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Design and Evaluation at a crossroad between Art, Science, and Engineering: the case of Sonic Interaction Design

Davide Rocchesso

Università IUAV di Venezia

[email protected] Davide Rocchesso 2011

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COST Action IC0601 !

Design the sonic appearance of products;

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Achieve soundscapes that are informative, pleasant, and non obtrusive;

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Exploit the technologies by designing relevant sonic interactions;

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Link psychology, computer science, acoustics, design, art and music;

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Dialogue with communication, sociology, and cultural studies.

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Research Directions !

Quality assessment of sound in interaction;

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Creative exploration of contexts and opportunities;

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Interactive sonification;

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Cognitive and perceptual evaluation;

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Synergies between sound arts and sonification;

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Technologies.

Scientists, designers, and artists conceive, test and share sonic interactions. The disciplinary boundaries and assumptions are continuously re-discussed.

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Articulation of Interaction Esthetics

[Löwgren, 2009] !

Pliability (information appears malleable)

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Rhythm (the beat of interaction)

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Dramaturgical structure (from exposition to resolution)

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Fluency (the graceful dance among media streams)

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Design Processes and Pedagogics

Research through Design !

Basic design methods

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Sensitizing to sonic interactions

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Sketching (and faking) sonic interactions

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Prototyping with interactive sound

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Tweaking and tuning

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Abstracting for understanding

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Basic Design !

Exercises with well-defined objectives and constraints (Moholy-Nagy, Albers, etc.)

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Demonstrations and intersubjectivity

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Ex.: Antiprimadonna [Maldonado and Anceschi at Ulm, 1962]

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In design for multisensory continuous interaction, the controllable dimensions are many

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Sensors and actuators considered together in the action–perception loop

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Look for fundamental interaction gestalts [Svanaes, 2000]: abstraction of actual interactions.

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Experimental Phenomenology

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[P. Bozzi, 1978 - L’interosservazione come metodo per la fenomenologia sperimentale.]

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“Against” psychophysics: when the experiments start from or lead to discoveries, they make things complicated for theory, and theory lives of complications;

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Any discovery must be supported by inter-observation;

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Investigating the “pillars” of experience: out of the lab, in noisy everyday environments;

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Negotiation between observers removes bias.

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Exercises in Basic SID

Multi-stage yet continuous coupling

Counter-inter-actions Cyclic interactions Acoustic Antiprimadonna A notebook

pliability, rhythm, fluency

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A theme for basic SID in continuous interaction Temporal dynamics of connections [Kloeckl 2008] (*%#34"/

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(")%&''$%!$(

torque measurement tool 1 x beep = torque too low, 2 x beeps = OK, 3 x beeps = torque too high

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Basic SID exercise: closing the moka [Rocchesso, Polotti, and Delle Monache, IJD 2009] Theme Continuous feedback for mechanical connections. Objective Design the feedback for a screw connection, such as found in the moka, in such a way that the right degree of tightness in coupling can be easily reached. Constraints The feedback should be continuous, non-symbolic, immediate to catch (or pre-attentional), and yet divisible into three clear stages. ! !

Symbolic signals (beeps, flashes) → disembodied feedback Continuous auditory feedback → engagement

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The Schelleng diagram:

Relative force

Solving the exercise: The violin as inspiration Max

imum bo

1

w forc

e

RAUCOUS Brilliant

0.1 Min

Sul ponticello

imu

m

0.01

bow

NORMAL for

ce

Sul tasto

HIGHER MODES

0.001 0.01

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0.1

0.2

Relative position of bow, ß

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By exploring the space of control parameters one can gradually step into different oscillatory regimes

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Listeners catch the quality of physical actions immediately

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Three distinct areas of effort (too low, ok, too high) are readily associated with the three tone-quality areas.

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Exercise solved: Sonifying the moka

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Apply a force sensor between B and C, and use force signal to control an elasto-plastic friction model [Avanzini et al., 2005]

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Several parameters of the model are covaried

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Sparse use of short friction bursts

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MaxMSP patch

Timbre: gradually from “glassy” (loose) to “rubbing” (tight). When coupling is “too tight”, it sounds like a squeaking hinge.

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Solution evaluated: Experiencing the moka Shared impressions: !

Sound enhances the screw connection and makes the task more engaging

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The experience of acting directly on the moka is different from simply listening

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The auditory feedback blends with kinesthetic perception (pseudohaptics)

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Users tend to push the boundaries of meaningful interaction. At the end of session, the force sensor was broken.

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When an acoustic actuator was directly attached to the moka the sound became really part of the object (schizophonia vanished).

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How to become sensitive to sonic interactions !

In the Bauhaus, the grundkurs taught by J. Itten at the Bauhaus was a sort of sensory training

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A soundwalk [Schafer] is an empirical method to identify keynotes, signals, and soundmarks of a soundscape

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Exploration of objects (tactile, proprioceptive, and auditory, extension of [Lederman-Klatzky, 1990]).

Analysis and imitation of sonic interactions (gesture + sound) !

A sound drama is a collection of non-speech sounds combined in a soundtrack. It allows to isolate “abstracted narrative themes and attributes of artefacts and interactions”, or metatopics [Hug, 2010]

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Sonic Interaction Design as Theater !

The relation between sound and action can be distorted and even subverted in theatrical performance [Pauletto et al 2009]

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Anny in the Kitchen becomes Mark in the Bathroom: Stephen Barrass sound design

rhythm, drama, fluency

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Vocal Sketching

Vocal sketching involves the use of the voice, along with the body, to demonstrate the relationship between action and sonic feedback. It is !

Intuitive, as in children playing with toys

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Available to anybody. Yet virtuosism is possible

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Communicative, as it facilitates discussion

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Group-friendly, transcending a solo voice

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Enactive, as when combined with bodystorming

It can also be embarrassing, evanescent, limited.

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A Vocal Sketching Workshop Holon, Israel - november 2009 !

How do we sketch when designing sonic interactions?

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Can the voice for sound designers be like hand+pencil for the graphic designer?

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Professional designers, engineers, and conductor;

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Exercises:

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Video Sketching In Human-Computer Interaction, video prototyping and video brainstorming are commonly used (e.g., Spence’s bifocal display as filmed cardboard model, 1980). Sonic interactions can be faked with vocal or synthetic Sonic Overlays, which are: Foley artistry ! Sound-centered !

Diverse

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Communicative

but also !

Non-enactive

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Non-realtime

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A Training School on Product Sound Design Design Factory, Aalto University - august 2010

Exercise

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Gamelunch: a sonic dining table !

Sonic augmentation of pouring, cutting, mixing, etc.

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Physically-based sound models and continuous interaction

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Contradictory feedback by manipulation of transformational or structural invariants

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Auditory manipulation of cognitive expectation and emotional impact

Documentation

Video

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A Gamelunch instrument: the sangria bowl

Action: mixing, pouring. !

Grasping the ladle;

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Rotating and lifting the spoons;

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Twisting the wrist.

Sound: Hard crumpling, bumping, and stretching Model: Crumpling Sonic percept: Sense of effort, change in nature of the pieces.

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How do we access parameters in the world? (1) Perceptual spaces to arrange model parameters Material (rubber, wood, glass, steel) in a decay-time / pitch space. Saturation ≡ inter-subject agreement.

Manipulation of points in space, direct production of semantic distances (e.g., Fernström’s Sonic Browser)

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How do we access parameters in the world? (2) Example [Ottaviani and Rocchesso, 2004]: Object size is !

perceptually related to pitch,

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physically related to frequency (and intensity)

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geometrically measured by length, area, or volume.

Given an object shape, →Psychophysics is used to scale the size perceptually.

What can we do across shapes? When are cubic and spherical cavities perceived to be the same size? → Psychophysics looks for the PSE (Point of Subj. Equiv.).

sphere (solid) vs. cube freq. resp.

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subjective size: sphere vs. 13 cubes, fixed and randomized order

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Ad-hoc psychophysics Example: auditory saltation [Rocchesso and Delle Monache, ongoing research] !

Inspiring Problem: Non-visual highlight of a hot spot:

wireless charging by

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Research: Spatio-temporal unfolding of sonic sequences:

manual reproduction of sonic gestures (x-coordinate in time)

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Abstract interactive objects

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Evaluation of a sonically augmented interactive object requires to measure how sound affects user behavior;

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The quality of the design becomes indexed by the users’ performance, and by the speed of their learning;

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Designers do not have to forget that sounds create strong aesthetical and emotional reactions in users;

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Experimental, abstract objects designed to study one specific interaction gestalt.

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Embodied Interaction with Rolling the Ballancer [Rath and Rocchesso, IEEE MM 2003]

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Simple control metaphor: Balancing a ball on a tiltable track

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Familiar principle from everyday experience, no explanation/exploration, training only for performance

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Parallel mechanical realization straightforward: complete testability

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The Spinotron [Lemaitre et al, IJHCS 2009] !

Task: pumping to reach and keep a precise and constant pace;

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Indep. Var.: auditory (virtual spinning top) or visual feedback;

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Observation: only auditory feedback affords performance improvement across trials; Users are not aware of this, and even find the sound irritating.

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The Flops [Lemaitre et al, SMC 2009] !

Study the emotions felt by users manipulating a computationally and acoustically augmented artifact;

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Task: exactly pour a predetermined number of items;

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Indep. Var.: sound design and dynamics of interaction; Modulate valence and dominance dimensions of users’ feeling.

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Observation: quality of sounds systematically influences valence.

Design and Evaluation at a crossroad between Art, Science, and ...

abstraction of actual interactions. Page 3 of 14. Design and Evaluation at a crossroad between Art, Scie ... ngineering_ the case of Sonic Interaction Design.pdf.

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