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Magazine > Lesson #7

Lesson #7 - 13/12/2011

Sonic Interaction Design

The first submission of the sonic interaction design assignment. Each group was asked to choose an interaction that reacts sonically to a tactile input. The technique we used to plan the interactions is to create video clips in which we simulate what the interaction will look like, sound like, and behave without being required to implement it as yet.

Design Lab | Interactive Design | HIT

These are the new groups, and this is what we presented:

Omer Ben-Naim, Shay Merci, Aviad Fux: Kosound

The inspiration for the project was drawn from the ability to create sound by rubbing the rim of a wineglass. Changing the level of the liquid in a glass changes the pitch of the tone accordingly. The group proposes creating an electronic musical instrument that works according to the same principle, and which enables the pitch of the tone to be dynamically changed so that a single glass can create a wide range of tones.

The questions raised about the interaction pertain to the form of the musical instrument - should the metaphor of the glass be maintained or abandoned? How else can the type of tone produced be influenced, and what kind of tones does the group seek to produce?

Dina Rubanovitch Even-Paz, Shmulik Mauda, David Kantor: This is Sonic Tap

This group is engaging in the sonification of water temperature in a tap. The video simulations demonstrate different ideas for expressing the temperature with sound: the human voice, music, and sounds from nature.

The discussion revolves around the question of whether the sound constitutes an additional layer of reality or whether this is a means of identification during the time it takes until the water reaches the required temperature by turning the knob.

Roni Rosen, Geva Rosenthal, Osher Shukrun: Weeeeee Chair

The Weeeeee Chair is a game for adults that is built into an ordinary-looking office chair. The chair's movements produce sounds that express fun and playfulness. Colliding chairs produce a sonic reaction, and changing the height of the seat affects the produced sound.

The interaction engenders a discussion on three concepts that are relevant to all of us:

- Call for action: how the chair encourages users participate in the interaction. For example, sound in reaction to sitting on the chair.

- Reward: what sustains the interest of users in the interaction. For example, a variety of different tones and sounds.

- Gamification: elements from the world of gaming that are incorporated into the interaction. For example, a chair race.

Jenny Bahar, Itay Kurgan, Shahar Yaacoby, Doron Segal: Barcode Piano

The group drew its inspiration from the barcodes featured on consumer goods, and created a musical instrument in which each note is based on the barcode of a particular product. The barcode is stuck onto a cube, and when scanned it produces a sound associated with the product whose barcode it adopted. The interaction includes a track on which to arrange the note cubes, and a barcode reader. After the user finds an interesting arrangement for the notes, he can add the tune to the note library by printing a new barcode for it, and can then find out which products created the tune he composed.

In the critique, the complexity of the interaction is discussed, as well as it being a barcode-based memory game and a musical instrument based on consumer products. The musical instrument can be released from the barcodes and consumer products, and the idea of playing by means of objects can be developed, with the objects possessing physical characteristics that allude to their different sounds.

Mad Max - The Sonic Warrior

After the submissions and critiques, we're given a lesson on the Max development environment, which we've mentioned before. The lesson is given by Nimrod Ram, a visiting lecturer from Bezalel and an expert in the field. The lecture includes a fair amount of theoretical background on the physical nature of sounds and how they are created by the computer.

We learn about the foundations of building an application with Max. The development environment drew its metaphoric inspiration from sound studios where electronic units that create different effects are connected by cables that transfer the data from the source of the sound, through the effects, all the way to the speakers. Thus with Max as well, objects are connected with drawn lines and the information streams and is processed according to the order of connections.

Design Lab | Interactive Design | HIT
Nimrod Ram

After learning the basics, the lesson focuses on the ability of Max to create, store, process, and present sound.

Design Lab | Interactive Design | HIT
A Max application that plays sounds captured by a microphone and transferred through a filter. The audio note can be seen as it was recorded on the left, and after filtering on the right

Another Week - Another Interaction
After the lesson we arrange the Lab for another week of displaying our previous interactions for Museum visitors.
Next week is the final submission of the exercise, and we still have a lot of work to do before then.

Until next time...

Written by David Kantor
Photographs by Omer Ben-Naim and Itay Kurgan

Archive

- Introduction

- Lesson 1

- Lesson 2

- Lesson 3

- Lesson 4

- Lesson 5

- Lesson 6

- Lesson 7

- Lesson 8

- Lesson 9

- Lesson 10

- Lesson 11

- Lesson 12

- Final Lesson

 
 
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