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Towards a Hermeneutics and Typology of Sound for

Interactive Commodities
Daniel Hug
Zurich University of the Arts
Ausstellungsstrasse 60
8031 Zurich
Switzerland
daniel.hug@zhdk.ch

ABSTRACT groceries a customer has bought on the last visit. Accord-


In this paper we aim at providing an overview of the rel- ing Bruce Sterling’s vision of the ”Spimes”[25] and Adam
evant fields for designing sounds for interactive commodi- Greenfield’s concept of ”Everyware”[14], in the near future
ties. We take the standpoint of the designer, whose aim is to the world will be infused with objects that can be tracked
create a meaningful functional-aesthetic experience for the throughout their life-cycle, build ad-hoc networks, commu-
user. We describe the fields of research that we consider rel- nicate with each other and process data.
evant for studying and understanding meaning-making pro- As a consequence of this increasing computerization3 com-
cesses in which sound plays a central role and present their modities more often endow functions that do not involve
application domains. We also propose an initial hypothetical physical movement and therefore are not audible. There-
classification of interactive commodities as a starting point fore sounds often are added artificially, be it because they
for this research and propose future steps toward a better un- are indispensable for operation, because they are expected
derstanding of the hermeneutics of sound. This knowledge by habit or because the possibility of visual displays are lim-
helps to develop methods and strategies for successful sound ited. However, there is very little knowledge about criteria
design, which so far seemed to depend mainly on intuition. that could govern the design of such sounds, in order to de-
liver a specific meaning in a specific context while forming
Author Keywords an aesthetic unity with the object and its operation. While
Sound Studies; Sonic Interaction Design; Acoustic Commu- research groups such as ”Tangible Media”4 or ”Things That
nication; Soundscape; Product Design; Physical Computing; Think”5 are dealing with the possibility of merging tangibil-
Semiotics ity or physicality with interactive technologies a systematic
examination of an adequate sonic design is rarely happening.
ACM Classification Keywords
In the following we will clarify the domains we consider rel-
evant for sound design questions in this context.
H.5.1. Information Interfaces and Presentation: Multimedia
Information Systems - Artificial, augmented, and virtual re-
alities RELEVANT DOMAINS OF RESEARCH
H.5.2. Information Interfaces and Presentation: User Inter- The knowledge emerging from the subsequently proposed
faces - Auditory (non-speech) feedback domains is relevant for design because it enables the de-
signer to proceed systematically in the design process by
providing conceptual and methodical tools without restrict-
INTRODUCTION
ing creative freedom through overly strict guidelines and
When we use physical artifacts the emerging sounds are di-
recipes. Moreover, this knowledge broadens the range of
rectly related to the physical properties of the object and the
possibilities for responding to specific design questions. It
(electro)mechanical processes taking place during the usage.
also helps to define how specific properties of operational
Two elements of sonic manifestation of interaction can be
and functional processes can be related to sonic properties
described: First, the use itself: Inclining, shaking, press-
and what resources for meaning creation emerge, thus facil-
ing of a button, turning of a switch, pulling of a lever, and
itating the development of tools for both design and evalua-
so forth. Second, the process triggered or controlled during
tion.
usage. The resulting sounds are often rich in structure and
variety, subtly connected to the process’s structure and vari-
Phenomenology of the Audible
ations.
We are witnessing an increase in connections of commodi- The world of the audible has a few phenomenological prop-
ties with information- and communication technologies (ICT). erties which are of great relevance for design. In the fol-
3
The phone turned into a pocket-sized computer, sport shoes For the sake of linguistic simplicity we will use the term ”interac-
such as the Nike+1 communicate with the iPod, shopping tive commodities”. The notion of interactivity includes some kind
carts in the Future Store of the Metro Group2 remember the of input, processing and output of information in all involved ele-
ments of a process, thus computerization is an intrinsic prerequisite.
1 4
http://nikeplus.nike.com/nikeplus http://tangible.mit.edu
2 5
http://www.future-store.org http://ttt.media.mit.edu

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lowing sections we give a condensed overview over the most Typology of Listening
important aspects, summarizing aesthetical and phenomeno- Before the meaning creation process through sound can be
logical reflections from [30] and [17], among others. analyzed we have to understand the role that the various
modes of listening play in it. From the point of view of
Pervasiveness design, it is important to consider not only what the actual
Hearing is almost constantly used. Sounds are omnipresent. stimulus is, but what the listener believes to hear. Thus the
When we sleep, our hearing continues to register and inter- perspective is not of a human as a more or less reliable ”per-
pret acoustic events. Moreover, the ear cannot move or close ceiving machine” but of a perceiving and interacting individ-
- it is impossible to ”listen away” as we might ”look away”. ual in his specific life-world, always looking for meaning.
Schaeffer has been among the first to extensively study and
describe the various modes of listening. He distinguishes
Temporality between ”listening to” (écouter), the basic psychophysical
Sound events are temporary and always connected to a dy- process of hearing (ouı̈r) and a ”listening” which involves
namic process. Because they are not static they largely elude the notion of selection and qualification of the heard (enten-
our understanding which is based on the visual paradigm of dre) (see [23] or for a summary [5]).
analysis. In general we can identify two interconnected and overlap-
ping approaches to understanding listening processes:
Multidimensionality
The ear is multidimensional, assembling a stream of many • Listening to a single, isolated sound event: In terms of the
simultaneous acoustic events in very short time and extract- individual sound event there exist two seemingly oppos-
ing information from it. ing approaches: On the one hand reduced listening, as it
has been defined by Schaeffer [23]. This mode of listen-
ing excludes aspects of origin or sound emitting process as
Spatiality well as ”meaning” and describes the sound itself in a kind
This aspect of sound is directly related to its multidimension- of phenomenological époché. Gaver describes a compara-
ality described above. Sounds give us information about our ble listening mode which he calls ”musical”. In this mode
environment holistically, taken in from all directions simul- ”the perceptual dimensions and attributes of concern have
taneously. Factors like wind and the geographical properties to do with the sound itself, and are those used in the cre-
of the environment imprint themselves into sounds. ation of music” [12]. On the other hand, Gaver stresses the
fact that we usually describe sounds in terms of the pro-
Sociality cesses and materials that cause them [12]. He calls this
Acoustic events connect people. A ”shared perception” cre- mode ”everyday listening”. Schaeffer describes the same
ates a strong sense of belonging, as can be observed at gath- listening mode as ”causal”, Chion differentiates this mode
erings as diverse as tribal dances and pop concerts. An event further into ”figurative” listening [6]. In addition, he of-
that can only be seen by a few or by no one at all can still be fers the notion of ”coded listening”, which is a refinement
perceived by hundreds when accompanied by sound6 . of the concept of ”semantic listening” already proposed
by Schaeffer. This is not to be confused with the general
notion of sound semiotics and refers to sounds like Morse
Emotionality code or language.
Another property of sound is its strong emotive power. In
film, the emotional context of a scene - a central aspect of its • Listening to a soundscape, that is, a system of sounds in a
meaning - can be totally altered by a different soundtrack. specific environment: In the context of soundscape stud-
But also everyday sounds arouse emotions - the often de- ies listening modes have been suggested which put an em-
scribed annoyance noise can cause shows this clearly enough phasis on the sonic ”scene” in which many simultaneous
(see, for example, [20]). sounds occur [24]. Truax uses the term ”acoustic commu-
nication” to describe how the sound is mediating the re-
lationship between listener and environment. In order for
Physicality
the listening modes to work the acoustic environment has
Last but not least, sounds are closely tied to physical move-
to be adequate. For this he uses two terms coined by Mur-
ment. We can potentially hear all physical events that cause
ray Schafer to describe this quality of the soundscape: hi-
vibrations within our hearing range. Sounds are directly
fi and lo-fi. He also introduced the notion of listening-in-
connected to an artifact’s physical properties. Many stud-
search, citing as an example the cocktail party effectand
ies have been concerned with the ability of detecting ma-
listening-in-readiness which is based on antecedent pro-
terial properties, shape and size through sound, as well as
cesses of learning and memorizing, but also bases on be-
processes of interacting materials (see e.g. [13] for a com-
havioral patterns resulting from evolutionary processes,
prehensive overview). Nonetheless, many aspects of recog-
such as the immediate reaction of parents to the scream
nition are still not completely understood, as most of these
of their baby. Furthermore Truax identifies background
studies deal with oversimplified sound events, such as mal-
listening and the keynote sound, describing how certain
lets hitting metal plates.
sounds which are faded into the ”background” of our per-
6
R. Murray Schafer has coined the term ”acoustic community” to ceptive focus still can be of great importance for the sonic
describe this phenomenon [24]. identity of a place [26].

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An essential additional hearing mode is what Chion calls The Functional-Aesthetic Application of Sound
”ergo-audition”. This term stands for our self-perception as The aim of this section is to point out existing applications
creators of sound and the psychological impact this has, both of sound design that can inform the sonic design of interac-
positively and negatively [6]. tive commodities. Industrial design, being an obvious start-
In a recent account of hearing modes Tuuri et al. comple- ing point for this analysis, seemed to be mainly dealing with
ment some of the listening modes described above with the aspects of noise reduction for a long time, only since re-
notion of functional listening, inspired by the account of lis- cently the potential of sound for enhancing product quality
tening modes by David Huron. They suggest the categories has been pointed out (see e.g. [29] or [18]). An exception
of reflexive, connotative, causal, empathetic, functional, se- is the car industry which has recognized the importance of
mantic and critical listening [27]. sound design early [9]. Many examples of sound design in
industrial products are based on the manipulation of con-
structional properties, e.g. using damping elements or mod-
Sound and Meaning
ifying the resonance [9]. But there is an increasing amount
Several levels of meaning-making with sound can be iden- of products where electroacoustic sounds are added, usually
tified. As described, sound has a strong ability of being to provide feedback to a user’s input. For instance, in cars
”immediately” meaningful to us, e.g. in archetypical sounds nowadays an electroacoustic sound replaces the clicking of
like thunder, rain, cries of animals or babies. This resonates the blinker which used to be caused by an electromechani-
with the concept of knowledge and meaning being avail- cal circuit. According to Özcan and Egmond [22] there are
able directly through our being-in-the-world and the embod- two central aspects of design which are relevant for prod-
ied interaction with it, an understanding that e.g. Dourish uct design: Firstly, the temporal and spectral structure of the
puts at the core of understanding interaction design rele- sound which influences our immediate sensations and, sec-
vant issues, referring to phenomenologists such as Husserl, ondly, the cognitive judgement of the sound and its relation
Heidegger or Merleau-Ponty [7]. Based on phenomenolog- to the product and the meaning resulting from this.
ical insights mentioned above we can identify a mode of Beyond the immediate sonic properties of a product the field
meaning-making which is based on the immediate sensi- of sonic branding looks for an adequate acoustical represen-
tive experience of the connection between sound, object and tation of a product and brand across all ”touch points” with
process. Evolutionary aspects are involved here as well, customers, be it in the shop, in TV advertisement or when
e.g. in sounds signaling immediate danger. Also sounds of using the product (see e.g. [3]). This stresses the importance
certain physical processes, such as the filling of a recipient of a holistic, experience oriented thinking about sound for
with water are archetypical. According to Chion also the interactive commodities.
”joy of hearing-oneself” (”plaisir de l’ergo-audition”) is an Film sound design is probably the domain where theories
archetypical sonic experience [6]. Also for describing and about semiotics of sound have evolved the most. Of par-
categorizing sounds our physical existence plays a central ticular interest in the context of this research is the art of
role. Van Leeuven proposes a link between the notion of Foley, which is the creation of sounds for film using ob-
”high” and ”low” sounds and the fact that for producing high jects of all kinds. Foley artist are able to use the sounds
tones we use the head-voice, for low sounds our belly [28]. in such a way that their origin is not identifiable and the
Thus we are dealing here with an acoustical ”being-in-the- connection to the image shown on screen is fully accepted.
world”. This relativizes the position, that the identified cause of a
From these immediate aspects of experiencing our sonic en- sound is the most important aspect of its meaning potential
vironment and making sense of it further meaning levels can as argued by Gaver [12] and stresses the importance of con-
be developed. Thus the thunder, being experienced as pow- sidering abstract qualities in sound events that can be de-
erful, immeasurable and occurring without warning or obvi- and recontextualized. Another important lesson that can be
ous source, can be culturally developed into signifying e.g. learned from film sound is how sound is used to substitute
”divine anger”. This meaning still is connected intrinsically haptic impressions and in general helps to ”physicalize” the
with the experience of the phenomenon as such and cannot world displayed on screen. But the use of sound goes be-
be abstracted from it, as it is the case with images, which yond this: Through layering of sounds, combining concrete,
phenomenologically always rest on the surface. identifiable sounds with more abstract ones, thus transferring
At a level of further abstraction, we can describe meanings meaning potentials between them, film sound designers cre-
which are constructed through media. Early examples can ate richer meaning potentials into seemingly simple sounds
be found in poetry and music (thoroughly analysed e.g. in [31]. In my opinion, this strategy offers great potential for
[21]), such as the topos of shepherd sounds (see e.g. [24]) or the design of sounds for interactive commodities.
in ”imported sounds” becoming symbols for something the Of particular interest for the subject matter of this research is
importers associate with the place of origin. game sound because it lies at the intersection between sound
By means of storage and repetition through electroacoustics design for linear and interactive media. Due to the possibil-
and audiovisual media new potentials for meaning creation ity of user action the potential for physicalization and char-
have arisen in the 20th century. Movies, TV-serials and acterization through sound is even stronger in games than
computer games are rich sources of media-culturally con- it is in movies, as the player is performing an operation on
structed, sonically communicated meanings. An extensive the interface (keyboard, joystick, gamepad or more exotic
framework for understanding the semantics of film sound controllers) and directly ”causes” the sounds. Often actually
can be found for example in [8]. A more general account sound serves to complement and extend the often simplistic
on the semiotics of sound is described in [28].

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physical actions performed in a game (e.g. press of a mouse seems to come from a small ball rolling over a grooved
button) into a complex process or series of actions in the vir- surface, thus replacing the sound of a scrollwheel
tual game world (e.g. picking up and operating an object or normally associated with computer mice. Another
unlocking a door with a lock pick) [16]. example is the blinking light in cars which is emitting
Auditory display is another domain which offers valuable a - electroacoustically generated - sound, suggesting
knowledge for this investigation. A few important design an electromechanical process8 .
concepts have been formed here, e.g. Auditory Icons [10] Sound design: In this case the sensible integration of
which base on everyday sounds and Earcons [2] which are the added sound into the physical object is called for.
musical motifs with symbolic or metaphoric function. Fur- Freyman stresses the importance of creating a consis-
thermore approaches for the dynamic sonification of data tent ”sonic image” [9]. Thus the goal of the design is
have been developed (see e.g. [19]). With the use of phys- to render the actual sound producing process trans-
ical modeling sonification can be linked to material prop- parent and create the actual experience of a physical
erties which are well identified by listeners [11]. Meaning process e.g. of a scroll ball rolling over grooves. The
in sonification is often created by mapping modifications in case of the blinking light is at the borderline of this
a synthesizing model to changes in specific data vectors, a category, as it contains an indicative component.
procedure which is called ”parametric mapping”. Another
approach called ”model based sonification” has been intro- • Extended commodities: Also this category describes more
duced by Hermann and Ritter. It proposes sonic systems that or less self-contained objects, however they are endowed
can be explored very much like physical objects, supporting with complex additional functionalities through interac-
the recognition of meaningful patterns and auditory gestalts tive technologies. In this case the physical objects are
in a sonification [15]. This opens a connection to the notion mere ”supporting media” which in principle do not change
of musical instruments which is potentially very useful for their identity but can be supplemented by more complex
sonic interaction design related research issues. levels of meaning.

TOWARDS A SOUND DESIGN ORIENTED TYPOLOGY OF Example: By adding a sensor and a connection with
an iPod the Nike+ jogging shoe mentioned earlier is
INTERACTIVE COMMODITIES
turned into a ”smart” jogging shoe. Essentially we
Based on and inspired by the fields of knowledge described experience the shoe still as a jogging shoe, including
above we propose an initial typology of interactive com- the sonic identity that goes with it, but an abstract
modities, describing their characteristics and how those could functionality has been added.
inform their sound design. Two important analytical precon-
ditions have to be considered: Firstly, not the modality of use Sound design: In this case the sound of the object itself
(e.g. continuous manual control vs. triggering of automatic remains unaltered. The sonic enhancement is taking
processes) is at the center of attention but the experience of place on a purely symbolic or metaphoric level and
the ”object-at-hand” and its assumed ”essential nature”, that can be strongly oriented towards the design strategies
is, the object being used ”naı̈vely” without consideration of used in audiovisual media. The acoustical integration
its actual (technical) components and processes. Secondly into existing object-sounds is not necessary or should
it is necessary to define the phenomenological limit of this even be avoided, in order to create a product in a class
”object-at-hand” in question. For this purpose we propose a of its own.
notion of diegesis of objects which asks: what are the imma-
nent components of an object that are part of its phenomenal • Placeholders: These objects work as placeholders for many
existence and what are the symbolic, arbitrarily related enti- kinds of meanings and functions and are inherently am-
ties that belong to its sphere of influence? biguous. They can - within the constraints of their appear-
It has to be noted that this typology is merely an initial com- ance and operation modality - be completely redefined
ponent of an analytical system, excluding e.g. the study of through sound. The object in its materiality and form be-
the relationships between action and sound and remains to comes second to its function.
be discussed and adapted. Example: A good example is the controller of the Wii
by Nintendo. It is a device looking like a simplified
• Authentic commodities: These are simple objects that are remote control which in the player’s experience turns
self-contained in terms of form and function and have an into various virtual objects like swords, tennis bats or
essential identity that is not questioned, thus ”authentic”7 . fishing rods. From the computer mouse mentioned
Such objects can be enhanced with electroacoustic sounds
8
in order to support their identity. Although some simple This example clarifies the analytical criteria chosen: Firstly, al-
sensors and processing abilities may be required for its though the operation modality of the mouse and the blinking light
sonical enhancement, the object itself is normally not in- are different, the two cases are in the same category of first-order
commodities because they are ”objects-at-hand” with a ”static
teractive (however, of course, it might be used to control essence” which is not questioned. If we would change the sound of
interactive systems). the object in a significant way it would lose this immediate ”obvi-
ous” meaning. Secondly, the mouse can be considered as ”objective
Example: The ”Mighty Mouse” by Apple is endued with entity” as its relationship to entities controlled e.g. in a computer
a small loudspeaker emitting a subtle noise which game remains arbitrary and symbolic while the blinking light lever
and the blinking light system are one entity from the ”naı̈ve” per-
7
The term is used neutrally. spective of the user.

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above it differs in that its operation and the gestures ”differential of power” which occurs e.g. when the pressing
performed are analogical to the simulated virtual ob- of a small button results in an massive, powerful sound or
jects. vice versa. These complex de- and recontextualisations call
Sound design: Here the physical properties of the place- for further investigations.
holder are connected with the more complex func-
tionalities. The sound is defined by the type of op- Next steps
eration of the simulated object and its functionality Thus, the investigation of the role of context is at the core
respectively: usually sounds are used that relate to of further investigations. In general my hypothesis is that
the direct manipulation of objects, furthermore being the often stated ”disturbing sounds” are actually the result of
endowed with additional semiotic potentials, a strat- the lack of consideration for various aspects of contextuali-
egy we have already described above in the context sation in design. For example the howling sound of a sports
of film- and computer game sound. car engine is a taboo in a suburban neighbourhood, being as-
sociated with rebellish and potentially dangerous behaviour
• ”Omnivalent” commodities: The last category comprises of a youngster subculture while the shouts of children are not
complex, multifunctional systems. The essence of these acceptable in a posh ”DINK”9 neighbourhood. This calls for
devices lies in their communication abilities and the pro- a notion of ”systemic sound design”. Context plays a role in
cessing of data and not primarily in their form and phys- various forms, such as object (e.g. as described above as ty-
ical properties. Their multifunctionality and modifiablil- pology of commodities), spatio-temporal10 , social and psy-
ity and the resulting lack of identity makes these devices chological (concerned with aspects of acoustic community
comparable to personal computers, nonetheless they are (”sonical belonging”) and ergo-audition) sonical (involving
different in how they are used which usually is casual and aspects of soundscape design, composition and arrangement
periferal. A further distinguishing characteristic is their as a functional-aesthetic system), and finally the sensoral
closenes to the body. context, the mutual influence of the various sensorial chan-
nels.
Example: An obvious example is the mobile phone and
It is also obvious that the second important field of study
the smartphone respectively, being at the same time
for understanding the hermeneutics of sound in interactive
radio, camera, agenda, navigation device and tele-
commodities is to understand the relationship of action and
phone.
sound. Often isomorphisms are looked for, however sound
Sound design: The requirements for the sound design and action are intrinsically not isomorph [6]. In order to
can be detached entirely from the device itself which develop the understanding of how sound and action can be
hardly disposes of any considerable acoustic com- linked meaningfully together an introspective case study has
ponent or sonic identity as nearly all processes are been carried out in the kitchen as first analytical field work-
working non-mechanically. Often the sound design pilot. This will have to be refined and extended to produce
tries to evoke the sonic identity of the original de- scientifically useful results. Possible source of knowledge
vices replaced, e.g. the shutter sound of a mechanical can also be found in the domain of musical interface de-
foto camera. sign. But also the research on motor activities, kinetics and
robotics might offer relevant impulses. In this context also
CONCLUSION the importance of the concept of ”ergo-audition” must be
As we have described above the causal listening mode in considered. In order to facilitate interaction and qualitatively
which a sound stands for the causing event and the object satisfying experiences it is essential to create sounds that in-
emitting the sound is a central concept for understanding vite for exploration and lead to a positive experience of one’s
meaning creation processes in interactive commodities. How- own activity and agency. Much too often interactions fail be-
ever this fact has to be complemented by the insight, that in cause the sounds emitted seem embarassing or unwanted.
design the ability to analyze and understand a sound as an
aesthetical object in itself (objet sonore) is paramount to the Looking at the complex and evasive nature of sound and the
core feature of sound design to transfer meaning between aspects of hermeneutics described above it is clear that a
contexts. The insights from the research domains described generalizable semiotic system of sounds is not attainable.
in this paper strongly suggest that the possibility to transfer Apart from some archetypical sounds there are simply too
abstracted properties of sounds to other sounds and contexts, many variables involved in meaning-making through sound.
as it is widely used in film and game sound, also exists in the Already Truax has suggested how important the preferences
sound design for interactive commodities even if they entail and attitudes of the listener are to understand the meaning
few or no physical processes. sounds have [26]. However, we can create sonic ”force fields”
When designing electroacoustic sounds it has to be consid- which can contribute to the suggestion of specific meaning
ered that in the process of recording, storing and reproducing in clearly defined contexts. To express this, we have used
sounds they undergo a significant, often fundamental trans- the expression ”meaning potential”. It has to be empha-
formation which impacts their potential for meaning cre- sized that by reducing the variables of an experience we al-
ation. Moreover the potential meaning of an electroacoustic 9
”Double Income, No Kids”
sound can be altered by the sounds of the physical processes 10
Taking into account the interactions between sound, space and
involved in the operation of the interactive commodity as time. An interesting account of such ”sonic effects” can be found
well as by the actions executed. An example is what we call in [1].

15
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16. Daniel Hug. Game Sound Education at HGKZ -
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