Sonic interaction design
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Sonic interaction design is the study and exploitation of
sound In physics, sound is a vibration that propagates as an acoustic wave, through a transmission medium such as a gas, liquid or solid. In human physiology and psychology, sound is the ''reception'' of such waves and their ''perception'' b ...
as one of the principal channels conveying
information Information is an abstract concept that refers to that which has the power to inform. At the most fundamental level information pertains to the interpretation of that which may be sensed. Any natural process that is not completely random ...
, meaning, and aesthetic/emotional qualities in interactive contexts. Sonic interaction design is at the intersection of interaction design and sound and music computing. If interaction design is about designing objects people interact with, and such interactions are facilitated by computational means, in sonic interaction design, sound is mediating interaction either as a display of processes or as an input medium.


Research areas


Perceptual, cognitive, and emotional study of sonic interactions

Research Research is " creative and systematic work undertaken to increase the stock of knowledge". It involves the collection, organization and analysis of evidence to increase understanding of a topic, characterized by a particular attentiveness ...
in this area focuses on experimental scientific findings about human sound reception in interactive contexts. During closed-loop interactions, the users manipulate an interface that produces sound, and the sonic feedback affects in turn the users’ manipulation. In other words, there is a tight coupling between auditory
perception Perception () is the organization, identification, and interpretation of sensory information in order to represent and understand the presented information or environment. All perception involves signals that go through the nervous system ...
and action. Listening to sounds might not only activate a representation of how the sound was made: it might also prepare the listener to react to the sound. Cognitive
representations ''Representations'' is an interdisciplinary journal in the humanities published quarterly by the University of California Press. The journal was established in 1983 and is the founding publication of the New Historicism movement of the 1980s. It ...
of sounds might be associated with action-planning schemas, and sounds can also unconsciously cue a further reaction on the part of the listener. Sonic interactions have the potential to influence the users’
emotion Emotions are mental states brought on by neurophysiology, neurophysiological changes, variously associated with thoughts, feelings, behavioral responses, and a degree of pleasure or suffering, displeasure. There is currently no scientific ...
s: the quality of the sounds affects the pleasantness of the interaction, and the difficulty of the manipulation influences whether the user feels in control or not.


Product sound design

Product design in the context of sonic interaction design is dealing with methods and experiences for designing interactive products having a salient sonic behaviour. Products, in this context, are either tangible and functional objects that are designed to be manipulated, or usable simulations of such objects as in
virtual prototyping Virtual prototyping is a method in the process of product development. It involves using computer-aided design (CAD), computer-automated design (CAutoD) and computer-aided engineering (CAE) software to validate a design before committing to making ...
. Research and development in this area relies on studies from other disciplines, such as: * product
sound quality Sound quality is typically an assessment of the accuracy, fidelity, or intelligibility of audio output from an electronic device. Quality can be measured objectively, such as when tools are used to gauge the accuracy with which the device re ...
; * acoustic ecology, ''i.e.'' the relationship, mediated through sound, between living beings and their environment; * film sound; *
computer and video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback ...
sound; * sound culture, ''i.e.'' the study of how the production and consumption of sound have changed throughout history and within different societies. In
design research Design research was originally constituted as primarily research into the process of design, developing from work in design methods, but the concept has been expanded to include research embedded within the process of design, including work concer ...
for sonic products a set of practices have been inherited from a variety of fields. Such practices have been tested in contexts where research and pedagogy naturally intermix. Among these practices it suffices to mention: * bodystorming, especially when combined with vocal sketching, where participants produce vocal imitations to mimic the sonic behavior of objects while they are being interacted with; * theatrical practices, such as theatrical metaphors and dramatic performance; * basic design, based on demonstrations and
intersubjectivity In philosophy, psychology, sociology, and anthropology, intersubjectivity is the relation or intersection between people's cognitive perspectives. Definition is a term coined by social scientists to refer to a variety of types of human interac ...
; * video prototyping with sonic overlays; * foley artistry in
filmmaking Filmmaking (film production) is the process by which a motion picture is produced. Filmmaking involves a number of complex and discrete stages, starting with an initial story, idea, or commission. It then continues through screenwriting, cast ...
; * acting out sound dramas.


Interactive art and music

In the context of sonic interaction design, interactive art and music projects are designing and researching aesthetic experiences where sonic interaction is in the focus. The creative and expressive aspects – the aesthetics – are more important than conveying information through sound. Practices include installations, performances, public art and interactions between humans through digitally-augmented objects/environments. These often integrate elements such as embedded technology, gesture-sensitive devices, speakers or context-aware systems. The experience is in the focus, addressing how humans are affected by the sound, and vice versa. Interactive art and music allows researchers to question existing paradigms and models of how humans interact with technology and sound, going beyond paradigms of control (human controlling a machine). Users are part of a loop which includes action and perception. Interactive art and music projects invite explorative actions and playful engagement. There is also a multi-sensory aspect, especially haptic-audio and audio-visual projects are popular. Amongst many other influences, this field is informed by the development of the roles of instrument-maker, composer and performer merging. Artistic research in sonic interaction design is about productions in the
interactive art Interactive art is a form of art that involves the spectator in a way that allows the art to achieve its purpose. Some interactive art installations achieve this by letting the observer walk through, over or around them; others ask the artist ...
s and performing arts, exploiting the role of
enactive Enactivism is a position in cognitive science that argues that cognition arises through a dynamic interaction between an acting organism and its environment. It claims that the environment of an organism is brought about, or enacted, by the active ...
engagement with sound–augmented interactive objects.


Sonification

Sonification Sonification is the use of non-speech audio to convey information or perceptualize data. Auditory perception has advantages in temporal, spatial, amplitude, and frequency resolution that open possibilities as an alternative or complement to visuali ...
is the data-dependent generation of sound, if the transformation is systematic, objective and reproducible, so that it can be used as scientific method. For sonic interaction design, sonification provides a set of methods to create interaction sounds that encode relevant data, so that the user can perceive or interpret the conveyed information. Sonification does not necessarily need to represent huge amounts of data in sound, but may only convey one or few data values in a sound. To give an example, imagine a light switch that, on activation would create a short sound that depends on the electric power consumed through the cable: more energy-wasting lamps would perhaps systematically result in more annoying switch sounds. This example shows that sonification aims to provide some information by using its systematic transformation into sound. The integration of data-driven elements in interaction sound may serve different purposes: * to allow the users to refine their actions via auditory feedback. Example: the sonification-enhanced drilling machine which indicates by sound when a wanted orientation to the wall is reached. * to influence how humans perceive their own body movement. * to create a sonic
gestalt Gestalt may refer to: Psychology * Gestalt psychology, a school of psychology * Gestalt therapy, a form of psychotherapy * Bender Visual-Motor Gestalt Test, an assessment of development disorders * Gestalt Practice, a practice of self-exploration ...
for the interaction which allows users to compare the detailed performance on repeated interactions: for instance rowing strokes may be sonified so that the sportsmen can better synchronize their action. * to enable novel functions that would otherwise be not available (e.g. a bottle that displays by sound how much fluid is poured into glasses so that the users can more easily fill the equal amount of liquid in different glasses). Within the field of sonification, sonic interaction design acknowledges the importance of human
interaction Interaction is action that occurs between two or more objects, with broad use in philosophy and the sciences. It may refer to: Science * Interaction hypothesis, a theory of second language acquisition * Interaction (statistics) * Interactions o ...
for understanding and using auditory feedback.Thomas Hermann, and Andy Hunt, (2005). "Guest Editors' Introduction: An Introduction to Interactive Sonification". ''IEEE MultiMedia'' 12(2): 20-24. Within sonic interaction design, sonification can help and offer solutions, methods, and techniques to inspire and guide the design of products or interactive systems.


See also


References


Further reading

* Franinović, K., and Serafin, S., Eds. ''Sonic interaction design''. The MIT Press, Cambridge, Massachusetts, 2013. * Stefano Delle Monache, Pietro Polotti, Davide Rocchesso (2010). ''A Toolkit for Explorations in Sonic Interaction Design''. In: Proceedings of the 5th Audio Mostly Conference: A Conference on Interaction with Sound, 2010, New York (AM '10), ,
citation
* Eoin Brazil and Mikael Fernström, (2009). ''Empirically Based Auditory Display Design''. In: Proceedings of the SMC 2009 - 6th Sound and Music Computing Conference, 23–25 July 2009, Porto, Portugal. Available
online
* Karmen Franinović, Yon Visell, Daniel Hug, (2007). ''Sound Embodied: A Report on Sonic Interaction Design in Everyday Artifacts''. In: Proceedings of the 13th International Conference on Auditory Display, Montréal, Canada, June 26–29, 2007. Available
online
* Ernest A. Edmonds, Alastair Weakley, Linda Candy, Mark Fell, Roger Knott, and Sandra Pauletto, (2005). "The Studio as Laboratory: Combining Creative Practice and Digital Technology Research". ''International Journal of Man-Machine Studies'' 63(4–5): 452–481. Available

* Ernest Edmonds, Andrew Martin, and Sandra Pauletto, (2004). ''Audio-visual Interfaces in Digital Art''. In: Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology (ACE '04), Singapore, June 3–5, 2004, pp. 331–336, . Available
online
* Thomas Hermann and Andy Hunt, (2004). ''The Importance of Interaction in Sonification''. In: Proceedings of ICAD Tenth Meeting of the International Conference on Auditory Display, Sydney, Australia, July 6–9, 2004. Available
online
* Niklas Röber and Maic Masuch, (2004). ''Interacting With Sound: An Interaction Paradigm for Virtual Auditory Worlds''. In: Proceedings of ICAD Tenth Meeting of the International Conference on Auditory Display, Sydney, Australia, July 6–9, 2004. Available
online


External links

{{DEFAULTSORT:Sonic Interaction Design Design Multimodal interaction Sound