Week 2 of 2
Team
Diya Agrawal
Eric Chen
Nicole Shu
Niki Marathia
Sakshi Pansare
Waleed Malik
Eric Chen
Nicole Shu
Niki Marathia
Sakshi Pansare
Waleed Malik
Recording
Equipped with microphones and recorders from the kit room, we returned to the market to collect sounds. Not wanting to make people feel uncomfortable, we each walked around recording the ambient sounds rather than people directly. Once we had our material, we started planning how we could use it (Figure 3).
Market sounds
Market sounds
Setting up
Having sat with what we had learned from our research the previous week, we wanted our intervention to be a big celebration of the market. We tested playing our recordings with and without images from the market (Figures 4 and 5), and our peers fed back that the images made the experience more immersive. We figured that if the senses can sell, as Adam's customers demonstrated, then sound and sight could make people want to be part of our experience.
Presentation
Within this little sonic market, we wanted to bring the entire class together and let people find what they wanted to focus on.
Feedback
People noted that the experience made them feel like they were at the market. There was also an impulse among our classmates to take photos, which I found an interesting response to the space. However, given how central Adam was to our research, it was noted that his story deserved to be more prominent through sound. Ronnie was also ambivalent about whether we should have used images in a sonic intervention, though he was persuaded after hearing how others felt they amplified the experience.
Reflections
Our project was closer to immersive design than anything I had made before, and I liked that we let the location speak for itself rather than push a message. Working with Adam introduced me to participatory design, which I found far more rewarding than designing based solely on my observations. Designing with sound was also new territory for me, and both Ronnie and Rosie were great at keeping the group’s focus on the sonic dimension of the project.
Designers Amber Case and Aaron Day (2018) suggest that sound impacts how people interact with a product profoundly, because it conveys distinctions, emotion, urgency, and information without adding visual clutter. Additionally, Raymond Schafer (1977), who pioneered the study of the acoustic environment, argued that we are always immersed in a soundscape. Together, these views suggest that sound forms experiences in and of itself, which makes learning to utilise it an important skill for UX designers. In this project, we let people navigate the soundscape freely, but if I were to develop it further, I would want to be more deliberate about guiding users. For example, were we to lead people through Adam's story from beginning to end, we would’ve transformed the experience into a journey with a start, middle, and end. This project opened up areas of design practice I had no previous experience in, and in doing so, has made me eager to explore them further.
References
Case, A. and Day, A. (2018) Designing with Sound: Fundamentals for Products and Services. O’Reilly.
Schafer, R. M. (1977) The Tuning of the World. University of Pennsylvania Press.