Week 4: Project 1 – Tiger

Title   Listen Behind

Project Description   This project features an audio file that the participant should listen to with a pair of earphones (better if they are noise-cancelling) and a blindfold over their eyes (or they could simply close their eyes). It is expected to give them the feeling of scissors cutting off their hair, a plastic bag put overhead, tapes torn off their neck, etc. Through the sense of hearing, I would like to make the participant feel that they are touched by some specific object, or that the noise they hear is generated right behind them. Simply put, I believe hearing could evoke the sense of touch, and I want to distort the participant’s judgment of distance with sounds. I was inspired by a 3D audio called “Virtual Barber Shop” I heard a few years ago, in which you can hear a man speaks and does things to you in a way that makes you feel like he is actually next to you.

Perspective and Context   According to The World of Perception, in classical physics, “an object is a system of properties which present themselves to our various senses and which are united by an act of intellectual synthesis” (Merleau-Ponty, 59). An object is something that fills some space, but through this project, I was trying to distort participant’s perception of space. Usually, a person perceives space through his vision and hearing. The fact that humans have two eyes and two ears enables us to determine distance through vision and hearing; to put it in another way, that’s how we perceive space. As stated in the quote, we perceive objects using multiple senses – especially vision and hearing, so what happens when one’s vision is hindered? They get more sensitive in terms of the ability to tell the position of an object through listening to the sound it makes.

Another ability is also required in order for my project to work as expected – the one to know what an object is through its sound. This depends on the common knowledge between me and the participant, and both different cultural backgrounds and lifestyles could have impact on that. Nonetheless, even if the participant can’t tell what it is by just listening to the sound it makes, they are still able to experience the project just fine, as long as their brain tells them where the sound is from. Thus this project was somehow similar to the concept of virtual reality, except for the fact that I took out visuals.

Development & Technical Implementation   I used a Tascam recorder I borrowed from IMA Equipment Room to do all the recording. With two adjustable microphones on the top, the recorder easily captures authentic stereo sounds. I recorded over ten sounds in total, ranging from the noise of plastic bag to clock ticking.

“tascam”的图片搜索结果

Then I edited the five audios I selected with Audacity on my laptop, giving them a fade-in/fade-out effect and putting them all in one file, whose run time is 4 minutes and 35 seconds. Because of the high quality, the file is 46 megabytes large. The five sounds that made it to the final cut are: the noise of plastic paper, the sound of an electric toothbrush vibrating, the sound of scissors cutting a napkin, the sound of plastic bag, and the sound of tearing off a piece of tape.

Below is a compressed version of the audio. (Put on earphones before listening!)

Presentation   In class, I presented my project to a classmate, Ivy. Since I needed my phone to play the audio, I did not take any picture or video of her experiencing it. I did not talk much about what my project was, but instead requested silence in the room and let her sit down and put on the blindfold. Then I gave her the earphones, and after she put them on, I started playing. During the four and a half minutes, she didn’t display many facial expressions. Afterwards, she described how the sounds gave her visions of different colors, which was quite unexpected. Then I explained my purpose of the project, and she seemed a little surprised and was uncertain if it achieved what I intended.

I had a few assumptions about why it failed to produce the expected effect in class, the first one being that the earphones were not plugged in place. I actually noticed during presentation that the earplugs were loosely placed by Ivy’s ears, but I chose not to remind her because I didn’t want to interrupt the experiencing process. However, now I realize that it is crucial to my project that the participant puts on the earphones properly. Secondly, I assume that the participant gave me feedback that I hadn’t expected because she did not know what to expect. As many of the projects shown to us focused on twisting vision and hearing, it is possible that Ivy was actually expecting my project to evoke some visual feelings, which is why she concentrated on that, but not the sense of touch I intended to create.

After class, I tested my project again on Lily and Candy, to both of whom I explained what my intention for the project was, and they showed stronger reactions.

Conclusion   One of my major realizations is that for the presentation, I should have elaborated a little bit on the intention for the project, and then played it, so that the participant knew what to expect and would focus on the effect I was trying to get at. In fact, I intentionally left out the introduction, because I did not want it to interfere with the participant’s first-time experience, which now proves to be not so good an idea. Another way to think about the failure of the presentation is that maybe the effect that my project was intended to produce was not strong enough – in which case I could try to come up with some ways to enhance the 3D sound effect. I googled it, and there were quite a few software programs that do the job, one of which is Adobe Audition. That maybe an option for me if I wanted to create some kind of immersive ambient sound next time. 3D surrounding sound effect is a vital element for a virtual reality experience as well, so this project could be of good value if I were to delve into that direction in the future.

Week 4: Response to Gullingsrud & Perkins – Tiger (Syed)

Date: 03-10-2019

Response to Allie Gullingsrud and Lewis Perkins’ “Designing for the Circular Economy: Cradle to Cradle Design®”

When William McDonough and Michael Braungart cam up with the idea of “Cradle to Cradle Design”, according to Gullingsrud and Perkins, “many designers thought of it as a turning point in their careers.” From that we could imagine how new and different the idea sounded back then. Basically, it’s all about circularity: everything in the environment falls into either the biological or technical metabolism. One of the three major principles that McDonough and Braungart put forward are very interesting: “Everything equals food.” Using the instance of a cherry tree, Gullingsrud and Perkins demonstrates how everything that’s considered worn out and useless could end up being useful something else.

As a student worker at IMA Equipment Room, I’m reminded of the situation of the little cardboard room that we have, opposite to Classroom 818. Ideally, it should work like this: students take apart their projects, from which they identify what could possibly be reused, and along with their unused materials, it’s all placed orderly in the cardboard room, waiting for somebody to recycle for their next project. But in reality, the room doesn’t work well. For a long time, it’s become a place where students left their unwanted stuff – all of it – they basically treat it as the “IMA landfill”. Because of that the room has been highly unorganized, consequently people having trouble finding what they need there. The room ends up a mess – new rubbish is put into the room every day, but hardly do people take things from it. (At the end of the day it’s we student workers that are cleaning it up :\)

I do believe McDonough and Braungart when they say “everything is food”, but if people actually want it to work that way, it’s a different story. There needs to be a regulated system, where waste are turned into new materials. Rules need to be made for people to know how to make their waste useful for the next person – because waste doesn’t magically become food, and there is a process. For example, a cardboard box could be recyclable, unless it is torn into all kinds of shapes of pieces and has sticky grossy tapes all over – that way, nobody wants to recycle it. That’s why students should tear down and throw away the tapes on it, cut off the parts that are unlikely to be reused, and then put it in the room. Besides, the room needs to be organized, things placed in order, so people know where to put one thing and where to get another.

Week 4: Response to “Building a Sustainable Company” – Tiger (Syed)

Date: 03-05-2019

Response to “Building a Sustainable Company: The Story of Eileen Fisher”

Eileen Fisher’s story is quite inspiring for me. It always seems like such a cliché when some successful entrepreneur claims that they want their company to maintain sustainability as they are thriving – it sounds to me more like just some slogan for constructing. But as far as what I see from the article, Fisher is not like that. Not only is she devoted to promoting sustainable fashion, but she is passionate about making a difference to the world at a larger scale as well.

What interests me much is the “Don’t knower approach” mentioned in the article, which reminds me of the first stage of design thinking – to empathize. The two notions have different meanings of course, but they share the knowledge of not bringing your assumptions when listening to others. As a designer herself, Fisher surely knows well not to be too self-confident about everything. Designers need to learn from their customers, as well as their colleagues. This also corresponds with what’s mentioned later in the article that Fisher encourages everybody to be the leader and contribute their intellectual power.

Another point that gets my attention is the following quote, “If we work during personal hours, then why can’t we deepen our personal side while at work? Work can be a place for personal growth and learning. If we can create environments where people can help each other grow, work itself can be a little more fun.” It strikes me that by focusing on her employees as individuals, Fisher expands the definition of sustainable fashion. Sustainability could mean more than environmentally friendly products and water-saving manufacture process. Generally, constructing a healthy working environment where people feel cared about and respected could actually be another level of sustainability. That is rooted deep in the value of the brand, which could not have been so if it weren’t for Fisher – a human being of love and passion for a better world.

NOC – Week 3: Petals in Flames II – Tiger Tian

Date: 03-02-2019

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For this week’s vector assignment, I redid my “Petals in Flames” idea with vector. This time I made it more colorful, using more random function but in a way that doesn’t produce inharmonious combinations of colors. The small flower in the middle is made using HSB color mode, by mapping the hues of the ellipses to their positions. I also added a spinning effect to it. It spins clockwise by itself, and mouse movements make it spin faster.

I kept the petal number changing function, which increases and decreases the number of petals. When you hold the mouse, all the petals close inwards by a “freeze” function. Another function called “bloom” is triggered every time the mouse is released, making those squarish objects burst out of screen.

Week 3: Response to Hethorn – Tiger (Syed)

Date: 03-03-2019

Response to Janet Hethorn’s “User-Centered Innovation: Design Thinking and Sustainability”

This excerpt of Hethorn’s article basically deals with what attitude designers should hold towards consumers – she suggests that they focus on an individual level, not grouping them. This idea may not be completely new, but it gets me wondering what she really means by that. “The designer is not the giver of taste and the consumer simply a receiver. This is not a sustainable model. Instead, think about being the interpreter of visual desire for the person (and people) for whom you are designing.” According to Hethorn, the foundation of sustainable fashion is that designers base their work more on the demands of consumers as individuals, which reminds me of an idea that may or may not be relevant. I don’t remember it exactly as it is, but it goes something like, “Customers don’t know what they want until you show it to them.” This quote was from Steve Jobs, who changed the world with iPhone. It seemed at first that these two quotes could be contradicting, one stressing that designs should be for consumer’s desire, the other claiming that they don’t even know themselves. But then I realized what Jobs meant is not that consumers have no idea what they want, but that they don’t realize it until they see it – deep down they know what kind of a product they’re looking for, and designers’ job is to realize that. Another quote from Hethorn’s book goes: “You may find that the most informative interviews do not answer all of the questions on your list, but the details revealed through conversation uncover findings that your plan didn’t anticipate.” As the consumer expresses their expectations towards a product, chances are that it goes far beyond what the design was expecting – that’s because the consumer knows vaguely what they need, but since it doesn’t exist yet, it’s hard to specify what it is. Good designers find that out for them. What’s sustainable about that is that consumers’ demand evolves constantly, and thus designers’ work develops accordingly – it’s not a one-sided conveyance.