experience scenarios
research process    
 

In developing the concept in close relation to how people already perceive and experience the environment of the city, we worked with experience scenarios to explore the territory of system possibilities and to support decision-making among various design criteria.

These scenarios became a means of approaching interaction questions, including: How ‘in charge’ of the experience a user should feel? How explicit should means of controlling the system be? Should some degree of randomness be built in the system to maintain interest? How should it sound in situations of unvarying sensor input values over long periods of time? For everyday use, how similar could the same walk sound day after day without becoming boring? What should the balance be between the influence of user and environmental factors? How would 'invisible' factors (whether sensor-based such as pollution or processing-based such as randomness) be perceived?

 
SCENARIOS
We developed hypothetical scenarios of user experiences, values, and taste based on people that we interviewed or conducted workshops with, for example + urban workshop. They were deliberately extreme in order to represent a wide range of possibilities and design implications. Besides helping to determine the amount and nature of user control supported by the system, they revealed differing personal relationships with the city. Among others, we considered balances between active/passive, peripheral/foreground and ambient/rhythmic aspects of the experience. The outcome of the scenario work was 5 quite different picture-based stories and sets of 'user experience' parameters.
 
       
+ 'Agnes'   + 'Jean'   + 'Joanna'   + 'Jonas'   + 'Maria'
 
DESIGN SPACE

By exploring scenarios along an extreme range of possibilities, we defined the boundaries of the sound design space, populated with the scenarios as examples to relate to and to test ideas against. A map of the 'control space' consisted of two axes describe the predominant factors influencing the music.

The vertical axis shows the balance of body or user input versus environmental or city input. To illustrate, 'Jonas' is a sound engineer and thinks about music in a highly structured and systematic way. He would want a high degree of control over the music and its sound qualities and even be able to add or customize means of input. 'Agnes', in contrast, would only want the system to monitor tiny variations in the environment and is not interested in controlling the sounds herself.

The horizontal axis describes the span of possibilities from unpredictability to user-deterministic control. To illustrate, 'Maria' roams the streets of her city at night as a form of escape. She does not go far and often takes the same path, but would want the music to modulate dramatically and vary each time, implying the introduction of randomness on system level. 'Jean', on the other hand, is a participant in the extreme sport of climbing urban structures. Each climb is like a conquest and happens only once. He would use Sonic City to monitor his body’s engagement with each unique environment in a very direct way.

The scenario that we chose to implement was 'Joanna'. Balancing both active engagement and urban discovery, Joanna would use Sonic City to rediscover her environment as a poetic and aesthetic practice. Representing the essence of our intentions with Sonic City, this scenario provides a foundation for testing other variables and possible experiences and is reflected in the mapping strategy.

 

research process