RAMIA MAZÉ   
   
 
 
  PORTFOLIO, ROYAL COLLEGE OF ART
   
 
 
 
 
Nomadic audio
Train, tube, street - in-between places and 'down' time. Nomadic Audio explores ways of supporting the escape, daydreaming, and the ritual of the everyday commute, through the design of an ambient audio experience using mobile phone technology.
 
LOCATION-BASED AUDIO
Rather than the explicit and generic functionality built into common consumer electronics, this project explores ambient and localized modalities. Drawing on the commuting experience, Nomadic Audio is intended to be a sort of 'daydreaming' mode for mobile phones, picking up local radio frequency information to affect a dynamic audio ambiance.

EXPERIENCE DESIGN
Exploring sound qualities and interaction models for the commuting experience, the project began with a series of 'audio diaries' kept by several train commuters over the course of a week. The collected material inspired a series of design concepts, including:
• 1-1 / adding intimacy to physically distanced situations
• many-1 / urban nomad tapping into ambient information
• many-many / territorial marking for clubs and communities
• 1-many / channels of nonverbal group communication

Using sketch prototypes, the concepts were evaluated in a train context. The most convincing involved ambient, abstract sounds, which sparked imagination about what they were and triggered personal narratives about relations to places seen through the train window. This led to the design of a structure for an evolving soundtrack, mapping local characteristics of radio waves (including natural distortion, speed, and density over the time and distance of a commute) to audio parameters.

PHYSICAL PROTOTYPE
Parallel to designing the sound experience, the project considered alternative, gestural ways of interacting with audio content. Taking the mobile phone cord as a tactile input device, this involved iterations of working electronic prototypes based on an interaction metaphor between 'flute' and 'rosary'.

Through crafting scale physical prototypes, experiential qualities were resolved, considering: fluidity of movement, perceivability of input, and texture as a tactile navigation guide. The final prototype demonstrated the possibility for navigating content in a peripheral and playful way, one that is integrated into our less explicit gestures, motion, and attention.

OUTCOME
Nomadic Audio focussed on crafting audio and tactile qualities to support alternative personal and local modalities for everyday use. The design outcome was twofold:
• a possible audio experience crafted as a video scenario
• an electronic prototype of an alternative, gestural interaction

Aspects of this project inspired the development of the Sonic City project, carried out while employed at the Interactive Institute.
 



 
DETAILS
Project report 1.5MB PDF
Experience video scenario 47MB quicktime

11.1999, 3 week project
Self-designed project brief
Thanks to: Anthony Dunne
Royal College of Art