Reading Response 5


Reading Response #5 to Artful Design

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Author: Neha Rajagopalan
Date: October 29th, 2023
Course: CS 476A
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Chapter 5: Interface Design + Interlude

This chapter on designing computer interfaces is not only the holy grail of principles for computer music interfaces but also a beautiful recollection of the design process for SLORK and other inventions. I loved how Ge walked us, the readers, through the entire process of SLORK which reminds me of a similar experience (but on a much smaller scale) for an interface that I had the great opportunity to work on.

Principle 5.4: Bodies Matter

This is my most favorite principle since it also talks about the Theremin, an instrument that I have been fascinated about for a while. Although this principle asks us to ponder about the function of various human body parts while designing a new interface, I think it can also refer to the instrument itself. Just as how we think about the functions of a hand, finger, arm, limb etc, we could also think about the body parts of the new instrument that fulfills the action of the human body part and resembles an existing instrument body part (example: resonating chamber, fret board etc). The ideology of creating new computer music instruments extends from our knowledge on existing instruments. Since computer interfaces extend us and not replace us (Principle 5.19), we need to include the memories/nostalgia associated with existing interfaces. To justify this with an example, I recently came across an instagram post that talked about the change in school logo at Northeastern University, Boston, Massachussetts. It was a case study about the University's elegant solution to modify their existing logo by retaining most of the traditional elements due to the nostalgia, history and culture embedded in those elements. They have improved the logo and maintained what the University stands for. Similarly, interfaces can be extensions of what we already know.

The theremin is one of the most fascinating instruments of our generation. However, it has a high learning curve, especially requiring great coordination due to the need to accurately position hands for both the volume side and pitch side. As a student at Georgia Tech, I was curious to see if a robot could play it better, a robot that could play expressively based on a performer's emotions. After spending hours in the workshop designing, failing at identifying right measurements for different components, modifying, and arranging, we finally brought "Terry" alive. The explanation of the design process of SLORK took me back to these events. I would love an opportunity to watch the SLORK live some day!

Finally, the principle that we have been using quite often in our class is Principle I.1: Funny is often better than serious. Not only can funny get a laugh out of the audience in appreciation for the interface, but also it can lighten people's hearts by making the experience extremely enjoyable. There is a feeling of zen in the presence of aesthetic designs and musical interfaces that can produce serene elements that can make us feel human. This principle reminds me of the time where we were enjoying Ryan's audio visualizer that initially had a cute and funny jelly-like texture, but eventually brought us all to exclaim "Wow" at the same time where technology felt human-like as the camera panned.