| experience scenarios | ||||||||||||||||||
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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. |
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| 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. | ||||||||||||||||||
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| DESIGN SPACE | ||||||||||||||||||
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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 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 bodys engagement
with each unique environment in a very direct way. |
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