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Sonic Interaction Design

Cover Image Copyright Year: 2013
Author(s): Karmen Franinovi¿; Stefania Serafin
Publisher: MIT Press
Content Type : Books & eBooks
Topics: Communication, Networking & Broadcasting ;  Components, Circuits, Devices & Systems ;  Computing & Processing ;  Signal Processing & Analysis
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Abstract

Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson

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      Frontmatter

      Karmen Franinovi¿ ; Stefania Serafin Page(s): i - xiv
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: Half title, Title, Copyright, Contents, Introduction View full abstract»

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      Emergent Topics

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 1
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Listening to the Sounding Objects of the Past: The Case of the Car

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 3 - 38
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 1.1 Sounding Objects in Pre-Twentieth-Century Everyday Life, 1.2 A Luxurious Silence: The Early Days of Car Sound Design, 1.3 Listening to the Engine: Car Sound as Source of Information, 1.4 A Smart Sound: Car Sound Design Today, 1.5 Conclusions, Notes, References View full abstract»

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      The Experience of Sonic Interaction

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 39 - 75
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 2.1 Introduction, 2.2 Sound as Malleable Material, 2.3 Sociality and Spaciousness, 2.4 Responsiveness: The Temporal Shape of Sonic Interaction, 2.5 Responsiveness and Responsibility, Notes, References View full abstract»

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      Continuous Auditory and Tactile Interaction Design

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 77 - 123
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 3.1 Auditory and Tactile Displays in HCI, 3.2 Designing Continuous Audiotactile Feedback for Interaction, 3.3 Perceptual Guidelines, 3.4 Conclusion and Outlook, Acknowledgments, Notes, References View full abstract»

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      Pedagogical Approaches and Methods

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 125 - 150
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 4.1 Basic Design Methods, 4.2 Sensitizing to Sonic Interactions, 4.3 Sketching and Prototyping Sonic Interactions, 4.4 Problem-Based Learning and Sonic Interaction Design, 4.5 Physical Prototyping with Interactive Sound, 4.6 Conclusions, Notes, References View full abstract»

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      Perceptual Evaluation of Sound-Producing Objects

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 151 - 197
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 5.1 Psychophysical Methods: Detection, Discrimination, and Equivalence, 5.2 Identification and Categorization, 5.3 Scaling and Rating, 5.4 Dissimilarity Ratings, 5.5 Sorting, 5.6 Verbalization, 5.7 Semantic Differential, 5.8 Preference, 5.9 Continuous Evaluation, 5.10 Multisensory Contexts, 5.11 Measurement of Acoustical Information, 5.12 Motion Capture, Acknowledgments, Notes, References View full abstract»

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      Case Studies

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 199
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Audio and Touch

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 201
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Perceptual Integration of Audio and Touch: A Case Study of PebbleBox

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 203 - 211
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 6.1 Design for Perceptually Guided Actions, 6.2 How Actions Guide the Cognitive Grouping of Sounds, 6.3 Conclusions, References View full abstract»

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      Semiacoustic Sound Exploration with the Sound of Touch

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 213 - 223
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 7.1 The Problem of Mapping, 7.2 The Sound of Touch, 7.3 Installation and Feedback, 7.4 Conclusion, References View full abstract»

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      The Gamelunch: Basic SID Exploration of a Dining Scenario

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 225 - 233
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 8.1 Description of the Setup, 8.2 Sonic Interaction at Work, 8.3 Evaluations and Conclusions, Note, References View full abstract»

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      ZiZi: The Affectionate Couch and the Interactive Affect Design Diagram

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 235 - 243
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 9.1 Description of the Work, 9.2 Interaction, 9.3 Sound Design, 9.4 Observations, 9.5 Discussion, 9.6 The Interactive Affect Design Diagram, References View full abstract»

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      SonicTexting

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 245 - 253
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 10.1 The SonicTexting System, 10.2 Sound in SonicTexting, 10.3 Sonic Design Considerations, 10.4 Observations, 10.5 Conclusions for Designing Sonic Interactions, Acknowledgments, Note, References View full abstract»

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      The A20: Interactive Instrument Techniques for Sonic Design Exploration

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 255 - 270
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 11.1 User-Centered Design Sessions, 11.2 A20, 11.3 A20 as Design Probe, 11.4 Discussion, 11.5 Conclusions, References View full abstract»

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      Sonification of Human Activities

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 271
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Designing Interactive Sound for Motor Rehabilitation Tasks

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 273 - 283
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 12.1 Motivations, 12.2 Auditory Feedback for Continuous Interaction, 12.3 Current Uses of Auditory Feedback in Technology-Assisted Rehabilitation Systems, 12.4 Conclusions, References View full abstract»

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      Sonification of the Human EEG

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 285 - 297
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contains sections titled: 13.1 Electroencephalography, 13.2 The Origins of the Use of Sound in Medicine, 13.3 EEG Sonification Techniques — An Overview, 13.4 Applications of EEG Sonification, 13.5 EEG Sonification and Interaction, 13.6 Conclusion, Acknowledgment, Notes, References View full abstract»

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      High-Density Sonification: Overview Information in Auditory Data Explorations

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 299 - 306
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contain sections titled: References View full abstract»

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      Sound in Virtual Reality

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 307
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Simulating Contacts between Objects in Virtual Reality with Auditory, Visual, and Haptic Feedback

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 309 - 327
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contain sections titled: 15.1 Related work, 15.2 The Contact State and Temporal Evolution of the Contact State, 15.3 Computation of Contact States and Events, 15.4 Multimodal Rendering Based on Contact States and Events, 15.5 Conclusion, Note, References View full abstract»

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      Sonic Interaction via Spatial Arrangement in Mixed-Reality Environments

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 329 - 340
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contain sections titled: 16.1 Background, 16.2 Sonic Interaction via Spatial Arrangement, 16.3 Case Studies, 16.4 Implementation Details, 16.5 Discussion: Spatial Organization and Artistic Creation, 16.6 Conclusion, Notes, References View full abstract»

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      Heigh Ho: Rhythmicity in Sonic Interaction

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 341 - 350
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contain sections titled: 17.1 Background, 17.2 Rhythmicity in Interactive Systems, 17.3 Rhythmicity in Sonic Interaction Design, 17.4 Conclusions, Notes, References View full abstract»

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      Barking Wallets and Poetic Flasks: Exploring Sound Design for Interactive Commodities

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 351 - 367
      Copyright Year: 2013

      MIT Press eBook Chapters

      This chapter contain sections titled: 18.1 Background, 18.2 Selected Design Cases from the Workshops, 18.3 Discussion and Findings, 18.4 Conclusion, Notes, References View full abstract»

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      Contributors

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 369 - 371
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»

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      Index

      Karmen Franinovi¿ ; Stefania Serafin Page(s): 373 - 376
      Copyright Year: 2013

      MIT Press eBook Chapters

      Sound is an integral part of every user experience but a neglected medium in design disciplines. Design of an artifact's sonic qualities is often limited to the shaping of functional, representational, and signaling roles of sound. The interdisciplinary field of sonic interaction design (SID) challenges these prevalent approaches by considering sound as an active medium that can enable novel sensory and social experiences through interactive technologies. This book offers an overview of the emerging SID research, discussing theories, methods, and practices, with a focus on the multisensory aspects of sonic experience. Sonic Interaction Design gathers contributions from scholars, artists, and designers working at the intersections of fields ranging from electronic music to cognitive science. They offer both theoretical considerations of key themes and case studies of products and systems created for such contexts as mobile music, sensorimotor learning, rehabilitation, and gaming. The goal is not only to extend the existing research and pedagogical approaches to SID but also to foster domains of practice for sound designers, architects, interaction designers, media artists, product designers, and urban planners. Taken together, the chapters provide a foundation for a still-emerging field, affording a new generation of designers a fresh perspective on interactive sound as a situated and multisensory experience.Contributors: Federico Avanzini, Gerold Baier, Stephen Barrass, Olivier Bau, Karin Bijsterveld, Roberto Bresin, Stephen Brewster, Jeremy Coopersotck, Amalia De Gotzen, Stefano Delle Monache, Cumhur Erkut, George Essl, Karmen Franinovi¿¿, Bruno L. Giordano, Antti Jylh¿¿, Thomas Hermann, Daniel Hug, Johan Kildal, Stefan Krebs, Anatole Lecuyer, Wendy Mackay, David Merrill, Roderick Murray-Smith, Sile O'Modhrain, Pietro Polotti, Hayes Raffle, Michal Rinott, Davide Rocchesso, Antonio Rod¿¿, Christopher Salter, Zack Settel, Stefania Serafin, Simone Spagnol, Jean Sreng, Patrick Susini, Atau Tanaka, Yon Visell, Mike Wezniewski, John Williamson View full abstract»