Chair: Rebecca Fiebrink, Princeton University, USA
Using Rhythmic Patterns as an Input Method
Contribution & Benefit: Describes the use of Rhythmic Patterns for Interaction. Reports the results of two experiments showing that users can reliably reproduce and memorize rhythmic patterns.
Abstract » While interaction techniques that use the temporal dimension have been used for a long time, such as multiple clicks or spring-loaded widgets, more advanced uses of rhythmic patterns have received little attention in HCI. Using such temporal structures to convey information can be particularly useful in situations where the visual channel is overloaded or even not available. In this paper we introduce Rhythmic Interaction as the use of rhythms for input. We report the results of two experiments that show that (i) rhythmic patterns can be efficiently reproduced by novice users and recognized by computer algorithms, and (ii) rhythmic patterns can be memorized as efficiently as traditional shortcuts when associating them with visual commands. Overall, these results demonstrate the potential of Rhythmic Interaction and open the way to a richer repertoire of interaction techniques.ACM
PULSE: The Design and Evaluation of an Auditory Display to Provide a Social Vibe
Contribution & Benefit: Investigates the use of ambient audio to present collocated geo-social media as a user moves through the environment. Provides guidance on re-integrating geo-social media into physical environment.
Abstract » We present PULSE, a mobile application designed to allow users to gain a `vibe', an intrinsic understanding of the people, places and activities around their current location, derived from messages on the Twitter social networking site. We compared two auditory presentations of the vibe. One presented message metadata implicitly through modification of spoken message attributes. The other presented the same metadata, but through additional auditory cues. We compared both techniques in a lab and real world study. Additional auditory cues were found to allow for smaller changes in metadata to be more accurately detected, but were least preferred when PULSE was used in context. Results also showed that PULSE enhanced and shaped user understanding, with audio presentation allowing a closer coupling of digital data to the physical world.ACM
Experiencing coincidence during digital music listening
Contribution & Benefit: Describes technology-mediated experiences of coincidences during digital music listening and the elements involved. Demonstrates the use of McCarthy and Wright's experience framework to an empirical investigation of user experience.
Abstract » People have reported encountering coincidences when using particular technologies to interact with personal digital content.
However, to date, there is a paucity of research to understand these experiences. This paper applies McCarthy and Wright’s
experiential framework to analyze these kinds of technology-mediated coincidences. By focusing upon encounters of
coincidence during people’s digital music listening, we identified the elements at play, elucidated the properties of the
individual elements, their inter-relationships, and an understanding of how coincidences can arise. We also reveal how under
particular conditions, such elements provide people with opportunities to encounter coincidence. This understanding of
coincidence demonstrates how McCarthy and Wright’s framework can be usefully applied to an empirical investigation of user
Designing Virtual Instruments with Touch-Enabled Interface
- Short Case Study
Contribution & Benefit: Describes designing a virtual percussion instrument system on a multi-touch tabletop. Can be adopted by users collaboratively to emulate real-world percussive music playing and offer advantages of digital instruments.
Abstract » We present and discuss the design of a virtual musical instrument system that can be used by a collaborative group of users to emulate playing percussive music. An optical multi-touch tabletop serves as the input device for multiple users, and an algorithmic pipeline interprets users' interactions with this touch-sensing table and provides control signals to activate the coupled physics-based sound simulation system. The musical tunes can be modulated by our numerical acoustic simulator to create believable acoustic effects generated due to cavity in instruments such as drums. It further allows the users to change the materials, shapes, and sizes of the instruments, thereby offering the capability for both rapid prototyping and active exploration of sound effects by altering various physical parameters. We discuss some of key design principles and what such a system can offer.
Listening Factors: A Large-Scale Principal Components Analysis of Long-Term Music Listening Histories
Contribution & Benefit: Describes a principal component analysis of automatically collected music listening histories. Groups and derives the impact of 48 listening behavior variables based on this analysis.
Abstract » There are about as many strategies for listening to music as there are music enthusiasts. This makes learning about overarching patterns and similarities difficult. In this paper, we present an empirical analysis of long-term music listening histories from the last.fm web service. It gives insight into the most distinguishing factors in music listening behavior. Our sample contains 310 histories with up to six years duration and 48 associated variables describing various user and music characteristics. Using a principal components analysis, we aggregated these variables into 13 components and found several correlations between them. The analysis especially showed the impact of seasons and a listener's interest in novelty on music choice. Using this information, a sample of a user's listening history or even just demographical data could be used to create personalized interfaces and novel recommendation strategies. We close with derived design considerations for future music interfaces.ACM