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TRI: social music exchange


Index Introduction

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Research

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Idea generation

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Concept 10 Scenario 11 Evaluation

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References

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Pressure cooker M22 Thomas van de Werff

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Introduction From my M21 semester I set up two possible

I chose the music sharing experience as

directions to continue the project. These

direction, since this direction seems quite

directions were based on the conclusions

unique and I envisioned it as a bigger

from the user involvements and the ideas

opportunity to show my growth in the

and prototypes presented at the exhibition.

competencies mentioned before. This

These two directions were the individual music

direction allowed for exploring the music

experience and the music sharing experience.

listening and sharing rituals that we have in our society.

The choice for direction was based on the assessment from my M21 semester, where I was advised to focus more on Socio-cultural awareness and Designing business processes. The goal for this pressure cooker was to define concrete SMART goals in my PDP at the start of the semester.

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Research From the user involvements it was very

The subject of gift giving was considered

clear that people appreciated it very

a suitable direction for the project,

much when someone shared music with

considering competency development

them. People are always eager to control

and the focus of the project until now.

the music in an environment and love to

Literature on gift giving should be

explore new music that other people like.

considered in the next stage of the project. For example Schwartz (1967) [5], Komter

The iteration started with quick

(2003) [6]. Maus (1990) [7] and Simmel

benchmark research and inspiration

(1950) [8].

from everyday objects. The social music players Chune [1] and Mo. [2]

Inspired by personal experience. It seems

are interesting physical music players

that a floating trophy (wissel troffee)

that focus on listen music at a party.

can be considered more valuable than a

Also social playlist [3] is an early project

normal (static) trophy. Only one trophy is

that allows for construction of playlists

won by a team and over a year, the trophy

together. Especially the project Mo. was

is exchanged between the team members.

considered interesting since it focussed

This gives one member a period of time

on experience design, which touches

to “own” the trophy before passing it

upon the gift giving experience from

on to the next. Next to this, the Dutch

Hassenzahl [4].

“logeerbeer” [9] is a value tool in social development of children.

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Idea generation Usaperendae voles ad qui derro voluptatem fugiaepe et alicid qui untotaturia is eatur at qui opta cullabor andit aut ut omniaes tiatum recuste et asim culliquia velliqu unturibust doluptatia es acerferis am que modi cum quosam sit, volecernam, aut dellest, sumenet event lacius. Et volorit, necus prorrovit ilignam qui debis aperum quam is alit quunturem et odiate et et dolupta spidiores ut quidelissum eicipsunt etuscim ustinum hil inctorem que renimiliqui voluptaqui to exceri omnit qui rererum non rem. Sam aces magnia aut harum repudant ut re que ea idicilis acipsam qui quostor erorem haritius. Ipsam et volorporum volupta tiones et

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Concept

Scenario

From the idea generation, TRI was

Tim is shopping for a special gift for his friend

down. When he hears the song that he added

chosen as final concept. This concept

Bart, who’s birthday is in two weeks. He

a week ago he removes his hand and TRI starts

decides to buy TRI. When at home he opens

playing the song to his Airplay receiver.

allowed not only for development in the needed competences, but also allowed for extensive design and technology

up the package and is excited. After setting up TRI through his computer, he puts tri on the table in the middle of his room. He knows

within the project. The following scenario

exactly what songs he wants to add the TRI

explains TRI.

and puts on a song that he loves. He taps holds TRI for a while and TRI starts moving, indicating that it saved the song that he hears now to the playlist. Tim gets his phone, downloads the TRI app and adds more music to TRI. Then he continues his day. The upcoming days TRI tracks Tim’s online music activity and selects songs to add to the playlist. Meanwhile tri changes shape to indicate how much music it has collected. After a week Tim sees that TRI is almost closed, indicating that it collected a lot of music already. He grabs TRI opens it up and listens to samples of the collected music. He dislikes the third song and deletes it by turning TRI upside

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In two weeks TRI is full: the gift is ready. Tim gets TRI and leaves for Bart’s birthday. When arriving, Tim congratulates Bart and hands over TRI. Bart loves it and decides to play the TRI playlist that Tim made on his stereo so that everyone can enjoy Tim’s awesome gift. The next day, Bart notices that TRI changed in form and opened up. This must mean that there is room for more music! Bart starts to add music and is thinking about giving TRI to his friend Dave, who is also a good friend of Tim and his birthday is next month. Plenty of time to add music of his own. Meanwhile, Tim logs into his TRI account and sees that Bart added new songs. He presses play and enjoys the new music.


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Evaluation Benchmark

Gift giving ritual

Gift exchange

Interaction

A better idea of benchmarks is needed.

The proposed direction of gift giving

One of the first questions that came to mind

When designing a physical form for music

Not only in social music innovations, but

brings up many questions related to

was whether it was good idea to make a

exchange, there are many opportunities for

also in gift innovations and existing rituals

cultural aspects of gift giving. More

concept that would be passed on. This decision

interaction. In this first iteration already some

that involve exchanging a device within a

research on gift giving is needed.

was made inspired by the FLOATING TROPHY.

aspects of tangible interaction and shape-

But maybe it is more interesting and more

changing interfaces are applied, but there are far more opportunities.

group of people. An example for this is the Logeerbeer, which is only touched upon in

A better understanding of the role of gift

valuable for the user when only content

this iteration.

giving in current society. Why is gift giving

is exchanged and passed on instead of a

so important? How does this concept fit in

complete product.

In future iterations, these interactions should

It is important for the next iteration to

this ritual? How will this concept enhance

have a value proposition to this music gift

the gift giving experience? Also a better

This possibility can be explored in the next

but also in physical form. Conclusions and

in the form of unique selling points. How

understanding in motivations for gift

iteration through idea generation and with

decisions on the interaction can only be made

does this concept differ from the current

giving is needed (think of Schwartz values).

user involvements through second person

when the interaction/movement is prototyped.

innovations in gift giving and music

The proposed literature can help with this.

perspective (need finding). The conclusions

sharing? Why should people be buying

should be combined with the values, needs

and using this as opposed to for example music gift cards and other gifts?

be explored not only in an interaction model,

and experience extracted from literature on

Music & data

gift giving.

Music and (big) music data are still important aspects of the project. It is important to have a clear idea of the

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positioning of these two aspects in the gift

The conclusions of this report are incorporated

giving ritual in the next iteration.

into my M22 personal development plan.


References [1] Obtained from http://chune.co.uk/, 18-2-2014 [2] Lenz, E. et al. (2012) NordiCHI ‘12 Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, Pages 736-741, ACM New York, NY, USA ©2012, ISBN: 978-1-4503-14824, doi>10.1145/2399016.2399129 & http:// hassenzahl.wordpress.com/2011/09/02/ mo-shared-music-shared-moment/ [3] Liu, K.T. and Reimer, R.A. Social Playlist: Enabling Touch Points and Enriching Ongoing Relationships Through Collaborative Mobile Music Listening. In Proc. Mobile HCI 2008, ACM Press (2008), 403-406 MobileHCI ‘08 Proceedings of the 10th international conference on Human computer interaction with mobile devices and services Pages 403-406 ACM New York, NY, USA ©2008 table of contents ISBN: 978-1-59593-952-4 doi>10.1145/1409240.1409299

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[4] Hassenzahl, M., Heidecker, S., Eckoldt, K., Diefenbach, S., and Hillmann, U. 2012. All you need is love: Current strategies of mediating intimate relationships through technology. ACM Trans. Comput.-Hum. Interact. 19, 4, Article 30 (December 2012), 19 pages. DOI = 10.1145/2395131.2395137 http://doi.acm. org/10.1145/2395131.2395137 [5] The Social Psychology of the GiftAuthor(s): Barry SchwartzSource: American Journal of Sociology, Vol. 73, No. 1 (Jul., 1967), pp. 1-11Published by: The University of Chicago PressStable URL: http://www.jstor.org/ stable/2776124 Accessed: 12/02/2014 06:15 [6]

[8] Mauss, M. (1990) [1923]. The Gift: Form and Reason for Exchange in Archaic Societies. Londen: Routledge [9] Simmel, G. (1950) [1908]. ‘Faithfulness and gratitude’, in Wolff (ed.), pp. 379-396 [10] Logeerbeer http://www. cubiss.nl/educatie-producten/ leesbevordering-0-4-jaar/handleidingbij-de-logeerbeer & kiind.nl/articles/518/ Hoedelogeerbeeronshuisopzijnkopzette. html

Barry Schwartz, American Journal of

Sociology, Vol. 73, No. 1 (Jul., 1967), pp. 1-11, Published by: The University of Chicago Press, Article Stable URL: http://www.jstor.org/ stable/2776124 [7] Komter, A. (2003). Solidariteit en de gift, sociale banden en sociale uitsluiting, Amsterdam: University press,

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TRI: pressure cooker