lead.


   • Conversation: The prototype strongly facilitated conversation (group
     productivity).
Future work

• Better responsiveness


 • Responsiveness-emotiveness; audiovisual feedback.


• Adding shared controls


 • Support of both shared and individual controls.


• Adding features


 • Balance complexity-simplicity (experts and novices).
References

[1] J. Patten, B. Recht, and H. Ishii, “Audiopad: a tagbased interface for musical performance,” in NIME ’02: Proceedings of the 2002 conference on
New interfaces for musical expression, (Singapore), pp. 1–6, National University of Singapore, 2002.
[2] S. Jordà, M. Kaltenbrunner, G. Geiger, and R. Bencina, “The reacTable*,” in Proceedings of the International Computer Music Conference (ICMC
2005), (Barcelona, Spain), 2005.
[3] S. Jordà, G. Geiger, M. Alonso, and M. Kaltenbrunner, “The reacTable: Exploring the synergy between live music performance and tabletop
tangible interfaces,” in TEI ’07: Proceedings of the 1st international conference on Tangible and embedded interaction, (New York, NY, USA), pp.
139–146, ACM, 2007.
[4] T. Iwai, “Composition on the table,” in International Conference on Computer Graphics and Interactive Techniques, SIGGRAPH: ACM Special
Interest Group on Computer Graphics and Interactive Techniques, ACM, 1999.
[5] http://www.fashionbuddha.com/, 15/3/2010.
[6] M. Csikszentmihalyi, Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Jossey-Bass, 1975.
[7] M. Blythe and M. Hassenzahl, The semantics of fun: differentiating enjoyable experiences, pp. 91–100. Norwell, MA, USA: Kluwer Academic
Publishers, 2004.
[8] N. Bryan-Kinns and F. Hamilton, “Identifying mutual engagement” Behaviour and Information Technology, 2009.
[9] K. Sawyer, Group Genius: The Creative Power of Collaboration. Basic Books, 2007.
[10] [2] S. Jordà, “Multi-user instruments: models, examples and promises,” in NIME ’05: Proceedings of the 2005 conference on New interfaces for
musical expression, (Singapore, Singapore), pp. 23–26, National University.
[11] R. Fiebrink, D. Morris, and M. R. Morris, “Dynamic mapping of physical controls for tabletop groupware,” in CHI ’09: Proceedings of the 27th
international conference on Human factors in computing systems, (New York, NY, USA), pp. 471–480, ACM, 2009.
[12] T. Blaine and S. Fels, “Contexts of collaborative musical experiences,” in NIME ’03: Proceedings of the 2003 conference on New interfaces for
musical expression, (Singapore, Singapore), pp. 129–134, National University of Singapore, 2003.
[13] B. Buxton, Multi-Touch Systems that I Have Known and Loved. Microsoft Research, 2007.
[14] J. Lazar, J. Feng, and H. Hochheiser, Research Methods in Human-Computer Interaction. Wiley, 2010.
[15] D. L. Altheide, “Ethnographic content analysis,” Qualitative Sociology, vol. 10, pp. 65–77, 1987.
[16] E. Hornecker and J. Buur, “Getting a grip on tangible interaction: A framework on physical space and social interaction,” in CHI ’06: Proceedings
of the SIGCHI conference on Human Factors in computing systems, (New York, NY, USA), pp. 437–446, ACM Press, 2006.

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CRC PhD Student Conference 2010 Presentation

  • 1. Issues and techniques for collaborative music making on multi-touch surfaces Anna Xambó Visiting Research Student Centre for Research in Computing Supervisor: Robin Laney CRC PhD Student Conference 2010 The Open University
  • 2. Team • Dr Robin Laney (Open University) • Chris Dobbyn (Open University) • Anna Xambó (Universitat Pompeu Fabra) • Mattia Schirosa (Universitat Pompeu Fabra) • Prof Dorothy Miell (University of Edinburgh) • Prof Karen Littleton (Open University) • Sheep Dalton (Open University)
  • 3. Project • In collaboration with the MK Art Gallery (2009). • Simple multi-touch music prototype. • Pre-composed materials. Sample loop 1 Active sample loop Headphones 4 Speakers 2 3 1 Bass line 2 Drum line 3 Keyboard line 4 Percussion line Interface diagram. Four users playing with the prototype.
  • 4. Research question • What aspects maximize collaboration for a particular user group? • How can we evaluate effectively music creation systems that support collaboration on tabletop surfaces? • How can we design systematically music creation systems that support collaboration on tabletop surfaces?
  • 5. Motivation • Improved collaboration can help in many contexts of music making (composition, performance, improvisation or musical education). • Interaction concepts applicable to other creative domains (gaming, brainstorming). • Evaluation of NIME using HCI methods is considered a novel and promising field of research.
  • 6. Context • Musical multi-touch surfaces • Creative engagement • Design considerations • Multi-user instruments • Multi-touch interaction
  • 7. Musical multi-touch surfaces • Audiopad [1], 2002, selection and edition of loops. • Reactable [2, 3], 2004, modular synthesizer. • Composition on the Table [4], 1998, audio-visual creation. • Stereotronic Multi-Synth Orchestra [5], 2009, concentric seq.
  • 8. Creative engagement • Understanding creativity • Psychological perspective of “flow” or full immersion in an activity (Csikszentmihalyi [6]); the experience of fun and pleasure (Blythe and Hassenzahl [7]). • Creativity in group • In the collective music composition attunement to others’ contributions (Bryan-Kinss et al. [8]); “flow” extended to group productivity (Sawyer [9]).
  • 9. Design considerations • Multi-user instruments ([10], [11], [12]) • Shared vs. local control; complexity vs. simplicity. • Multi-touch interaction [13]) • Discrete vs. continuous actions; display size; sense of touch; multiplicity.
  • 10. Method • Iterative process: Design -> Evaluation -> Design • User study • Participants: 12 people, 3 groups of 4 users (music skills: G1=16/20, G2=8/20, G3=9/20). • Video recordings: 3 musical tasks + informal discussion. • Questionnaire. • Data analysis • Open coding (derived from GT [14]). • Structured coding (derived from qualitative CA [15]).
  • 11. Findings from OC • Collaboration • Awareness of others; visual feedback; decision making. • Musical aesthetics • Emotiveness; playfulness. • Learning process • Easiness vs. difficulty. • System design • Responsiveness; individual expressivity.
  • 12. Findings from structured coding • Codes used • Codes from [16]: tangible manipulation (consistent physical-digital), spatial interaction, embodied facilitation (affordances), expressive representation (legibility). • Codes from [8]: mutual awareness, shared representations (collective legibility), mutual modifiability (level of democracy), annotation (opinions). • Results • Consistent evidence: some content already discussed in the OC. • New: multiple access points; shareable controls; conversations.
  • 13. Findings from questionnaire • Q1. I felt we operated as a team. !" $'** !# %'") • Q2. I felt part of a collaborative process. !$ #'#& • Q3. It was difficult to play. !% %'&* !& $'() • Q4. I enjoyed the music making task. " +,-./011 # $ % 2/011 & Averages for the 5 statements. • Q5. I concentrated intensely on the music making.
  • 14. Conclusions • In general • A simple (and constrained) prototype can be highly engaging (mainly for novices). • This evaluation method provide us evidence of creative engagement. • This approach can help us improve the prototype design (participatory design). • In particular • Roles: no dominant figure emerged, one or another took the lead. • Conversation: The prototype strongly facilitated conversation (group productivity).
  • 15. Future work • Better responsiveness • Responsiveness-emotiveness; audiovisual feedback. • Adding shared controls • Support of both shared and individual controls. • Adding features • Balance complexity-simplicity (experts and novices).
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