Please note! Course description is confirmed for two academic years, which means that in general, e.g. Learning outcomes, assessment methods and key content stays unchanged. However, via course syllabus, it is possible to specify or change the course execution in each realization of the course, such as how the contact sessions are organized, assessment methods weighted or materials used.
The students learn to use sound to provide semantic, and interpretative clues and to leverage the expressive potential of sound in scenarios and prototypes of sounding interactive commodities. They also lean to employ a sonic interaction design process which allows to put sound and its meaning in context at the center of attention.
Schedule: 12.02.2018 - 16.02.2018
Teacher in charge (valid 01.08.2020-31.07.2022): Daniel Hug, Antti Ikonen
Teacher in charge (applies in this implementation): Daniel Hug, Antti Ikonen
Contact information for the course (applies in this implementation):
CEFR level (applies in this implementation):
Language of instruction and studies (valid 01.08.2020-31.07.2022):
Teaching language: English
Languages of study attainment: English
CONTENT, ASSESSMENT AND WORKLOAD
Increasingly, physical artifacts of everyday use are endowed with information and communication technologies. These interactive commodities provide exciting new possibilities for sonic interaction design: They are objects with a complex, narrative and procedural identity which demands the use of sound beyond simple beeps.
There is little knowledge and best practice of how to design novel, unique sounds for interactions that work. Therefore we are forced to invent and experiment. The goal of this workshop is to provide concepts, tools and methods to achieve this.
We will explore the interaction with artifacts, their sounds and the possible relationships between them. We will investigate narrative and performative sound design strategies, learning to use sound to provide interpretative clues and to leverage the expressive potential of sound. These strategies then will be applied for developing contextualized scenarios and prototypes of sounding interactive commodities. For this, we will employ a sound-driven, "low-tech" experience prototyping method, which allows to experiment with innovative unorthodox sonic interaction design approaches without unnecessary technical limitations.
Assessment Methods and Criteria
In order to get credited, the student must be present and complete the assignment(s) given during the workshop. The grade depends on the student s activity in the class plus the ingenuity of the design of the course assignment. A central focus lies on sonic elaboration and on a convincing concept and implementation of an "interaction with sound".
Students must be present and complete the assignment(s) given during the workshop. The grade depends on the student s activity in the class plus the ingenuity of the design of the course assignment. A central focus lies on sonic elaboration and on a convincing concept and implementation of an "interaction with sound". 35h teaching.
Handouts and links given during the course, suggestions for reading and listening are provided.
Basic audio & sound design knowledge (recording, wave-editing, multitrack editing)
- Teacher: Antti Ikonen