Involving Users in Sound Design
Frederik Moesgaard, Lasse Hulgaard
(&)
, and Mads Bødker
Department of Digitalization, Copenhagen Business School,
Copenhagen, Denmark
{frmo11ab,lahu12ab}@student.cbs.dk
Abstract. Sound plays an important role in our well-being, our experience of
the world around us and our understanding of products, services and interac-
tions. Sound affects our sense of place, and it can modulate our feelings, agency
and attention. In a world of increasingly ubiquitous digital technologies, sound
may prove a valuable resource for sense making as well as experience- and UX
design. Yet the possibilities and challenges of user participation in sound design
processes are not well understood. This paper reports on a pilot study examining
how participants can be involved in different phases of a sound design pro-
cess. The results and reflections aim to help researchers and designers in an ef-
fort to better understand some of the dynamics of moving from a largely expert
driven approach to sound design towards a more user-oriented and participatory
approaches.
Keywords: Ambience Á User experience Á Co-creation Á Video prototype Á
Sound design Á Sound prototype Á Sound sketching Á Soundwalks Á Participation
1 Introduction
Most of us are surrounded and supported by digital technologies from the moment we
wake up until we fall asleep. Moving towards a world where an increasing number of
electronic devices will be demanding our attention, it is important for designers to
consider and explore new ways of achieving meaningful user experiences that respect
human attention and positively contribute to the experience of everyday life. With the
abundant and ubiquitous access to computing resources (such as pervasive computing,
the proliferation of embedded devices and systems, etc.), designers need to explore the
creation of devices and services that allow for peripheral or even ‘natural’ interactions,
where the interface essentially disappears into the environment and allows us to live
our lives with less perceived technological friction and distraction (Case 2016).
Important and seminal work in this field was carried out by Weiser (1991) and Weiser
and Brown (1997) who advocated for ways in which digital technologies should aim
to inform discretely, create calm rather than be spectacular, and require the smallest
amount of focused attention.
Historically the Graphical User Interface (GUI) paradigms that evolved in the
1970s and onwards have foregrounded the visual aspects of interaction design.
Sound seems to be a design material that is somewhat marginalized (Case and Day
2019), and designers tend to forego auditory experiences as critical components of user
© Springer Nature Switzerland AG 2020
A. Marcus and E. Rosenzweig (Eds.): HCII 2020, LNCS 12200, pp. 405–425, 2020.
https://doi.org/10.1007/978-3-030-49713-2_28