Visualizer Design II

I have been working on the visualizer as a concept trying to add to the meaning and depth of interactivity. After work on Visualizer Design & Frequency Design I started to get a cleaner more sophisticated design for the screen size. The screen is around 2500 x 400 pixels meaning the design needs to be spread out long a large surface area in an abstract shape. I have been trying to use the screens distinct feature of it length to my advantage tailoring the design to fit this.

“The more similar (or different) two auditory sources are along a number of different dimensions, such as familiarity, continuation, and so on, the more likely it will be that they will be merged to be into a single sound (or will be separated and perceived as different sounds), that is, they will be placed in the same (or different) stream” (McGookin and Brewster,2004, 135).

This in relation to the visualizer McGookin and Brewster suggest the audio has 2 source, left and right. This would need to taken into consideration within the design introducing the gestalt principle of symmetry. They also consider that audio merges at a point of which a single sound is created this is considered the mix audio frequency. Introducing a central figure combining several elements of the sound has allowed me to make this the mixture of high and low frequencies. Going forward I could make the frequencies distributed as it they would in the environment e.g. left shapes are manipulated by left frequency visa versa.

At this point I have completed some research I , II around the effectiveness of colour upon mood. I took this forward and applied it to the visualizer of which had fantastic result allowing me to add layers of ambient interactivity that even the audience couldn’t effect, the environment did do itself. This is called involuntarily interactivity. For the design itself it made a fantastic colour scheme and made it more visually appealing. This element allowed the installation to consider more than human input but the effect of the environment around it.

 

The next problem I need to resolve is that of informing the audience of the meaning of each element and clearly showing them that the ambient noise is increasing so the can at on this interacting with it more passively. Some exploration of Information design invoking measurements needs to research to gain a better understanding of how to do this effectively within the design.

Update: Information Design

McGookin, D. and Brewster, S., 2004. Understanding concurrent earcons: Applying Auditory Scene Analysis Principles to Concurrent Earcon Recognition. ACM Transactions on Applied Perceptions, 1 (2), 130-155.

 

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