Announcing the Theory aQWERTYon

A few years ago, the NYU Music Experience Design Lab launched a web application called the aQWERTYon. The name is short for “QWERTY accordion,” because the idea is to make the computer keyboard as accessible for novice musicians as the chord buttons on an accordion. The aQWERTYon maps scales to the keyboard so that there are no “wrong notes,” and so that each column of keys plays a chord. Yesterday, we launched a new version of the app, the Theory aQWERTYon. It visualizes the notes you’re playing on the chromatic circle in real time. Click the image to try it! (Be sure to whitelist it on your ad blocker or it won’t work.)

Theory aQWERTYon

In addition to playing the built-in instruments, you can also use the aQWERTYon as a MIDI controller for any DAW or notation program via the IAC bus (Windows users will need to install MidiOX.) Turn the aQWERTYon’s volume to zero if you’re doing this.

The color scheme on the pitch wheel is intended to give you some visual cues about how each scale is going to sound. Green notes are “bright”–i.e., major, natural, sharp, or augmented. Blue notes are “dark”–i.e., minor, flat, or diminished. Purple notes are neither bright nor dark, i.e. perfect fourths, fifths and octaves. Grey notes are outside the selected scale. Finally, orange notes are the ones that are currently being played. If you play two notes at a time, they will be connected by an orange line. If you play three or more notes at a time, they will form an orange shape. These geometric visualizations are meant to support and complement your aural understanding of intervals and chords, the way that they do with rhythms on the Groove Pizza.

This idea has been in the pipeline for a while, but the impetus to finally push it to completion was my Fundamentals of Western Music class at the New School. I have been drawing scales and chords on the chromatic circle by hand for a long time, and I wanted to be able to produce them automatically. You can read about the design process here, and read about the pitch wheel specifically here.

Eventually we would like the aQWERTYon to show other real-time information as well: notes on the staff, chord symbols, and the like. We want to do for the web browser what Samuel Halligan’s pop-up piano does for Ableton Live Suite: turn it into a visual and aural Rosetta stone that translates in real time between different visual and aural representations of music.

If you use the aQWERTYon in your classroom, or for your own personal exploration (and we hope you do), please let us know!

The Groove Pizzeria

For his NYU music technology masters thesis, Tyler Bisson created a web app called Groove Pizzeria, a polyrhythmic/polymetric extension of the Groove Pizza. Click the image to try it for yourself.

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Groove Pizzeria

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Note that the Groove Pizzeria is still a prototype, and it doesn’t yet have the full feature set that the Groove Pizza does. As of this writing, there are no presets, no saving, no exporting of audio or MIDI, and no changing drum kits. You can record the Groove Pizzeria’s output using Audio Hijack, however.

Like the Groove Pizza, the Groove Pizzeria is based on the idea of the rhythm necklace, a circular representation of musical rhythm. The Groove Pizza is a set of three concentric rhythm necklaces, each of which controls one drum sound, e.g. kick, snare and hi-hat. The Groove Pizzeria gives you two sets of concentric rhythm necklaces, each of which can have its own time duration and subdivisions. This means that you can use the Groove Pizzeria to make polyrhythm and polymeter.

The words “polyrhythm” and “polymeter” are frequently used interchangeably, but they are not the same thing. Tyler’s thesis contains the clearest definition of the terms that I know of, which I paraphrase here.

  • Polyrhythm is two or more concurrent loops of equal duration. Each loop consists of a set of evenly-spaced subdivisions or rhythmic onsets. The loops contain different numbers of onsets, meaning that the subdivisions of each loop are not same length. Finally, the ratio of the number of onsets in each loop is not a whole number (otherwise one loop would just be an even subdivision of the other). When people talk about 4:3 or 5:2 polyrhythm, this is what they mean. In Western music, polyrhythms usually only occur for short time spans in the form of tuplets, but in West African drumming, polyrhythms are a core structural feature. 
  • Polymeter is two or more concurrent loops of different duration. The onsets in each loop have the same duration, but each loop has a different number of onsets. This is much more common in Western music than polyrhythm. In Western music, you mostly see polymeter over short time spans in the form of hemiola or syncopation.

With these two definitions in mind, let’s take a look at the Groove Pizzeria interface. For each loop, you can control both the number of subdivisions (the number of onsets) in each loop and the length (duration) of each subdivision. The basic time unit in the Groove Pizzeria is one sixteenth note. Each of the “teeth” on the outer radius of each circle represents the duration of one sixteenth note. If you change the Time Units setting, you make the sixteenth notes shorter, and the radius of the circle gets smaller to preserve the cumulative distances between each tooth of the loop. The easiest way to understand the difference is just to draw some rhythm patterns on the grid, play with the sliders, and see what happens. Notice that the Groove Pizzeria visualizes the compound pattern formed by the two loops in the top left corner of the screen.

Here’s a 5:4 polyrhythm created by taking two loops that are the same length and dividing them into five and four steps respectively:

Simple 5 against 4 polyrhythm on the Groove Pizzeria

If you want a 5:4 polymeter rather than a polyrhythm, then you will need to adjust the number of time units in each loop as well. (The patterns aren’t perfectly symmetric so you can hear where they start and end.)

Simple 5 against 4 polymeter

Here’s a less exotic sound, a 4:3 polymeter, also known as hemiola. On the left is a 4/4 hip-hop pattern. On the right, I made a 12-beat-long pattern that repeats four times in the same amount of time as it takes the hip-hip pattern to repeat three times.

4 vs 3 polymeter, also known as hemiola

Here’s a less familiar sound, an 11:5 polyrhythm. On the left, I made the closest thing to a hip-hop pattern that’s possible in 11/8 time, and on the right I made a simple quintuplet pattern. This will probably sound weird to you at first, but if you listen to it for a while, it will eventually start to make a wonky kind of sense.

11 against 5 polyrhythm

How about some real-world examples? Genuine polyrhythm is unusual in popular music, but it’s not unheard of. James Blake uses a quintuplet hi-hat pattern in his song “Unluck.”

Here’s my Groove Pizzeria representation of this beat. On the left is the kick and snare playing a straight quarter note pattern in 4/4, and on the right is the hi-hat pattern (though it’s not playing back on a hi-hat sound.)

Hip-hop producers sometimes use polyrhythms to create specific varieties of swing. On drum machines, swing (sometimes called shuffle) shortens and lengthens each alternate beat. At zero swing, also known as 1:1 swing, the beats within each pair are the same length. At maximum swing, the first beat in each pair will be twice as long as the second beat in the pair. This is known as 2:1 swing, sometimes called “triplet swing” because it’s as if the first beat is two triplets long, while the second is one triplet long. In real life, you usually want your swing setting somewhere between these two extremes. (Click here for a more detailed explanation of swing.)

One way to get a swing ratio in between 1:1 and 2:1 is to use a quintuplet grid. If you think of the first three quintuplets in each group as being one “beat” in a pair and the last two as being the “beat” in the pair, you get the equivalent of 5:3 swing. Slynk explains how to set this up in Ableton:

Here’s a neo soul groove I made using pentuplet swing:

Neo soul pentuplet swing groove

For an even narrower swing ratio, you can use septuplet swing. It’s the same idea, except now you’re grouping together the first four septuplets into one “beat” in the pair, and the last three septuplets into the other “beat”. This gives you a 4:3 swing ratio. This is pretty close to no swing at all, but it’s noticeably “off,” in a way that gives you a nice J Dilla “drunken drummer” feel. Slynk explains again:

Here’s a neo soul groove I made using septuplet swing:

Neo soul septuplet swing groove

Beyond complex rhythms, the Groove Pizzeria can teach another useful musical concept called event fusion. When a rhythm gets fast enough, you stop hearing individual beats and start to hear a continuous thrum. The transition happens at around twenty beats per second. If you play the rhythm even faster, the thrum becomes a steady pitch, and the higher the tempo, the faster the pitch. Here’s how you can experiment with event fusion yourself. First, put a clap on every sixteenth note. Next, reduce the number of time units to a small number (5 is fine) and set the tempo to 300 bpm. Now reduce the number of steps. Listen for the point when the claps fuse into a single tone. You can control the pitch of this tone by changing the number of steps.

Event fusion at extreme tempo

If you think of more interesting music learning or creation applications for the Groove Pizzeria, please let me know. Happy drumming!

The aQWERTYon pitch wheels and the future of music theory visualization

The MusEDLab will soon be launching a revamped version of the aQWERTYon with some enhancements to its visual design, including a new scale picker. Beyond our desire to make our stuff look cooler, the scale picker represents a challenge that we’ve struggled with since the earliest days of aQW development. On the one hand, we want to offer users a wide variety of intriguing and exotic scales to play with. On the other hand, our audience of beginner and intermediate musicians is likely to be horrified by a list of terms like “Lydian dominant mode.” I recently had the idea to represent all the scales as colorful icons, like so:

Read more about the rationale and process behind this change here. In this post, I’ll explain what the icons mean, and how they can someday become the basis for a set of new interactive music theory visualizations.

Musical pitches rise and fall linearly, but pitch class is circular. When you go up or down the chromatic scale, the note names “wrap around” every twelve notes. This naming convention reflects the fact that we hear notes an octave apart as being “the same”, probably because they share so many overtones. (Non-human primates hear octaves as being equivalent too.)

chromatic circle

The note names and numbers are all based on the C major scale, which is Western music’s “default setting.” The scale notes C, D, E, F, G, A and B (the white keys on the piano) are the “normal” notes. (Why do they start on C and not A? I have no idea.) You get D-flat, E-flat, G-flat, A-flat and B-flat (the black keys on the piano) by lowering (flatting) their corresponding white key notes. Alternately, you can get the black key notes by raising or sharping the white key notes, in which case they’ll be called C-sharp, D-sharp, F-sharp, G-sharp, and A-sharp. (Let’s just briefly acknowledge that the imagery of the “normal” white and “deviant” black keys is just one of many ways that Western musical culture is super racist, and move on.)

You can represent any scale on the chromatic circle just by “switching” notes on and off. For example, if you activate the notes C, D, E-flat, F, G, A-flat and B, you get C harmonic minor. (Alternatively, you could just deactivate D-flat, E, G-flat, A, and B-flat.) Here’s how the scale looks when you write it this way:

C harmonic minor - monochrome

This is how I conceive scales in my head, as a pattern of activated and deactivated chromatic scale notes. As a guitarist, it’s the most intuitive way to think about them, because each box on the circular grid corresponds to a fret, so you can read the fingering pattern right off the circle. When I think “harmonic minor,” I don’t think of note names, I think “pattern of notes and gaps with one unusually wide gap.”

Another beauty of the circle view is that you can get the other eleven harmonic minor scales just by rotating the note names while keeping the pattern of activated/deactivated notes the same. If I want E-flat harmonic minor, I just have to grab the outer ring and rotate it counterclockwise a few notches:

E-flat harmonic minor

My next thought was to color-code the scale tones to give an indication of their sound and function:

C harmonic minor scale necklace

Here’s how the color scheme works:

  • Green – major, natural, sharp, augmented
  • Blue – minor, flat, diminished
  • Purple – perfect (neither major nor minor)
  • Grey – not in the scale

Scales with more green in them sound “happier” or brighter. Scales with more blue sound “sadder” or darker. Scales with a mixture of blue and green (like harmonic minor) will have a more complex and ambiguous feeling.

My ambition with the pitch wheels is not just to make the aQWERTYon’s scale menu more visually appealing. I’d eventually like to have it be an interactive way to visualize chords too. Followers of this blog will notice a strong similarity between the circular scale and the rhythm necklaces that inspired the Groove Pizza. Just like symmetries and patterns on the rhythm necklace can tell you a lot about how beats work, so too can symmetries and patterns on the scale necklace can tell you how harmony works. So here’s my dream for the aQWERTYon’s future theory visualization interface. If you load the app and set it to C harmonic minor, here’s how it would look. To the right is a staff notation view with the appropriate key signature.

When you play a note, it would change color on the keyboard and the wheel, and appear on the staff. The app would also tell you which scale degree it is (in this case, seven.)

If you play two notes simultaneously, in this case the third and seventh notes in C Mixolydian mode, the app would draw a line between the two notes on the circle:

If you play three notes at a time, like the first, fourth and fifth notes in C Lydian, you’d get a triangle.

If your three notes spell out a chord, like the second, fourth and sixth notes in C Phrygian mode, the app would recognize it and shows the chord symbol on the staff.

The pattern continues if you play four notes at a time:

Or five notes at a time:

By rotating the outer ring of the pitch wheel, you could change the root of the scale, like I showed above with C harmonic minor. And if you rotated the inner ring, showing the scale degrees, you could get different modes of the scale. Modes are one of the most difficult concepts in music theory. That is, they’re difficult until you learn to imagine them as rotations of the scale necklace, at which point they become nothing harder than a memorization exercise.

I’m designing this system to be used with the aQWERTYon, but there’s no reason it couldn’t take ordinary MIDI input as well. Wouldn’t it be nice to have this in a window in your DAW or notation program?

Music theory is hard. There’s a whole Twitter account devoted to retweeting students’ complaints about it. Some of this difficulty is due to the intrinsic complexity of modern harmony. But a lot of it is due to terminology and notation. Our naming system for notes and chords is a set of historically contingent kludges. No rational person would design it this way from the ground up. Thanks to path dependency, we’re stuck with it, much like we’re stuck with English grammar and the QWERTY keyboard layout. Fortunately, technology gives us a lot of new ways to make all the arcana more accessible, by showing multiple representations simultaneously and by making those representations discoverable through playful tinkering.

Do you find this idea exciting? Would you like it to be functioning software, and not just a bunch of flat images I laboriously made by hand? Help the MusEDLab find a partner to fund the developer and designer time. A grant or gift would work, and we’d also be open to exploring a commercial partnership. The aQW has been a labor of volunteer love for the lab so far, and it’s already one of the best music theory pedagogy tools on the internet. But development would go a lot faster if we could fund it properly. If you have ideas, please be in touch!

Update: Will Kuhn’s response to this post.

Affordances and Constraints

Note-taking for User Experience Design with June Ahn

Don Norman discusses affordances and constraints in The Design of Everyday Things, Chapter Four: Knowing What To Do.

Don Norman - The Design of Everyday Things

User experience design is easy in situations where there’s only one thing that the user can possibly do. But as the possibilities multiply, so do the challenges. We can deal with new things using information from our prior experiences, or by being instructed. The best-designed things include the instructions for their own use, like video games whose first level act as tutorials, or doors with handles that communicate how you should operate them by their shape and placement.

We use affordances and constraints to learn how things work. Affordances suggest the range of possibilities, and constraints limit the alternatives. Constraints include:

  • Physical limitations. Door keys can only be inserted into keyholes vertically, but you can still insert the key upside down. Car keys work in both orientations.
  • Semantic constraints. We know that red lights mean stop and green lights mean go, so we infer that a red light means a device is off or inoperative, and a green light means it’s on or ready to function. We have a slow cooker that uses lights in the opposite way and it screws me up every time.
  • Cultural constraints. Otherwise known as conventions. (Not sure how these are different from semantic constraints.) Somehow we all know without being told that we’re supposed to face forward in the elevator. Google Glass was an epic failure because its early adopters ran into the cultural constraint of people not liking to be photographed without consent.
  • Logical constraints. The arrangement of knobs controlling your stove burners should match the arrangement of the burners themselves.

The absence of constraints makes things confusing. Norman gives examples of how much designers love rows of identical switches which give no clues as to their function. Distinguishing the switches by shape, size, or grouping might not look as elegant, but would make it easier to remember which one does what thing.

Helpful designs use visibility (making the relevant parts visible) and feedback (giving actions an immediate and obvious effect.) Everyone hates the power buttons on iMacs because they’re hidden on the back, flush with the case. Feedback is an important way to help us distinguish the functional parts from the decorative ones. Propellerheads Reason is an annoying program because its skeuomorphic design puts as many decorative elements on the screen as functional ones. Ableton Live is easier to use because everything on the screen is functional.

When you can’t make things visible, you can give feedback via sound. Pressing a Mac’s power button doesn’t immediately cause the screen to light up, but that’s okay, because it plays the famous startup sound. Norman’s examples of low-tech sound feedback include the “zzz” sound of a functioning zipper, a tea kettle’s whistle, and the various sounds that machines make when they have mechanical problems. The problem with sound as feedback is that it can be intrusive and annoying.

The term “affordance” is the source for a lot of confusion. Norman tries to clarify it in his article “Affordance, Conventions and Design.” He makes a distinction between real and perceived affordances. Anything that appears on a computer screen is a perceived affordance. The real affordances of a computer are its physical components: the screen itself, the keyboard, the trackpad. The MusEDLab was motivated to create the aQWERTYon by considering the computer’s real affordances for music making. Most software design ignores the real affordances and only considers the perceived ones.

Designers of graphical user interfaces rely entirely on conceptual models and cultural conventions. (Consider how many programs use a graphic of a floppy disk as a Save icon, and now compare to the last time you saw an actual floppy disk.) For Norman, graphics are perceived affordances by definition.

Joanna McGrenere and Wayne Ho try to nail the concept down harder in “Affordances: Clarifying and Evolving a Concept.” The term was coined by the perceptual psychologist James J. Gibson in his book The Ecological Approach to Visual Perception. For Gibson, affordances exist independent of the actor’s ability to perceive them, and don’t depend on the actor’s experiences and culture. For Norman, affordances can include both perceived and actual properties, which to me makes more sense. If you can’t figure out that an affordance exists, then what does it matter if it exists or not?

Norman collapses two distinct aspects of design: an object’s utility of an object and the way that users learn or discover that utility. But are designing affordances and designing the information about the affordances the same thing? McGrenere and Ho say no, that it’s the difference between usefulness versus usability. They complain that the HCI community has focused on usability at the expense of usefulness. Norman says that a scrollbar is a learned convention, not a real affordance. McGrenere and Ho disagree, because the scrollbar affords scrolling in a way that’s built into the software, making it every bit as much a real affordance as if it were a physical thing. The learned convention is the visual representation of the scrollbar, not the basic fact of it.

The best reason to distinguish affordances from their communication or representation is that sometimes the communication gets in the way of the affordance itself. For example, novice software users need graphical user interfaces, while advanced users prefer text commands and keyboard shortcuts. A beginner needs to see all the available commands, while a pro prefers to keep the screen free of unnecessary clutter. Ableton Live is a notoriously beginner-unfriendly program because it prioritizes visual economy and minimalism over user handholding. A number of basic functions are either invisible or so tiny as to be effectively invisible. Apple’s GarageBand welcomes beginners with photorealistic depictions of everything, but its lack of keyboard shortcuts makes it feel like wearing oven mitts for expert users. For McGrenere and Ho, the same feature of one of these programs can be an affordance or anti-affordance depending on the user.

Deconstructing the bassline in Herbie Hancock’s “Chameleon”

If you have even a passing interest in funk, you will want to familiarize yourself with Herbie Hancock’s “Chameleon.” And if you are preoccupied and dedicated to the preservation of the movement of the hips, then the bassline needs to be a cornerstone of your practice.

Chameleon - circular bass

Here’s a transcription I did in Noteflight – huge props to them for recently introducing sixteenth note swing.

And here’s how it looks in the MIDI piano roll:

The “Chameleon” bassline packs an incredible amount of music into just two bars. To understand how it’s put together, it’s helpful to take a look at the scale that Herbie built the tune around, the B-flat Dorian mode. Click the image below to play it on the aQWERTYon. I recommend doing some jamming with it over the song before you move on.

B-flat Dorian

Fun fact: this scale contains the same pitches as A-flat major. If you find that fact confusing, then feel free to ignore it. You can learn more about scales and modes in my Soundfly course.

The chord progression

The opening section of “Chameleon” is an endless loop of two chords, B♭-7 and E♭7. You build both of them using the notes in B-flat Dorian. To make B♭-7, start on the root of the scale, B-flat. Skip over the second scale degree to land on the third, D-flat. Skip over the fourth scale degree to land on the fifth, F. Then skip over the sixth to land on the seventh, A-flat. If you want to add extensions to the chord, just keep skipping scale degrees, like so:

B-flat Dorian mode chords

To make E♭7, you’re going to use the same seven pitches in the same order, but you’re going to treat E-flat as home base rather than B-flat. You could think of this new scale as being E-flat Mixolydian, or B-flat Dorian starting on E-flat; they’re perfectly interchangeable. Click to play E-flat Mixolydian on the aQWERTYon. You build your E♭7 chord like so:

B-flat Dorian mode chords on E-flat

Once you’ve got the sound of B♭-7 and E♭7 in your head, let’s try an extremely simplified version of the bassline.

Chord roots only

At the most basic level, the “Chameleon” bassline exists to spell out the chord progression in a rhythmically interesting way. (This is what all basslines do.) Here’s a version of the bassline that removes all of the notes except the ones on the first beat of each bar. They play the roots of the chords, B-flat and E-flat.

That’s boring, but effective. You can never go wrong playing chord roots on the downbeat.

Simple arpeggios

Next, we’ll hear a bassline that plays all of the notes in B♭-7 and E♭7 one at a time. When you play chords in this way, they’re called arpeggios.

The actual arpeggios

The real “Chameleon” bassline plays partial arpeggios–they don’t have all of the notes from each chord. Also, the rhythm is a complicated and interesting one.

Below, you can explore the rhythm in the Groove Pizza. The orange triangle shows the rhythm of the arpeggio notes, played on the snare. The yellow quadrilateral shows the rhythm of the walkups, played on the kick–we’ll get to those below.

The snare rhythm has a hit every three sixteenth notes. It’s a figure known in Afro-Latin music as tresillo, which you hear absolutely everywhere in all styles of American popular and vernacular music. Tresillo also forms the front half of the equally ubiquitous son clave. (By the way, you can also use the Groove Pizza to experiment with the “Chameleon” drum pattern.)

As for the pitches: Instead of going root-third-fifth-seventh, the bassline plays partial arpeggios. The figure over B♭-7 is just the root, seventh and root again, while the one over E♭7 is the root, fifth and seventh.

Adding the walkups

Now let’s forget about the arpeggios for a minute and go back to just playing the chord roots on the downbeats. The bassline walks up to each of these notes via the chromatic scale, that is, every pitch on the piano keyboard.

Chromatic walkups are a great way to introduce some hip dissonance into your basslines, because they can include notes that aren’t in the underlying scale. In “Chameleon” the walkups include A natural and D natural. Both of these notes sound really weird if you sustain them over B-flat Dorian, but in the context of the walkup they sound perfectly fine.

Putting it all together

The full bassline consists of the broken arpeggios anticipated by the walkups.

If you’re a guitarist or bassist, you can play this without even shifting position. Use your index on the third fret, your middle on the fourth fret, your ring on the fifth fret, and your pinkie on the sixth fret.

              .          . .
G|----------.-3----------3-6--|
D|----------6-----------------|
A|---------------3-4-5-6------|
E|--3-4-5-6-------------------|

If you’ve got this under your fingers, maybe you’d like to figure out the various keyboard and horn parts. They aren’t difficult, but you’ll need one more scale, the B-flat blues scale. Click the image to jam with it over the song and experience how great it sounds.

B-flat blues

There you have it, one of the cornerstones of funk. Good luck getting it out of your head!

The Groove Pizza now exports MIDI

Since its launch, you’ve been able to export your Groove Pizza beats as WAV files, or continue working on them in Soundtrap. But now, thanks to MusEDLab developer Jordana Bombi, you can also save your beats as MIDI files as well.

Groove Pizza MIDI export

You can bring these MIDI files into your music production software tool of choice: Ableton Live, Logic, Pro Tools, whatever. How cool is that?

There are a few limitations at the moment: your beats will be rendered in 4/4 time, regardless of how many slices your pizza has. You can always set the right time signature after you bring the MIDI into your production software. Also, your grooves will export with no swing–you’ll need to reinstate that in your software as well.

We have some more enhancements in the pipeline, aside from fixing the limitations just mentioned. We’re working on a “continue in Noteflight” feature, real-time MIDI input and output, and live performance using the QWERTY keyboard. I’ll keep you posted.

Designing a more welcoming aQWERTYon experience

This post documents my final project for User Experience Design with June Ahn

The best aQWERTYon screencap

Overview of the problem

The aQWERTYon is a web-based music performance and theory learning interface designed by the NYU Music Experience Design Lab. The name is a play on “QWERTY accordion.” The aQWERTYon invites novices to improvise and compose using a variety of scales and chords normally available only to advanced musicians. Notes map onto the computer keyboard such that the rows play scales and the columns play chords. The user can not play any wrong notes, which encourages free and playful exploration. The aQWERTYon has a variety of instrument sounds to choose from, and it can also act as a standard MIDI controller for digital audio workstations (DAWs) like GarageBand, Logic, and Ableton Live. As of this writing, there have been aQWERTYon 32,000 sessions.

One of our core design principles is to work within our users’ real-world technological limitations. We build tools in the browser so they will be platform-independent and accessible anywhere where there is internet access. Our aim with the aQWERTYon was to find the musical possibilities in a typical computer with no additional software or hardware. That question led us to investigate ways of turning the standard QWERTY keyboard into a beginner-friendly instrument.

While the aQWERTYon has been an effective tool in classrooms and online, it has some design deficiencies as well. It is difficult for unassisted users to figure out what the app is for. While its functionality is easily discovered through trial and error, its musical applications are less self-explanatory. Some of this is due to the intrinsic complexity of music theory and all the daunting terminology that comes with it. But some of it is the lack of context and guidance we provide to new users.

The conjecture

This assignment coincided with discussions already taking place in the lab around redesigning the aQW. Many of those focused on a particular element of the user interface, the scale picker.

aQWERTYon scale picker

The user has a variety of scales to choose from, ranging from the familiar to the exotic. However, these scales all have impenetrable names. How are music theory novices supposed to make sense of names like harmonic minor or Lydian mode? How would they know to choose one scale or another? We debated the least off-putting way of presenting these choices: should we represent them graphically? Associate each one with a well-known piece of music? Or just list them alphabetically? I proposed a system of graphical icons showing the notes comprising each scale. While novices will find them no more intelligible than the names, the hope is that they would be sufficiently visually appealing to invite users to explore them by ear.

aQW scale picker interactive wireframe

Conversations with June helped me understand that there are some broader and more profound user experience problems to solve before users ever get to the scale picker. What is the experience of simply landing on the app for the first time? How do people know what to do? From this conversation came the germ of a new idea, a landing page offering a tutorial or introduction. We want users to have a feeling of discovery, a musical “aha moment”, the chance to be a musical insider. The best way to do that seemed to be to give users a playlist of preset songs to jam with.

User characteristics and personas

There are three major user groups for the aQWERTYon, who I will describe as students, teachers, and explorers.

Students and teachers

Students use the aQW in a guided and structured setting: a classroom, a private lesson, or an online tutorial. There are several distinct user personas: elementary, middle and high school students, both mainstream and with special needs; college students; and online learners, mostly adults. Each student persona has its corresponding teacher persona. For example, I use the aQW with my music technology students at Montclair State University and NYU, and with some private students.

The aQW’s biggest fan is MusEDLab partner Matt McLean, who teaches at the Little Red Schoolhouse and runs a nonprofit organization called the Young Composers and Improvisors Workshop. Matt uses the aQW to teach composition in both settings, in person and online. He has documented his students’ use of the aQW extensively. Some examples:

Explorers

I use the term explorers to describe people who use the aQW without any outside guidance. Explorers do not fit into specific demographic groups, but they center around two broad, overlapping personas: bedroom producers and music theory autodidacts. Explorers may find the aQW via a link, a social media posting, or a Google search. We know little about these users beyond what is captured by Google Analytics. However, we can make some assumptions based on our known referral sources. For example, this blog is a significant driver of traffic to the aQW. I have numerous posts on music theory and composition that link to the aQW so that readers can explore the concepts for themselves. My blog readership includes other music educators and some professional musicians, but the majority are amateur musicians and very enthusiastic listeners. These are exactly the users we are trying to serve: people who want to learn about music independently, either for creative purposes or to simply satisfy curiosity.

While I am a music educator, I have spent most of my life as a self-taught bedroom producer, so I identify naturally with the explorers. I have created several original pieces of music with the aQW, both for user testing purposes and to show its creative potential. While I have an extensive music theory background, I am a rudimentary keyboard player at best. This has limited my electronic music creation to drawing in the MIDI piano roll with the mouse pointer, since I can not perform my ideas on a piano-style controller. The aQW suits my needs perfectly, since I can set it to any scale I want and shred fearlessly. Here is an unedited improvisation I performed using a synthesizer instrument I created in Ableton Live:

My hope is that more would-be explorers feel invited to use the aQW for similar creative purposes in their own performance and composition.

Tasks and Scenarios

It is possible to configure the aQWERTYon via URL parameters to set the key and scale, and to hide components of the user interface. When teachers create exercises or assignments, they can link or embed the aQW with its settings locked to keep students from getting lost or confused. However, this does not necessarily invite the user to explore or experiment. Here is an example of an aQW preset to accompany a Beyoncé song. This preset might be used for a variety of pedagogical tasks, including learning some or all of the melody, creating a new countermelody, or improvising a solo. The harmonic major scale is not one that is usually taught, but it a useful way to blend major and minor tonalities. Students might try using more standard scales like major or harmonic minor, and listen for ways that they clash with Beyoncé’s song.

Tasks and scenarios for explorers might include creating a melody, bassline or chords for an original piece of music. For example, a self-taught dance music producer might feel limited by the scales that are easiest to play on a piano-style keyboard (major, natural minor, pentatonics) and be in search of richer and more exotic sounds. This producer might play their track in progress and improvise on top using different scale settings.

One of the users I tested with suggested an alternative explorer use case. He is an enthusiastic amateur composer and arranger, who is trying to arrange choral versions of pop and rock songs. He is a guitarist who has little formal music theory knowledge. He might use the aQW to try out harmonic ideas by ear, write down note names that form pleasing combinations, and then transfer them to the guitar or piano-based MIDI controller.

Understanding the problem

In the age of the computer and the internet, many aspects of music performance, composition and production are easy to self-teach. However, music theory remains an obstacle for many bedroom producers and pop musicians (not to mention schooled musicians!) There are so many chords and scales and rules and technical vocabulary, all of which have to be applied in all twelve keys. To make matters worse, terminology hangs around long after its historical context has disappeared. We no longer know what the Greek modes sound like, but we use their names to describe modern scales. C-sharp and D-flat were different pitches in historical tuning systems, but now both names describe the same pitch. The harmonic and melodic minor scales are named after a stylistic rule for writing melodies that was abandoned hundreds of years ago. And so on.

Most existing theory resources draw on the Western classical tradition, using examples and conventions from a repertoire most contemporary musicians and listeners find unfamiliar. Furthermore, these resources presume the ability to read standard music notation. Web resources that do address popular music are usually confusing and riddled with errors. I have worked with Soundfly to fill this vacuum by creating high-quality online courses aimed at popular musicians. Even with the best teaching resources, though, theory remains daunting. Exploring different chords and scales on an instrument requires significant technical mastery, and many musicians give up before ever reaching that point.

The aQW is intended to ease music theory learning by making scales and chords easy to discover even by complete novices. Our expectation is that after explorers are able to try theory ideas out in a low-pressure and creative setting, they will be motivated to put them to work playing instruments, composing or producing. Alternatively, users can simply perform and compose directly with the aQW itself.

Social and technical context

Most computer-based melody input systems are modeled on the piano. This is most obvious for hardware, since nearly all MIDI controllers take the form of literal piano keyboards. It is also true for software, which takes the piano keyboard as the primary visualization scheme for pitch. For example, the MIDI editor in every DAW displays pitches on a “piano roll”.

Some DAWs include a “musical typing” feature that maps the piano layout to the QWERTY keyboard, as an expediency for users who either lack MIDI hardware controllers, or who do not have them on hand. Apple’s GarageBand uses the ASDFG row of the keyboard for the white keys and the QWERTY row for the black keys. They use the other rows for such useful controls as pitch bend, modulation, sustain, octave shifting and simple velocity control.

GarageBand musical typing

Useful and expedient though it is, Musical Typing has some grave shortcomings as a user interface. It presumes familiarity with the piano keyboard, but is not very playable for users do who possess that familiarity. The piano layout makes a poor fit for the grid of computer keys. For example, there is no black key on the piano between the notes E and F, but the QWERTY keyboard gives no visual reminder of that fact, so it is necessary to just remember it. Unfortunately, the “missing” black key between E and F happens to be the letter R, which is GarageBand’s keyboard shortcut for recording. While hunting for E-flat or F-sharp, users are prone to accidentally start recording over their work. I have been using GarageBand for seven years and still do this routinely.

Ableton’s Push controller represents an interesting break with MIDI controller orthodoxy. It is a grid of 64 touch pads surrounded by various buttons, knobs and sliders.

Ableton Push

The pads were designed to trigger samples and loops like a typical drum machine, but Ableton also includes a melody mode for the Push. By default, it maps notes to the grid in rows staggered by fourths, which makes the layout identical to the bottom four strings of the guitar. This is quite a gift for guitarists like me, since I can use my familiar chord and scale fingerings, rather than hunting and pecking for them on the piano. Furthermore, the Push can be set so that the pads play only the notes within a particular scale, giving a “no wrong notes” experience similar to the aQWERTYon. Delightful though this mode is, however, it is imperfect. Root notes of the scale are colored blue, and other notes are colored white. While this makes the roots easy to distinguish, it is not so easy to visually differentiate the other pitches.

Touchscreen devices like the iPhone and iPad open up additional new possibilities for melodic interfaces. Many mobile apps continue to use the piano keyboard for note input, but some take advantage of the touchscreen’s unique affordances. One such is Thumbjam, which enables the user to divide the screen into slices of arbitrary thickness that can map to any arbitrary combination of notes.

Thumbjam

The app offers hundreds of preset scales to choose from. The user may have a small range of notes, each of which is large and easy to distinguish, or a huge range of notes, each of which occupies a narrow strip of screen area. Furthermore, the screen can be split to hold four different scales, played from four different instruments. While all of this configurability is liberating, it is also overwhelming. Also, the scales are one-dimensional lines; there is no easy way to play chords and arpeggios.

Evaluation criteria

Is the aQW’s potential obvious enough to draw in explorers and educators? Will it be adopted as a tool for self-teaching? Does it invite playful exploration and experimentation? Is it satisfying for real-world musical usage? Is the UI self-explanatory, or at least discoverable? Is the music theory content discoverable? Have we identified the right user persona(s)? Is the aQW really a tool for beginners? Or is it an intermediate music theory learning tool? Or an advanced composition tool? Is the approach of a “playlist” of example songs the right one? Which songs, artists and genres should we include on the landing page? How many presets should we include? Should we limit it to a few, or should we offer a large, searchable database? And how do we deal with the fact that many songs require multiple scales to play?

Proposed solution

I tested several interactive wireframes of this landing page concept. Click the image to try it yourself:

aQWERTYon landing page interactive wireframe

The first wireframe had nine preset songs. I wanted to offer reasonable musical diversity without overwhelming the user. The tenth slot linked to the “classic” aQW, where users are free to select their own video, scale, root, and so on. I chose songs that appealed to me (and presumably other adult explorers), along with some current pop songs familiar to younger users. I wanted to balance the choices by race, gender, era, and genre. I was also bound by a musical constraint: all songs need to be playable using a single scale in a single key. The initial preset list was:

  • Adele – “Send My Love (To Your New Lover)”
  • Mary J Blige – “Family Affair”
  • Miles Davis – “Sssh/Peaceful”
  • Missy Elliott – “Get Ur Freak On”
  • Björk – “All Is Full Of Love”
  • Michael Jackson – “Don’t Stop ’Til You Get Enough”
  • Katy Perry – “Teenage Dream”
  • AC/DC – “Back In Black”
  • Daft Punk – “Get Lucky”

After a few test sessions, it became apparent that no one was clicking Mary J Blige. Also, the list did not include any current hip-hop. I therefore replaced her with Chance The Rapper. I initially offered a few sentences of instruction, but feedback from my MusEDLab colleagues encouraged me to reduce the prompt down to just a few words: “Pick a song, type, jam.”

Further testing showed that while adults are willing to try out any song, familiar or not, children and teens are much choosier. Therefore, I added two more presets, “Hotline Bling” by Drake and “Formation” by Beyoncé. The latter song proved problematic, however, because its instrumental backing is so sparse and minimal that it is difficult to hear how other notes might fit into it. I ultimately swapped it for “Single Ladies.” I had rejected this song initially, because it uses the idiosyncratic harmonic major scale. However, I came to see this quirk as a positive bonus–since one of our goals is to encourage users to explore new sounds and concepts, a well-known and well-loved song using an unusual scale is a rare gift.

User testing protocol

I used a think-aloud protocol, asking testers to narrate their thought processes as they explored the app. I recorded the one-on-one sessions using Screenflow. When testing with groups of kids, this was impractical, so instead I took notes during and after each session. For each user, I opened the interactive wireframe, and told them, “This is a web based application for playing music with your computer keyboard. I’m going to ask you to tell me what you see on the screen, what you think it does, and what you think will happen when you click things.” I did not offer any other explanation or context, because I wanted to see whether the landing page was self-explanatory and discoverable. I conducted informal interviews with users during and after the sessions as well.

User testing results

I tested with ten adults and around forty kids. The adults ranged in age from early twenties to fifties. All were musicians, at varying levels of ability and training, mostly enthusiastic amateurs. Sessions lasted for twenty or thirty minutes. There were two groups of kids: a small group of eighth graders at the Little Red Schoolhouse, and a large group of fourth graders from PS 3 who were visiting NYU. These testing sessions were shorter, ten to fifteen minutes each.

User testing the aQWERTYon with fourth graders

Discovering melodies

It is possible to play the aQW by clicking the notes onscreen using the mouse, though this method is slow and difficult. Nevertheless, a number of the younger testers did this, even after I suggested that it would be easier on the keyboard.

An adult tester with some keyboard and guitar experience told me, “This is great, it’s making me play patterns that I normally don’t play.” He was playing on top of the Miles Davis track, and he was quickly able to figure out a few riffs from Miles’ trumpet solo.

Discovering chords

Several testers systematically identified chords by playing alternating notes within a row, while others discovered them by holding down random groups of keys. None of the testers discovered that they could easily play chords using columns of keys until I prompted them to do so. One even asked, “Is there a relationship between keys if I play them vertically? I don’t know enough about music to know that.” After I suggested he try the columns, he said, “If I didn’t know [by ear] how chords worked, I’d miss the beauty of this.” He compared the aQW to GarageBand’s musical typing: “This is not that. This is a whole new thing. This is chord oriented. As a guitarist, I appreciate that.” The message is clear: we need to make the chords more obvious, or more actively assist users in finding them.

Other theory issues

For the most part, testers were content to play the scales they were given, though some of the more expert musicians changed the scales before even listening to the presets. However, not everyone realized that the presets were set to match the song. A few asked me: “How do I know what key this song is in?” We could probably state explicitly that the presets line up automatically.

In general, adult testers found the value of the aQW as a theory learning tool to be immediately apparent. One told me: “If I had this when I was a kid, I would have studied music a lot. I used to hate music theory. I learned a lot of stuff, but the learning process was awful… Your kids’ generation will learn music like this (snaps fingers).”

Sounds

The aQW comes with a large collection of SoundFonts, and users of all ages enjoyed auditioning them, sometimes for long periods of time. Sometimes they apologized for how fascinating they found the sounds to be. But it is remarkable to have access to so many instrument timbres so effortlessly. Computers turn us all into potential orchestrators, arrangers, and sound designers.

Screen layout

The more design-oriented testers appreciated the sparseness and minimalism of the graphics, finding them calming and easy to understand.

Several testers complained that the video window takes up too much screen real estate, and is placed too prominently. Two commented that videos showing live performers, like “Back In Back,” were valuable because that helped with timekeeping and inspiration. Otherwise, however, testers found the videos to either be of little value or actively distracting. One suggested having the videos hidden or minimized by default, with the option to click to expand them. Others requested that the video be below the keyboard and other crucial controls. Also, the eighth graders reported that some of the video content was distracting because of its content, for example the partying shown in “Teenage Dream.” Unsuitable content will be an ongoing issue using many of the pop songs that kids like.

Technical browser issues

Having the aQWERTYon run in the browser has significant benefits, but a few limitations as well. Because the URL updates every time the parameters change, clicking the browser’s Back button does not produce the expected behavior–it might take ten or fifteen clicks to actually return to a previous page. I changed the links in later versions so each one opens the aQW in a new tab so the landing page would always be available. However, web audio is very memory-intensive, and the aQW will function slowly or not at all if it is open in more than one tab simultaneously.

Song choices

The best mix of presets is always going to depend on the specific demographics of any given group of users. However, the assortment I arrived at was satisfying enough for the groups I tested with. Miles Davis and Björk do not have the wide appeal of Daft Punk or Michael Jackson, but their presence was very gratifying for the more hipster-ish testers. I was extremely impressed that an eighth grader selected the Miles song, though this kid turns out to be the son of a Very Famous Musician and is not typical.

Recording functionality

Testers repeatedly requested the ability to record their playing. The aQW did start out with a very primitive recording feature, but it will require some development to make it usable. The question is always, how much functionality is enough? Should users be able to overdub? If so, how many tracks? Is simple recording enough, or would users need to able to mix, edit, and select takes?

One reason that recording has been a low development priority is that users can easily record their performances via MIDI into any DAW or notation program. The aQW behaves as if it were a standard MIDI controller plugged into the computer. With so many excellent DAWs in the world, it seems less urgent for us to replicate their functionality. However, there is one major limitation of recording this way: it captures the notes being played, but not the sounds. Instead, the DAW plays back the MIDI using whatever software instruments it has available. Users who are attached to a specific SoundFont cannot record them unless they use a workaround like Soundflower. This issue will require more discussion and design work.

New conjectures and future work

One of my most significant user testers for the landing page wireframe was Kevin Irlen, the MusEDLab’s chief software architect and main developer of the aQW itself. He found the landing page concept sufficiently inspiring that he created a more sophisticated version of it, the app sequencer:

aQWERTYon app sequencer v1

We can add presets to the app sequencer using a simple web form, which is a significant improvement over the tedious process of creating my wireframes by hand. The sequencer pulls images automatically from YouTube, another major labor-saver. Kevin also added a comment field, which gives additional opportunity to give prompts and instructions. Each sequencer preset generates a unique URL, making it possible to generate any number of different landing pages. We will be able to create custom landing pages focusing on different artists, genres or themes.

Songs beyond the presets

Testing with the fourth graders showed that we will need to design a better system for users who want to play over songs that we do not include among the presets. That tutorial needs to instruct users how to locate YouTube URLs, and more dauntingly, how to identify keys and scales. I propose an overlay or popup:

Keyfinding

Testing with fourth graders also showed that helping novice users with keyfinding may not be as challenging as I had feared. The aQW defaults to the D minor pentatonic scale, and that scale turns out to fit fairly well over most current pop songs. If it doesn’t, some other minor pentatonic scale is very likely to work. This is due to a music-theoretical quirk of the pentatonic scale: it happens to share pitches with many other commonly-used scales and chords. As long as the root is somewhere within the key, the minor pentatonic will sound fine. For example, in C major:

  • C minor pentatonic sounds like C blues
  • D minor pentatonic sounds like Csus4
  • E minor pentatonic sounds like Cmaj7
  • F minor pentatonic sounds like C natural minor
  • G minor pentatonic sounds like C7sus4
  • A minor pentatonic is the same as C major pentatonic
  • B minor pentatonic sounds like C Lydian mode

 

We are planning to revamp the root picker to show both a larger piano keyboard and a pitch wheel. We also plan to add more dynamic visualization options for notes as they are played, including a staff notation view, the chromatic circle, and the circle of fifths. The aQW leaves several keys on the keyboard unused, and we could use them for additional controls. For example, we might use the Control key to make note velocities louder, and Option to make them quieter. The arrow keys might be used to cycle through the scale menu and to shift the root.

Built-in theory pedagogy

There is a great deal of opportunity to build more theory pedagogy on top of the aQW, and to include more of it within the app itself. We might encourage chord playing by automatically showing chord labels at the top of each column. We might include popups or links next to each scale giving some explanation of why they sound the way they do, and to give some suggested musical uses. One user proposes a game mode for more advanced users, where the scale is set to chromatic and players must identify the “wrong” or outside notes. Another proposes a mode similar to Hooktheory, where users could sequence chord progressions to play on top of.

Rhythmic assistance

A few testers requested some kind of help or guidance with timekeeping. One suggested a graphical score in the style of Guitar Hero, or a “follow the bouncing ball” rhythm visualization. Another pointed out that an obvious solution would be to incorporate the Groove Pizza, perhaps in miniature form in a corner of the screen. Synchronizing all of this to YouTube videos would need to be done by hand, so far as I know, but perhaps an automated solution exists. Beat detection is certainly an easier MIR challenge than key or chord detection. If we were able to automatically sync to the tempo of a song, we could add the DJ functionality requested by one tester, letting users add cue points, loop certain sections, and slow them down.

Odds and ends

One eighth grader suggested that we make aQW accounts with “musical passwords.”

An adult tester referred to the landing page as the “Choose Your Own Adventure screen.” The idea of musical adventure is exactly the feeling I was hoping for.

In addition to notes on the staff, one tester requested a spectrum visualizer. This is perhaps an esoteric request, but real-time spectrograms are quite intuitive and might be useful.

Finally, one tester made a comment that was striking in its broader implications for music education: “I’m not very musical, I don’t really play an instrument, so these kinds of tricks are helpful for me. It didn’t take me long to figure out how the notes are arranged.” This person is a highly expert producer, beatmaker and live performer using Ableton Live. I asked how he came to this expertise, and he said he felt compelled to learn it to compensate for his lack of “musicianship”. It makes me sad that such a sophisticated musician does not realize that his skills “count”. In empowering music learners with the aQW, I also hope we are able to help computer musicians value themselves.

Learning music from Ableton

Ableton recently launched a delightful web site that teaches the basics of beatmaking, production and music theory using elegant interactives. If you’re interested in music education, creation, or user experience design, you owe it to yourself to try it out.

Ableton - Learning Music site

One of the site’s co-creators is Dennis DeSantis, who wrote Live’s unusually lucid documentation, and also their first book, a highly-recommended collection of strategies for music creation (not just in the electronic idiom.)

Dennis DeSantis - Making Music

The other co-creator is Jack Schaedler, who also created this totally gorgeous interactive digital signal theory primer.

If you’ve been following the work of the NYU Music Experience Design Lab, you might notice some strong similarities between Ableton’s site and our tools. That’s no coincidence. Dennis and I have been having an informal back and forth on the role of technology in music education for a few years now. It’s a relationship that’s going to get a step more formal this fall at the 2017 Loop Conference – more details on that as it develops.

Meanwhile, Peter Kirn’s review of the Learning Music site raises some probing questions about why Ableton might be getting involved in education in the first place. But first, he makes some broad statements about the state of the musical world that are worth repeating in full.

I think there’s a common myth that music production tools somehow take away from the need to understand music theory. I’d say exactly the opposite: they’re more demanding.

Every musician is now in the position of composer. You have an opportunity to arrange new sounds in new ways without any clear frame from the past. You’re now part of a community of listeners who have more access to traditions across geography and essentially from the dawn of time. In other words, there’s almost no choice too obvious.

The music education world has been slow to react to these new realities. We still think of composition as an elite and esoteric skill, one reserved only for small class of highly trained specialists. Before computers, this was a reasonable enough attitude to have, because it was mostly true. Not many of us can learn an instrument well enough to compose with it, then learn to notate our ideas. Even fewer of us will be able to find musicians to perform those compositions. But anyone with an iPhone and twenty dollars worth of apps can make original music using an infinite variety of sounds, and share that music online to anyone willing to listen. My kids started playing with iOS music apps when they were one year old. With the technical barriers to musical creativity falling away, the remaining challenge is gaining an understanding of music itself, how it works, why some things sound good and others don’t. This is the challenge that we as music educators are suddenly free to take up.

There’s an important question to ask here, though: why Ableton?

To me, the answer to this is self-evident. Ableton has been in the music education business since its founding. Like Adam Bell says, every piece of music creation software is a de facto education experience. Designers of DAWs might even be the most culturally impactful music educators of our time. Most popular music is made by self-taught producers, and a lot of that self-teaching consists of exploring DAWs like Ableton Live. The presets, factory sounds and affordances of your DAW powerfully inform your understanding of musical possibility. If DAW makers are going to be teaching the world’s producers, I’d prefer if they do it intentionally.

So far, there has been a divide between “serious” music making tools like Ableton Live and the toy-like iOS and web apps that my kids use. If you’re sufficiently motivated, you can integrate them all together, but it takes some skill. One of the most interesting features of Ableton’s web site, then, is that each interactive tool includes a link that will open up your little creation in a Live session. Peter Kirn shares my excitement about this feature.

There are plenty of interactive learning examples online, but I think that “export” feature – the ability to integrate with serious desktop features – represents a kind of breakthrough.

Ableton Live is a superb creation tool, but I’ve been hesitant to recommend it to beginner producers. The web site could change my mind about that.

So, this is all wonderful. But Kirn points out a dark side.

The richness of music knowledge is something we’ve received because of healthy music communities and music institutions, because of a network of overlapping ecosystems. And it’s important that many of these are independent. I think it’s great that software companies are getting into the action, and I hope they continue to do so. In fact, I think that’s one healthy part of the present ecosystem.

It’s the rest of the ecosystem that’s worrying – the one outside individual brands and what they support. Public music education is getting squeezed in different ways all around the world. Independent content production is, too, even in advertising-supported publications like this one, but more so in other spheres. Worse, I think education around music technology hasn’t even begun to be reconciled with traditional music education – in the sense that people with specialties in one field tend not to have any understanding of the other. And right now, we need both – and both are getting their resources squeezed.

This might feel like I’m going on a tangent, but if your DAW has to teach you how harmony works, it’s worth asking the question – did some other part of the system break down?

Yes it did! Sure, you can learn the fundamentals of rhythm, harmony, and form from any of a thousand schools, courses, or books. But there aren’t many places you can go to learn about it in the context of Beyoncé, Daft Punk, or A Tribe Called Quest. Not many educators are hip enough to include the Sleng Teng riddim as one of the fundamentals. I’m doing my best to rectify this imbalance–that’s what my courses with Soundfly classes are for. But I join Peter Kirn in wondering why it’s left to private companies to do this work. Why isn’t school music more culturally relevant? Why do so many educators insist that you kids like the wrong music? Why is it so common to get a music degree without ever writing a song? Why is the chasm between the culture of school music and music generally so wide?

Like Kirn, I’m distressed that school music programs are getting their budgets cut. But there’s a reason that’s happening, and it isn’t that politicians and school boards are philistines. Enrollment in school music is declining in places where the budgets aren’t being cut, and even where schools are offering free instruments. We need to look at the content of school music itself to see why it’s driving kids away. Both the content of school music programs and the people teaching them are whiter than the student population. Even white kids are likely to be alienated from a Eurocentric curriculum that doesn’t reflect America’s increasingly Afrocentric musical culture. The large ensemble model that we imported from European conservatories is incompatible with the riot of polyglot individualism in the kids’ earbuds.

While music therapists have been teaching songwriting for years, it’s rare to find it in school music curricula. Production and beatmaking are even more rare. Not many adults can play oboe in an orchestra, but anyone with a guitar or keyboard or smartphone can write and perform songs. Music performance is a wonderful experience, one I wish were available to everyone, but music creation is on another level of emotional meaning entirely. It’s like the difference between watching basketball on TV and playing it yourself. It’s a way to understand your own innermost experiences and the innermost experiences of others. It changes the way you listen to music, and the way you approach any kind of art for that matter. It’s a tool that anyone should be able to have in their kit. Ableton is doing the music education world an invaluable service; I hope more of us follow their example.

Design for Real Life – QWERTYBeats research

Writing assignment for Design For The Real World with Claire Kearney-Volpe and Diana Castro – research about a new rhythm interface for blind and low-vision novice musicians

Definition

I propose a new web-based accessible rhythm instrument called QWERTYBeats.Traditional instruments are highly accessible to blind and low-vision musicians. Electronic music production tools are not. I look at the history of accessible instruments and software interfaces, give an overview of current electronic music hardware and software, and discuss the design considerations underlying my project.

QWERTYBeats logo

Historical overview

Acoustic instruments give rich auditory and haptic feedback, and pose little obstacle to blind musicians. We need look no further for proof than the long history of iconic blind musicians like Ray Charles and Stevie Wonder. Even sighted instrumentalists rarely look at their instruments once they have attained a sufficient level of proficiency. Music notation is not accessible, but Braille notation has existed since the language’s inception. Also, a great many musicians both blind and sighted play entirely by ear anyway.

Most of the academic literature around accessibility issues in music education focuses on wider adoption of and support for Braille notation. See, for example, Rush, T. W. (2015). Incorporating Assistive Technology for Students with Visual Impairments into the Music Classroom. Music Educators Journal, 102(2), 78–83. For electronic music, notation is rarely if ever a factor.

Electronic instruments pose some new accessibility challenges. They may use graphical interfaces with nested menus, complex banks of knobs and patch cables, and other visual control surfaces. Feedback may be given entirely with LED lights and small text labels. Nevertheless, blind users can master these devices with sufficient practice, memorization and assistance. For example, Stevie Wonder has incorporated synthesizers and drum machines in most of his best-known recordings.

Most electronic music creation is currently done not with instruments, but rather using specialized software applications called digital audio workstations (DAWs). Keyboards and other controllers are mostly used to access features of the software, rather than as standalone instruments. The most commonly-used DAWs include Avid Pro Tools, Apple Logic, Ableton Live, and Steinberg Cubase. Mobile DAWs are more limited than their desktop counterparts, but are nevertheless becoming robust music creation tools in their own right. Examples include Apple GarageBand and Steinberg Cubasis. Notated music is commonly composed using score editing software like Sibelius and Finale, whose functionality increasingly overlaps with DAWs, especially in regard to MIDI sequencing.

DAWs and notation editors pose steep accessibility challenges due to their graphical and spatial interfaces, not to mention their sheer complexity. In class, we were given a presentation by Leona Godin, a blind musician who records and edits audio using Pro Tools by means of VoiceOver. While it must have taken a heroic effort on her part to learn the program, Leona demonstrates that it is possible. However, some DAWs pose insurmountable problems even to very determined blind users because they do not use standard operating system elements, making them inaccessible via screen readers.

Technological interventions

There are no mass-market electronic interfaces specifically geared toward blind or low-vision users. In this section, I discuss one product frequently hailed for its “accessibility” in the colloquial rather than blindess-specific sense, along with some more experimental and academic designs.

Ableton Push

Push layout for IMPACT Faculty Showcase

Ableton Live has become the DAW of choice for electronic music producers. Low-vision users can zoom in to the interface and modify the color scheme. However, Live is inaccessible via screen readers.

In recent years, Ableton has introduced a hardware controller, the Push, which is designed to make the software experience more tactile and instrument-like. The Push combines an eight by eight grid of LED-lit touch pads with banks of knobs, buttons and touch strips. It makes it possible to create, perform and record a piece of music from scratch without looking at the computer screen. In addition to drum programming and sampler performance, the Push also has an innovative melodic mode which maps scales onto the grid in such a way that users can not play a wrong note. Other comparable products exist; see, for example, the Native Instruments Maschine.

There are many pad-based drum machines and samplers. Live’s main differentiator is its Session view, where the pads launch clips: segments of audio or MIDI that can vary in length from a single drum hit to the length of an entire song. Clip launching is tempo-synced, so when you trigger a clip, playback is delayed until the start of the next measure (or whatever the quantization interval is.) Clip launching is a forgiving and beginner-friendly performance method, because it removes the possibility of playing something out of rhythm. Like other DAWs, Live also gives rhythmic scaffolding in its software instruments by means of arpeggiators, delay and other tempo-synced features.

The Push is a remarkable interface, but it has some shortcomings for blind users. First of all, it is expensive, $800 for the entry-level version and $1400 for the full-featured software suite. Much of its feedback is visual, in the form of LED screens and color-coded lighting on the pads. It switches between multiple modes which can be challenging to distinguish even for sighted users. And, like the software it accompanies, the Push is highly complex, with a steep learning curve unsuited to novice users, blind or sighted.

The aQWERTYon

Most DAWs enable users to perform MIDI instruments on the QWERTY keyboard. The most familiar example is the Musical Typing feature in Apple GarageBand.

GarageBand musical typing

Musical Typing makes it possible to play software instruments without an external MIDI controller, which is convenient and useful. However, its layout counterintuively follows the piano keyboard, which is an awkward fit for the computer keyboard. There is no easy way to distinguish the black and white keys, and even expert users find themselves inadvertantly hitting the keyboard shortcut for recording while hunting for F-sharp.

The aQWERTYon is a web interface developed by the NYU Music Experience Design Lab specifically intended to address the shortcomings of Musical Typing.

aQWERTYon screencap

Rather than emulating the piano keyboard, the aQWERTYon draws its inspiration from the chord buttons of an accordion. It fills the entire keyboard with harmonically related notes in a way that supports discovery by naive users. Specifically, it maps scales across the rows of keys, staggered by intervals such that each column forms a chord within the scale. Root notes and scales can be set from pulldown menus within the interface, or preset using URL parameters. It can be played as a standalone instrument, or as a MIDI controller in conjunction with a DAW. Here is a playlist of music I created using the aQWERTYon and GarageBand or Ableton Live:

The aQWERTYon is a completely tactile experience. Sighted users can carefully match keys to note names using the screen, but more typically approach the instrument by feel, seeking out patterns on the keyboard by ear. A blind user would need assistance loading the aQWERTYon initially and setting the scale and root note parameters, but otherwise, it is perfectly accessible. The present project was motivated in large part by a desire to make exploration of rhythm as playful and intuitive as the aQWERTYon makes exploring chords and scales.

Soundplant

The QWERTY keyboard can be turned into a simple drum machine quite easily using a free program called Soundplant. The user simply drags audio files onto a graphical key to have it triggered by that physical key. I was able to create a TR-808 kit in a matter of minutes:

Soundplant with 808 samples

After it is set up and configured, Soundplant can be as effortlessly accessible as the aQWERTYon. However, it does not give the user any rhythmic assistance. Drumming in perfect time is an advanced musical skill, and playing drum machine samples out of time is not much more satisfying than banging on a metal bowl with a spoon out of time. An ideal drum interface would offer beginners some of the rhythmic scaffolding and support that Ableton provides via Session view, arpeggiators, and the like.

The Groove Pizza

Drum machines and their software counterparts offer an alternative form of rhythmic scaffolding. The user sequences patterns in a time-unit box system or piano roll, and the computer performs those patterns flawlessly. The MusEDLab‘s Groove Pizza app is a web-based drum sequencer that wraps the time-unit box system into a circle.

Groove Pizza - Bembe

The Groove Pizza was designed to make drum programming more intuitive by visualizing the symmetries and patterns inherent in musical-sounding rhythms. However, it is totally unsuitable for blind or low-vision users. Interaction is only possible through the mouse pointer or touch, and there are no standard user interface elements that can be parsed by screen readers.

Before ever considering designing for the blind, the MusEDLab had already considered the Groove Pizza’s limitations for younger children and users with special needs: there is no “live performance” mode, and there is always some delay in feedback between making a change in the drum pattern and hearing the result. We have been considering ways to make a rhythm interface that is more immediate, performance-oriented and tactile. One possible direction would be to create a hardware version of the Groove Pizza; indeed, one of the earliest prototypes was a hardware version built by Adam November out of a pizza box. However, hardware design is vastly more complex and difficult than software, so for the time being, software promises more immediate results.

Haenselmann-Lemelson-Effelsberg MIDI sequencer

This experimental interface is described in Haenselmann, T., Lemelson, H., & Effelsberg, W. (2011). A zero-vision music recording paradigm for visually impaired people. Multimedia Tools and Applications, 5, 1–19.

Haenselmann-Lemelson-Effelsberg MIDI sequencer

The authors create a new mode for a standard MIDI keyboard that maps piano keys to DAW functions like playback, quantization, track selection, and so on. They also add “earcons” (auditory icons) to give sonic feedback when particular functions have been activated that normally only give graphical feedback. For example, one earcon sounds when recording is enabled; another sounds for regular playback. This interface sounds promising, but there are significant obstacles to its adoption. While the authors have released the source code as a free download, that requires a would-be user to be able to compile and run it. This is presuming that they could access the code in the first place; the download link given in the paper is inactive. It is an all-too-common fate of academic projects to never get widespread usage. By posting our projects on the web, the MusEDLab hopes to avoid this outcome.

Statement

Music education philosophy

My project is animated by a constructivist philosophy of music education, which operates by the following axiomatic assumptions:

  • Learning by doing is better than learning by being told.
  • Learning is not something done to you, but rather something done by you.
  • You do not get ideas; you make ideas. You are not a container that gets filled with knowledge and new ideas by the world around you; rather, you actively construct knowledge and ideas out of the materials at hand, building on top of your existing mental structures and models.
  • The most effective learning experiences grow out of the active construction of all types of things, particularly things that are personally or socially meaningful, that you develop through interactions with others, and that support thinking about your own thinking.

If an activity’s challenge level is beyond than your ability, you experience anxiety. If your ability at the activity far exceeds the challenge, the result is boredom. Flow happens when challenge and ability are well-balanced, as seen in this diagram adapted from Csikszentmihalyi.

Flow

Music students face significant obstacles to flow at the left side of the Ability axis. Most instruments require extensive practice before it is possible to make anything that resembles “real” music. Electronic music presents an opportunity here, because even a complete novice can produce music with a high degree of polish quickly. It is empowering to use technologies that make it impossible to do anything wrong; it frees you to begin exploring what you find to sound right. Beginners can be scaffolded in their pitch explorations with MIDI scale filters, Auto-Tune, and the configurable software keyboards in apps like Thumbjam and Animoog. Rhythmic scaffolding is more rare, but it can be had via Ableton’s quantized clip launcher, by MIDI arpeggiators, and using the Note Repeat feature on many drum machines.

QWERTYBeats proposal

My project takes drum machine Note Repeat as its jumping off point. When Note Repeat is activated, holding down a drum pad triggers the corresponding sound at a particular rhythmic interval: quarter notes, eighth notes, and so on. On the Ableton Push, Note Repeat automatically syncs to the global tempo, making it effortless to produce musically satisfying rhythms. However, this mode has a major shortcoming: it applies globally to all of the drum pads. To my knowledge, no drum machine makes it possible to simultaneously have, say, the snare drum playing every dotted eighth note while the hi-hat plays every sixteenth note.

I propose a web application called QWERTYBeats that maps drums to the computer keyboard as follows:

  • Each row of the keyboard triggers a different drum/beatbox sound (e.g. kick, snare, closed hi-hat, open hi-hat).
  • Each column retriggers the sample at a different rhythmic interval (e.g. quarter note, dotted eighth note).
  • Circles dynamically divide into “pie slices” to show rhythmic values.

The rhythm values are shown below by column, with descriptions followed by the time interval as shown as a fraction of the tempo in beats per minute.

  1. quarter note (1)
  2. dotted eighth note (3/4)
  3. quarter note triplet (2/3)
  4. eighth note (1/2)
  5. dotted sixteenth note (3/8)
  6. eighth note triplet (1/3)
  7. sixteenth note (1/4)
  8. dotted thirty-second note (3/16)
  9. sixteenth note triplet (1/6)
  10. thirty-second note (1/8)

By simply holding down different combinations of keys, users can attain complex syncopations and polyrhythms. If the app is synced to the tempo of a DAW or music playback, the user can perform good-sounding rhythms over any song that is personally meaningful to them.

The column layout leaves some unused keys in the upper right corner of the keyboard: “-“, “=”, “[“, “]”, “”, etc. These can be reserved for setting the tempo and other UI elements.

The app defaults to Perform Mode, but clicking Make New Kit opens Sampler mode, where users can import or record their own drum sounds:

  • Keyboard shortcuts enable the user to select a sound, audition it, record, set start and end point, and set its volume level.
  • A login/password system enables users to save kits to the cloud where they can be accessed from any computer. Kits get unique URL identifiers, so users can also share them via email or social media.

It is my goal to make the app accessible to users with the widest possible diversity of abilities.

  • The entire layout will use plain text, CSS and JavaScript to support screen readers.
  • All user interface elements can be accessed via the keyboard: tab to change the keyboard focus, menu selections and parameter changes via the up and down arrows, and so on.

Perform Mode:

QWERTYBeats concept images - Perform mode

Sampler Mode:

sampler-mode

Mobile version

The present thought is to divide up the screen into a grid mirroring the layout of the QWERTY keyboard. User testing will determine whether this will produce a satisfying experience.

QWERTYDrum - mobile

Prototype

I created a prototype of the app using Ableton Live’s Session View.

QWERTYBeats - Ableton prototype

Here is a sample performance:

There is not much literature examining the impact of drum programming and other electronic rhythm sequencing on students’ subsequent ability to play acoustic drums, or to keep time more accurately in general. I can report anecdotally that my own time spent sequencing and programming drums improved my drumming and timekeeping enormously (and mostly inadvertently.) I will continue to seek further support for the hypothesis that electronically assisted rhythm creation builds unassisted rhythmic ability. In the meantime, I am eager to prototype and test QWERTYBeats.

Visualizing trap beats with the Groove Pizza

In a previous post, I used the Groove Pizza to visualize some classic hip-hop beats. But the kids are all about trap beats right now, which work differently from the funk-based boom-bap of my era.

IT'S A TRAP

From the dawn of jazz until about 1960, African-American popular music was based on an eighth note pulse. The advent of funk brought with it a shift to the sixteenth note pulse. Now we’re undergoing another shift, as Southern hip-hop is moving the rest of popular music over to a 32nd note pulse. The tempos have been slowing down as the beat subdivisions get finer. This may all seem like meaningless abstraction, but the consequences become real if you want to program beats of your own.

Back in the 90s, the template for a hip-hop beat looked like a planet of 16th notes orbited by kicks and snares. Click the image below to hear a simple “planet funk” pattern in the Groove Pizza. Each slice of the pizza is a sixteenth note, and the whole pizza is one bar long.

Planet Funk - 16th notes

(Music readers can also view it in Noteflight.)

You can hear the sixteenth note hi-hat pulse clearly in “So Fresh So Clean” by OutKast.

So Fresh So Clean

View in Noteflight

Trap beats have the same basic skeleton as older hip-hop styles: a kick on beat one, snares on beats two and four, and hi-hats on some or all of the beats making up the underlying pulse. However, in trap, that pulse is twice as fast as in 90s hip-hop, 32nd notes rather than sixteenths. This poses an immediate practical problem: a lot of drum machines don’t support such a fine grid resolution. For example, the interface of the ubiquitous TR-808 is sixteen buttons, one for each sixteenth note. On the computer, it’s less of an issue because you can set the grid resolution to be whatever you want, but even so, 32nd notes are a hassle. So what do you do?

The trap producer’s workaround is to double the song tempo, thereby turning sixteenths into effective 32nds. To get a trap beat at 70 beats per minute, you set the tempo to 140. Your 808 grid becomes half a bar of 32nd notes, rather than a full bar of sixteenths. And instead of putting your snares on beats two and four, you put them on beat three.

Here’s a generic trap beat I made. Each pizza slice is a 32nd note, and the whole pizza is half a bar.

View in Noteflight

Trap beats don’t use swing. Instead, they create rhythmic interest through syncopation, accenting unexpected weak beats. On the Groove Pizza, the weak beats are the ones in between the north, south, east and west. Afro-Cuban music is a good source of syncopated patterns. The snare pattern in the last quarter of my beat is a rotation of son clave, and the kick pattern is somewhat clave-like as well.

It's A Trap - last bar

Now let’s take a look at two real-life trap beats. First, there’s the inescapable “Trap Queen” by Fetty Wap.

Here’s a simplified version of the beat. (“Trap Queen” uses a few 64th notes on the hi-hat, which you can’t yet do on the Groove Pizza.)

Trap Queen simplified

View in Noteflight

The beat has an appealing symmetry. In each half bar, both the kick and snare each play a strong beat and a weak beat. The hi-hat pattern is mostly sixteenth notes, with just a few thirty-second notes as embellishments. The location of those embellishments changes from one half-bar to the next. It’s a simple technique, and it’s effective.

My other real-world example is “Panda” by Desiigner.

Here’s the beat on the GP, once again simplified a bit.

View in Noteflight

Unlike my generic trap beat, “Panda” doesn’t have any hi-hats on the 32nd notes at all. It feels more like an old-school sixteenth note pulse at a very slow tempo. The really “trappy” part comes at the very end, with a quick pair of kick drums on the last two 32nd notes. While the lawn-sprinkler effect of doubletime hi-hats has become a cliche, doubletime kick rolls are still startlingly fresh (at least to my ears.)

To make authentic trap beats, you’ll need a more full-featured tool than the Groove Pizza. For one thing, you need 64th notes and triplets. Also, trap isn’t just about the placement of the drum hits, it’s about specific sounds. In addition to closed hi-hats, you  need open hi-hats and crash cymbals. You want more than one snare or handclap, and maybe multiple kicks too. And you’d want to be able to alter the pitch of your drums too. The best resource to learn more, as always, is the music itself.