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Displayless	
  Interac/on	
  
Lars	
  Bo	
  Larsen	
  
Mai	
  Baunstrup,	
  Søren	
  Staal	
  Jensen	
  
	
  Infinit	
  Temadag,	
  AAU	
  20	
  juni	
  2013	
  
Outline	
  
•  Introduc/on	
  of	
  the	
  Displayless	
  Interac/on	
  (DI)	
  
project	
  
•  Presenta/on	
  of	
  AAU	
  contribu/on:	
  
–  “Using	
  sound	
  content	
  to	
  direct	
  user’s	
  aOen/on”	
  
–  Experiments	
  
–  (preliminary)	
  Results	
  
2	
  
Display-less Interaction "
Outline of the Display-Less Interaction Project"
–  To investigate interaction design for devices without
displays"
–  Partners: Bang & Olufsen, Radiometer, AAU"
–  Infinit “mini project”, running January 1 – June 30
2013"
–  Close integration with PDP thesis students
(Engineering Psychology)"
"
3	
  
Display-less Interaction "
Our Focus"
–  Using the auditory modality "
–  To investigate if designed sounds can guide the
user’s attention onto certain areas of a user interface"
–  To achieve this with sounds that are intuitive, which
do not have to be learned (earcons) or to be based on
metaphors or cultural references (auditory icons)"
4	
  
Background"
•  Pratt (1930) found that the pitch of tones were related to
their perceived positions"
5	
  
Background"
•  Walker and Ehrenstein (2000) tested 12 sounds that
either increased or decreased in pitch"
6	
  
•  Results: Test-persons
matched an increase
and the decrease in
pitch with ”high” and
”low”, at a 96% accuracy
level"
"
Theories"
•  R. Walker (1987) ”The effects of culture, environment,
age, and musical training on choices of visual metaphors
for sound”"
•  828 test-subjects were tested to see how they matched
acoustic features (frequency, waveform, amplitude, and
duration) to visual metaphors on a response sheet. "
"
•  Left-Right was generally matched with the duration of a
sound"
7	
  
Our Experiment"
Inspired by this, we decided to design a number of sounds with the
goal of directing the user’s attention in a particular direction on a plain
surface."
"
Inspired by the fact that earcons, designed as musical sounds are
considered more attractive to listen to than other types, we chose a
format of short piano sounds or tunes."
"
12 sounds were designed with the help of a musician:"
–  2 pitch change sounds (1 increasing, 1 decreasing)"
–  2 high / medium high pitch tones"
–  2 low / medium low tones"
–  2 sounds with increasing/decreasing beat"
–  4 hybrid sounds (with beat and pitch change)"
•  Duration is 1.1-1.2 seconds"
•  Tones are roughly within one octave"
8	
  
9	
  
Our	
  speaker	
  device	
  consists	
  of	
  
16	
  individual	
  speakers	
  (built	
  by	
  
B&O)	
  set	
  in	
  a	
  frame	
  
	
  
The	
  speakers	
  are	
  connected	
  in	
  
4	
  groups	
  with	
  4	
  speakers	
  in	
  
each	
  corner	
  
	
  
This	
  allows	
  to	
  define	
  5	
  
channels:	
  
Le^,	
  Right,	
  Up,	
  Down	
  and	
  All	
  
	
  
In	
  the	
  experiment,	
  the	
  
speakers	
  are	
  hidden	
  to	
  the	
  test	
  
person	
  
Experimental design"
We designed two experiments:"
1.  Half the sounds are played by all speakers, (ie the
sound is emitted uniformly from the surface of the
device). The other half were played in either Right,
Left, Up, Down sections as a control condition"
–  30 test persons each listened to 192 sounds"
2.  All sounds are played by all speakers"
–  16 test persons each listened to 96 sounds"
•  Only results from experiment 2 is reported here."
10	
  
Experiment setup"
•  The test person
used a laser pointer
to indicate where
she experienced
the sound "
•  The facilitater
visually determined
the position in a
4x4 grid"
•  The playback and
recording of
positions were
controlled by a
matlab program"
11	
  
Experiment 1"
•  Data was obtained via a matlab program,
where the test-persons response was
recorded via a push on a button, in
accordance to a 4x4 grid"
13	
  
Experiment 1 Results"
•  30 test-persons participated"
•  The general results are that the acoustics
were dominant in accordance to how the
users gave their response"
•  The sounds only had an influence within
these areas. "
14	
  
The decrease in pitch sound"
15	
  
One of the diagonal ”up” hybrid sounds"
16	
  
Experiment 1 Results"
•  Notable answers from the questionnaires "
17	
  
Experiment 1 Results"
•  Other interesting data"
Feedback from an explorative question What many test-persons mentioned "
"
18	
  
Results:"
Experiment 1:"
–  showed that the acoustics was the dominant factor – ie when
sounds are played from different positions, users will hear this
and it overrides the contents"
–  Analysis of interdependencies, etc are ongoing."
Experiment 2:"
–  The purpose of Experiment 2 is to see what happens when the
factor of acoustics is eliminated"
–  Preliminary results show clear effects in some cases and not so
clear in others, analysis is still ongoing"
19	
  
Experiment 2 results"
Pitch and beat change"
"
"
"
" Decrease " "Increase"
"
"
Decrease "Increase"
20	
  
Pitch	
  
Beat"
Experiment 2 results"
•  Static Pitch"
21	
  
High	
   Medium	
  
high	
  
Medium	
  
Low	
  
Low	
  
Experiment 2 results"
•  Hybrid Sounds"
Pitch decrease + beat up Pitch decrease + beat down"
"
Pitch increase + speed up Pitch increase + beat down"
22	
  
Experiment 2 results"
•  Answers from the questionnaires regarding whether the
sounds could guide the test-persons up or down"
23	
  
Experiment 2 results"
•  Answers from the questionnaires regarding whether the
sounds could guide the test-persons left, right or into a corner"
24	
  
Statistical tests (Chi-Square)"
Increase in pitch (”up sound”)"
"
"
"
Yes,	
  significant	
  
Decrease in pitch (”down sound”)"
"
"
Yes,	
  significant	
  
25	
  
High static pitch"
"
"
"
"
"
" " " " " " " " " " "Yes,	
  significant	
  
Medium high static pitch"
"
•  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Yes,	
  significant	
  
26	
  
Statistical tests (Chi-Square)"
Statistical tests (Chi-Square)"
Increase in beat (”right sound”)"
"
"
"
"
Not	
  significant	
  
Decrease in beat (”left sound”)"
"
	
  
	
  
	
  
	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
   	
  	
  	
  	
  Not	
  significant	
  
27	
  
Medium low static pitch"
"
"
	
  
Low static pitch"
28	
  
Statistical tests (Chi-Square)"
Summary"
•  Experiment 2 showed that the pitch level and changes
were the dominant factor"
•  The pitch up and down sounds worked as expected"
•  The static pitch worked for the high tones, but only partly
for low"
•  The beat change – ie left and right sounds did not work"
•  The diagonal and right-left sounds did not work as
intended"
•  The diagonal and right-left sounds worked as up and
down sounds, in accordance to their pitch change"
29	
  
Application"
So, how do we apply this result for
displayless Interaction?"
–  Our goal was to show that by utilising
specific designed sound patterns, a
sound source location can be
simulated under certain circumstances,
without any added mental load on the
user"
–  This has implications for displayless
devices, where e.g. a blinking LED can
be replaced by a “down” sound to
direct the users attention downwards"
–  Leading to better interaction (probably)
better aesthetics and cheaper
manufacturing costs"
30	
  
Conclusions	
  
A	
  first	
  step	
  towards	
  a	
  design	
  guide	
  for	
  “simulated	
  3D”	
  sounds	
  
have	
  been	
  taken	
  
•  Preliminary	
  results	
  show	
  some	
  clear	
  indica/ons	
  for	
  up-­‐down,	
  
however	
  le^-­‐right	
  s/ll	
  remains	
  unsolved	
  
•  There	
  are	
  interdependencies	
  when	
  the	
  physical	
  sound	
  source	
  
can	
  be	
  located	
  
•  We	
  have	
  deliberately	
  avoided	
  metaphorical	
  sounds	
  and	
  
chosen	
  very	
  generic	
  paOerns	
  to	
  leave	
  designers	
  as	
  much	
  
freedom	
  as	
  possible	
  
•  Sta/s/cal	
  analysis	
  is	
  s/ll	
  ongoing	
  
•  Results	
  are	
  applicable	
  and	
  will	
  reduce	
  manufacturing	
  costs	
  
and/or	
  increase	
  usability	
  
31	
  

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Displayless Interaction af Lars Bo Larsen, AAU

  • 1. Displayless  Interac/on   Lars  Bo  Larsen   Mai  Baunstrup,  Søren  Staal  Jensen    Infinit  Temadag,  AAU  20  juni  2013  
  • 2. Outline   •  Introduc/on  of  the  Displayless  Interac/on  (DI)   project   •  Presenta/on  of  AAU  contribu/on:   –  “Using  sound  content  to  direct  user’s  aOen/on”   –  Experiments   –  (preliminary)  Results   2  
  • 3. Display-less Interaction " Outline of the Display-Less Interaction Project" –  To investigate interaction design for devices without displays" –  Partners: Bang & Olufsen, Radiometer, AAU" –  Infinit “mini project”, running January 1 – June 30 2013" –  Close integration with PDP thesis students (Engineering Psychology)" " 3  
  • 4. Display-less Interaction " Our Focus" –  Using the auditory modality " –  To investigate if designed sounds can guide the user’s attention onto certain areas of a user interface" –  To achieve this with sounds that are intuitive, which do not have to be learned (earcons) or to be based on metaphors or cultural references (auditory icons)" 4  
  • 5. Background" •  Pratt (1930) found that the pitch of tones were related to their perceived positions" 5  
  • 6. Background" •  Walker and Ehrenstein (2000) tested 12 sounds that either increased or decreased in pitch" 6   •  Results: Test-persons matched an increase and the decrease in pitch with ”high” and ”low”, at a 96% accuracy level" "
  • 7. Theories" •  R. Walker (1987) ”The effects of culture, environment, age, and musical training on choices of visual metaphors for sound”" •  828 test-subjects were tested to see how they matched acoustic features (frequency, waveform, amplitude, and duration) to visual metaphors on a response sheet. " " •  Left-Right was generally matched with the duration of a sound" 7  
  • 8. Our Experiment" Inspired by this, we decided to design a number of sounds with the goal of directing the user’s attention in a particular direction on a plain surface." " Inspired by the fact that earcons, designed as musical sounds are considered more attractive to listen to than other types, we chose a format of short piano sounds or tunes." " 12 sounds were designed with the help of a musician:" –  2 pitch change sounds (1 increasing, 1 decreasing)" –  2 high / medium high pitch tones" –  2 low / medium low tones" –  2 sounds with increasing/decreasing beat" –  4 hybrid sounds (with beat and pitch change)" •  Duration is 1.1-1.2 seconds" •  Tones are roughly within one octave" 8  
  • 9. 9   Our  speaker  device  consists  of   16  individual  speakers  (built  by   B&O)  set  in  a  frame     The  speakers  are  connected  in   4  groups  with  4  speakers  in   each  corner     This  allows  to  define  5   channels:   Le^,  Right,  Up,  Down  and  All     In  the  experiment,  the   speakers  are  hidden  to  the  test   person  
  • 10. Experimental design" We designed two experiments:" 1.  Half the sounds are played by all speakers, (ie the sound is emitted uniformly from the surface of the device). The other half were played in either Right, Left, Up, Down sections as a control condition" –  30 test persons each listened to 192 sounds" 2.  All sounds are played by all speakers" –  16 test persons each listened to 96 sounds" •  Only results from experiment 2 is reported here." 10  
  • 11. Experiment setup" •  The test person used a laser pointer to indicate where she experienced the sound " •  The facilitater visually determined the position in a 4x4 grid" •  The playback and recording of positions were controlled by a matlab program" 11  
  • 12. Experiment 1" •  Data was obtained via a matlab program, where the test-persons response was recorded via a push on a button, in accordance to a 4x4 grid" 13  
  • 13. Experiment 1 Results" •  30 test-persons participated" •  The general results are that the acoustics were dominant in accordance to how the users gave their response" •  The sounds only had an influence within these areas. " 14  
  • 14. The decrease in pitch sound" 15  
  • 15. One of the diagonal ”up” hybrid sounds" 16  
  • 16. Experiment 1 Results" •  Notable answers from the questionnaires " 17  
  • 17. Experiment 1 Results" •  Other interesting data" Feedback from an explorative question What many test-persons mentioned " " 18  
  • 18. Results:" Experiment 1:" –  showed that the acoustics was the dominant factor – ie when sounds are played from different positions, users will hear this and it overrides the contents" –  Analysis of interdependencies, etc are ongoing." Experiment 2:" –  The purpose of Experiment 2 is to see what happens when the factor of acoustics is eliminated" –  Preliminary results show clear effects in some cases and not so clear in others, analysis is still ongoing" 19  
  • 19. Experiment 2 results" Pitch and beat change" " " " " Decrease " "Increase" " " Decrease "Increase" 20   Pitch   Beat"
  • 20. Experiment 2 results" •  Static Pitch" 21   High   Medium   high   Medium   Low   Low  
  • 21. Experiment 2 results" •  Hybrid Sounds" Pitch decrease + beat up Pitch decrease + beat down" " Pitch increase + speed up Pitch increase + beat down" 22  
  • 22. Experiment 2 results" •  Answers from the questionnaires regarding whether the sounds could guide the test-persons up or down" 23  
  • 23. Experiment 2 results" •  Answers from the questionnaires regarding whether the sounds could guide the test-persons left, right or into a corner" 24  
  • 24. Statistical tests (Chi-Square)" Increase in pitch (”up sound”)" " " " Yes,  significant   Decrease in pitch (”down sound”)" " " Yes,  significant   25  
  • 25. High static pitch" " " " " " " " " " " " " " " " "Yes,  significant   Medium high static pitch" " •                                             Yes,  significant   26   Statistical tests (Chi-Square)"
  • 26. Statistical tests (Chi-Square)" Increase in beat (”right sound”)" " " " " Not  significant   Decrease in beat (”left sound”)" "                                      Not  significant   27  
  • 27. Medium low static pitch" " "   Low static pitch" 28   Statistical tests (Chi-Square)"
  • 28. Summary" •  Experiment 2 showed that the pitch level and changes were the dominant factor" •  The pitch up and down sounds worked as expected" •  The static pitch worked for the high tones, but only partly for low" •  The beat change – ie left and right sounds did not work" •  The diagonal and right-left sounds did not work as intended" •  The diagonal and right-left sounds worked as up and down sounds, in accordance to their pitch change" 29  
  • 29. Application" So, how do we apply this result for displayless Interaction?" –  Our goal was to show that by utilising specific designed sound patterns, a sound source location can be simulated under certain circumstances, without any added mental load on the user" –  This has implications for displayless devices, where e.g. a blinking LED can be replaced by a “down” sound to direct the users attention downwards" –  Leading to better interaction (probably) better aesthetics and cheaper manufacturing costs" 30  
  • 30. Conclusions   A  first  step  towards  a  design  guide  for  “simulated  3D”  sounds   have  been  taken   •  Preliminary  results  show  some  clear  indica/ons  for  up-­‐down,   however  le^-­‐right  s/ll  remains  unsolved   •  There  are  interdependencies  when  the  physical  sound  source   can  be  located   •  We  have  deliberately  avoided  metaphorical  sounds  and   chosen  very  generic  paOerns  to  leave  designers  as  much   freedom  as  possible   •  Sta/s/cal  analysis  is  s/ll  ongoing   •  Results  are  applicable  and  will  reduce  manufacturing  costs   and/or  increase  usability   31