Designing Digital Musical Instruments Using Probatio


Book Description

The author presents Probatio, a toolkit for building functional DMI (digital musical instruments) prototypes, artifacts in which gestural control and sound production are physically decoupled but digitally mapped. He uses the concept of instrumental inheritance, the application of gestural and/or structural components of existing instruments to generate ideas for new instruments. To support analysis and combination, he then leverages a traditional design method, the morphological chart, in which existing artifacts are split into parts, presented in a visual form and then recombined to produce new ideas. And finally he integrates the concept and the method in a concrete object, a physical prototyping toolkit for building functional DMI prototypes: Probatio. The author's evaluation of this modular system shows it reduces the time required to develop functional prototypes. The book is useful for researchers, practitioners, and graduate students in the areas of musical creativity and human-computer interaction, in particular those engaged in generating, communicating, and testing ideas in complex design spaces.




Built for Performance


Book Description

"The field of digital musical instrument (DMI) design is highly interdisciplinary and comprises a variety of different approaches to developing new instruments and putting them into artistic use. While these vibrant ecosystems of design and creative practice thrive in certain communities, they tend to be concentrated within the context of contemporary experimental musical practice and academic research. In more widespread professional performance communities, while digital technology is ubiquitous, the use of truly novel DMIs is uncommon. The aim of this dissertation is to investigate the unique demands that active and professional performers place on their instruments, and identify ways to address these concerns throughout the design process that can facilitate development of instruments that are viable and appealing for professionals to take up into long-term practice. The work presented here represents three phases of user-driven research, using methods drawn from the fields of Human-Computer Interaction and Human-Centered Design. First, a survey of musicians was conducted to understand how DMIs are used across diverse performance practices and identify factors for user engagement with new instruments. Second, design workshops were developed and run with groups of expert musicians that employed non-functional prototyping and design fiction as methods to discover design priorities of performers and develop tangible specifications for future instrument designs. Finally, multiple new DMIs have been designed in two primary contexts: first, three instruments were developed in response to the workshop specifications to meet general criteria for DMI performance; second, two systems for augmented harp performance were built and integrated into a musician's professional practice based on a long-term research-design collaboration. Through these projects, I propose the following contributions that will aid designers in the development of new DMIs intended for professional performers. The survey results have been distilled into a list of considerations for designers to address the unique demands and priorities of active performers in the development of new DMIs. A complete methodology has been developed to generate design specifications for novel DMIs that leverages the tacit knowledge of skilled performers. Finally, I offer practical guidelines, tools and suggestions in the technical design and manufacture of instruments that will be viable for use in long-term professional practice"--




Interactive Design


Book Description

User experience design is one of the fastest-growing specialties in graphic design. Smart companies realize that the most successful products are designed to meet the needs and goals of real people—the users. This means putting the user at the center of the design process. This innovative, comprehensive book examines the user-centered design process from the perspective of a designer. With rich imagery, Interactive Design introduces the different UX players, outlines the user-centered design process from user research to user testing, and explains through various examples how user-centered design has been successfully integrated into the design process of a variety of design studios worldwide.




The Oxford Handbook of Algorithmic Music


Book Description

With the ongoing development of algorithmic composition programs and communities of practice expanding, algorithmic music faces a turning point. Joining dozens of emerging and established scholars alongside leading practitioners in the field, chapters in this Handbook both describe the state of algorithmic composition and also set the agenda for critical research on and analysis of algorithmic music. Organized into four sections, chapters explore the music's history, utility, community, politics, and potential for mass consumption. Contributors address such issues as the role of algorithms as co-performers, live coding practices, and discussions of the algorithmic culture as it currently exists and what it can potentially contribute society, education, and ecommerce. Chapters engage particularly with post-human perspectives - what new musics are now being found through algorithmic means which humans could not otherwise have made - and, in reciprocation, how algorithmic music is being assimilated back into human culture and what meanings it subsequently takes. Blending technical, artistic, cultural, and scientific viewpoints, this Handbook positions algorithmic music making as an essentially human activity.




Understanding Interaction


Book Description

Understanding Interaction explores the interaction between people and technology in the broader context of the relations between the human-made and the natural environments. It is not just about digital technologies – our computers, smartphones, the Internet – but all our technologies, such as mechanical, electrical, and electronic. Our ancestors started creating mechanical tools and shaping their environments millions of years ago, developing cultures and languages, which in turn influenced our evolution. Volume 1 looks into this deep history, starting from the tool-creating period (the longest and most influential on our physical and mental capacities) to the settlement period (agriculture, domestication, villages and cities, written language), the industrial period (science, engineering, reformation, and renaissance), and finally the communication period (mass media, digital technologies, and global networks). Volume 2 looks into humans in interaction – our physiology, anatomy, neurology, psychology, how we experience and influence the world, and how we (think we) think. From this transdisciplinary understanding, design approaches and frameworks are presented to potentially guide future developments and innovations. The aim of the book is to be a guide and inspiration for designers, artists, engineers, psychologists, media producers, social scientists, etc., and, as such, be useful for both novices and more experienced practitioners. Image Credit: Still of interactive video pattern created with a range of motion sensors in the Facets kaleidoscopic algorithm (based underwater footage of seaweed movement) by the author on 4 February 2010, for a lecture at Hyperbody at the Faculty of Architecture, TU Delft, NL.




The Design of a Smartphone-based Digital Musical Instrument for Jamming


Book Description

Open-ended human-computer interactions, such as those in interactive digital art and music, are an increasingly popular area of study in HCI. They provide an opportunity to examine playfulness, creativity and expression and challenge conventional HCI notions of quality, evaluation and how to measure success. Jamming-improvisational group music making-is often held up as an example of open-ended creativity. This thesis describes the development of Viscotheque, an iPhone- based digital musical instrument (DMI) designed for jamming, over three major design-test cycles. Over these three iterations the interface evolved from a very simple 'process control' interface in v1 to a more expressive multi-touch sample manipulation tool in v3. At each stage of the design process, open-ended jam sessions held with local musicians suggested that the potential was there for the interface to support rich jamming experiences. Version 3 of the interface and the associated v3 jam session was the most in-depth of the three phases of the experiment, with the most expressive interface and also the most comprehensive field trial (using a multi-session longitudinal study of jamming musicians rather than the single jam sessions of v1 and v2). Situating the qualitative results of these experiments within the broader context of third wave HCI, this thesis discusses 'affect' in a guise perhaps unfamiliar to readers of mainstream HCI discourse. The jam sessions were characterised by intense sonic atmospheres, and the post-jam interviews reveal a complicated picture of agency in the interaction of the musician and their sound. The thesis also presents a detailed analysis of the quantitative log data, including the results of a Machine Learning (ML) approach to looking for patterns in this data. Finally, the thesis discusses the implications of the Viscotheque design process for HCI more broadly, including the powerful affective atmospheres which characterise musical interaction and an approach to data analysis which leverages the mathematical sophistication of modern ML techniques while remaining sensitive to the difficulties surrounding the measurement of experience. -- provided by Candidate.




New Digital Musical Instruments


Book Description

xxii + 286 pp.Includes a Foreword by Ross Kirk




Musical Haptics


Book Description

This Open Access book offers an original interdisciplinary overview of the role of haptic feedback in musical interaction. Divided into two parts, part I examines the tactile aspects of music performance and perception, discussing how they affect user experience and performance in terms of usability, functionality and perceived quality of musical instruments. Part II presents engineering, computational, and design approaches and guidelines that have been applied to render and exploit haptic feedback in digital musical interfaces. Musical Haptics introduces an emerging field that brings together engineering, human-computer interaction, applied psychology, musical aesthetics, and music performance. The latter, defined as the complex system of sensory-motor interactions between musicians and their instruments, presents a well-defined framework in which to study basic psychophysical, perceptual, and biomechanical aspects of touch, all of which will inform the design of haptic musical interfaces. Tactile and proprioceptive cues enable embodied interaction and inform sophisticated control strategies that allow skilled musicians to achieve high performance and expressivity. The use of haptic feedback in digital musical interfaces is expected to enhance user experience and performance, improve accessibility for disabled persons, and provide an effective means for musical tuition and guidance.




Designing with Video


Book Description

This book illustrates in detail how digital video can be utilized throughout a design process, from the early user studies, through making sense of the video content and envisioning the future with video scenarios, to provoking change with video artifacts. The text offers first-hand case studies in both academic and industrial contexts, and is complemented by video excerpts. It is a must-read for those wishing to create value through insightful design.