دیزاینی Dinkum Sepana Mobîl لەلایەن Tobias Kappeler خەڵاتگرێکی بەناوبانگی خەڵاتی شکۆمەندی 2022 Xelata A' Design Award a Hesinîn لە پۆلی پێشبڕکێی Dîzayna Teknolojiyên Mobîl, Serlêdan û Nermalavê.
HesinMobîl· 2022
Dinkum Sepana Mobîl
لەلایەن Tobias Kappeler
کڕیار: Tobias Kappeler Design
خەڵاتگری Xelata A' Design Award a Hesinîn لە پۆلی Mobîl
خەڵاتگری پشتڕاستکراو
پشتڕاستکردنەوەی باری خەڵات بۆ #127093دیزاینەکە
دەربارەی Dinkum Sepana Mobîl
Dinkum sepanek mobîl e ji bo têkiliya dengî ya fezayî. Dinkum axaftinên ji dûr ve dixe nav hawîrdorên dengî yên taybetîkirî. Bikarhêner dikarin yek ji sê mezinahiyên jûreyê hilbijêrin, ku wekî senayî, asayî û macerajo têne binavkirin. Bikarhêner her wiha dikarin dengên paşxaneyê yên ambisonîk, ku formatek dengê dorpêçker a gogê tam e, hilbijêrin ku li gorî cureyê axaftinê û beşdaran be. Dûrahiya digel beşdarên din dikare di dema axaftinê de were guhertin. Armanc ew e ku hesta amadebûnê zêde bibe û axaftinên ji dûr ve xwezayîtir û herikbartir bibin.
پێناسەکردن
دەربارەی Xelata A' Design Award a Hesinîn
Dinkum Sepana Mobîl xelatgirê Xelata A' Design Award a Hesinîn e, nasîneke bi prestîj ku ji sêwiranên baş re tê dayîn, yên ku pêdiviyên pîşeyî û pîşesaziyê yên ku ji afirandinên baş hatine sêwirandin têne hêvîkirin tînin cih. Xelatgirên Hesinînê jêhatîbûna mezin, pisporiya bilind, têgihiştina pisporî û kapasîteya afirîner a afirînerên xwe nîşan didin. Tê hêvîkirin ku Dinkum Sepana Mobîl afirandineke pir hatiye rêzgirtin, sitayişkirin û delal, pratîkî û nûjen be. Ev sêwirana bi Hesinînê serketî pratîkên çêtirîn ên pîşesaziyê yekgirtî dike û xwedî taybetmendiyên teknîkî yên jêhatî ye ku bi zanîn û jêhatîbûnê ve girêdayî ne. Dinkum Sepana Mobîl ji ber baldariya xwe tê rêzgirtin û hatiye sêwirandin da ku kalîteya jiyanê baştir bike û alîkariya çêtirkirina dinyayê bike.
لە پشت دیزاینەوە
کیتی چاپەمەنی
باوەڕپێکراوەکان، ئەندامانی تیم و وردەکاری تەکنیکی کە لەلایەن دیزاینەرەوە پێشکەش کراون.
- تایبەتمەندییە تایبەتەکان
- Dinkum is a spatial audio communication tool that allows users to immerse themselves in customisable audio environments. Users can select from three room sizes (intimate, casual, adventurous) and different ambisonic (full-sphere surround sound format) background sounds that match the type of conversation and people they are speaking to. People can change their distance to other participants throughout the conversation, which adds an extra layer of interaction to remote conversations. Dinkum can increase participants sense of presence and intimacy in the conversation and increase conversation fluency.
- قەبارە و پاکێج
- Dinkum was developed using the 3D Tune-In Toolkit real-time binaural spatialisation tool. This was utilised as a VST plugin within Ableton Live. The 3D Tune in Toolkit simulates the reverberation of different room sizes, the distance to the listener and the direction to the sound source. For user testing, I’ve developed a signal processing path that allows me to send an audio recording from a binaural microphone through Zoom.
- تاگەکان
- Communication, Spatial Audio, Interaction design, Immersive experiences, Audio & Sound, Mobile application, Teleconferencing, Conversations,
- تەکنەلۆژیای بەرهەمهێنان
- The project was developed through iterative prototyping, intensive user testing and a strong collaboration between academia and industry. I used different plugins for the spatialisation of mono audio files in a DAW (Digital Audio Workstation) and tested the experiences with different people. Furthermore, I built a binaural microphone for in-depth user testing with multiple people. I established a signal-processing path that allowed me to test with various users while being remote.
- هەڵەنگاندنی دیزاین
- The challenge was to create an environment that allowed me to test with the necessary fidelity and change the audio in real-time. An additional challenge was the visual representation of a 3D space with characters on a small smartphone screen which is easy to understand, interact with and is visually pleasing and unique. I overcame this through prototyping the interactions on the phone while affecting the audio and visual interface in real-time through OSC protocol and user feedback.
- توێژینەوە
- The project started with an academic literature review and interviews on real-time spatialisation technologies. After intensive ideation on different applications, I moved into early experimentation and prototyping to get a better feel and understanding of the technology and its value. I used an iterative and human-centred design approach focusing on the experience. Experiments were analyzed with questionnaires with a Likert scale focusing on the presence and intimacy.
- ئیلهام
- Throughout the pandemic, I realised the difficulties of remote collaboration and the lack of attention to the audio side of the experience. We are flooded with visual stimuli but a lot of these experiences lack the emotional aspect of the experience. User research and secondary research into spatial audio technologies strongly informed the development. As a music producer and DJ, I’m fascinated by the emotional characteristics of audio.
- ماوەی پڕۆژە
- The project started in January 2021 and was developed by myself for my MA/MSc Innovation Design Engineering until June 2021. The project will be exhibited at the yearly graduation show of the Royal College of Art and Imperial College London in June 2021.
- ڕێڕەوی کارکردن
- To start a conversation, select the participants you want to speak to, select the room size which matches your conversations and participants, (Intimate, Casual, Adventurous) select the ambisonic background sounds and then start the call. Users can leave the room and create a new room during the conversations with individual participants. For recurring conversations, users can save groups and settings. In case a conversation drastically changes the topic.
- ئەندامانی تیم
- Tobias Kappeler
سپۆنسەرکراو
لە Designers.org دەرەوە بگەڕێنە
بەرهەمەکان، خزمەتگوزارییەکان و دەرفەتەکان لە هاوبەشە ڕیکلامییەکانمان بدۆزەرەوە.
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