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Dinkum Aplikasi Mobile by Tobias Kappeler
Dinkum Aplikasi Mobile by Tobias Kappeler
Dinkum Aplikasi Mobile by Tobias Kappeler
Dinkum Aplikasi Mobile by Tobias Kappeler
Dinkum Aplikasi Mobile by Tobias Kappeler

Bessi Mobile · 2022

Dinkum Aplikasi Mobile

by Tobias Kappeler

  • A' Design Award Bessi 2022 in Mobile
  • CLIENT: Tobias Kappeler Design
  • Estimated Number of Design Views: 21,937
  • Verification code CEDD7949B3 · Verify this award
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About Dinkum Aplikasi Mobile

Dinkum iyanaritu séddi aplikasi mobile untu' komunikasi audio spasial. Dinkum mattaro pabbicara jarak jauh ri laleng lingkungan audio iya wedding-e riubah situ' pada élé'-é. Pengguna weddingngi pilé séddi polé ri tellu ukuran bili', iya ripakéssengngi macore', biasa, sibawa mabbani. Pengguna weddingtoi pilé oni latara ambisonik, séddi format oni surround bulu' penno, iya sisenrai jama pabbicara sibawa tau iya masitujué. Jaraq lao ri tau laingngé weddingngi riubah wettu ri laleng telepong-é. Tujuanna iyanaritu untu' pakaraga rasa kahadiran sibawa pancajiwi pabbicara jarak jauh iya lebbi wataniang sibawa mallureng.

About the A' Design Award Bessi

Dinkum Aplikasi Mobile iyanaritu pakoro A' Design Award Bessi, pakalebbi iya malebbi iya ripabbere ri desain makessing iya mappabbura persyaratan profesional sibawa industri iya ripakkirangngi pole ri ciptaan iya makessing ripikkiri. Pakoro Bessi mappakita keterampilan malompo, spesialisasi dalleng, pemahaman ahli sibawa kapasitas kreatif tau mabbuat. Dinkum Aplikasi Mobile ripakkirangngi mancaji ciptaan iya ripakalebbi, ripuji sibawa rirennu iya praktis sibawa inovatif. Desain pakoro A' Design Award Bessi iyae mappasilaong praktik tepat industri sibawa napaitai karakteristik teknis iya kompeten iya sipulung sibawa pengetahuan sibawa bakat. Nasaba ketelitiannna, Dinkum Aplikasi Mobile mappoleang pakalebbi sibawa ripikkiri mappabbere perbaikan kualitas laleng iya ritulung mappadeceng lino mancaji tempe makessing.

Press Kit

Unique Properties
Dinkum is a spatial audio communication tool that allows users to immerse themselves in customisable audio environments. Users can select from three room sizes (intimate, casual, adventurous) and different ambisonic (full-sphere surround sound format) background sounds that match the type of conversation and people they are speaking to. People can change their distance to other participants throughout the conversation, which adds an extra layer of interaction to remote conversations. Dinkum can increase participants sense of presence and intimacy in the conversation and increase conversation fluency.
Dimensions & Packaging
Dinkum was developed using the 3D Tune-In Toolkit real-time binaural spatialisation tool. This was utilised as a VST plugin within Ableton Live. The 3D Tune in Toolkit simulates the reverberation of different room sizes, the distance to the listener and the direction to the sound source. For user testing, I’ve developed a signal processing path that allows me to send an audio recording from a binaural microphone through Zoom.
Tags
Communication, Spatial Audio, Interaction design, Immersive experiences, Audio & Sound, Mobile application, Teleconferencing, Conversations,
Production Technology
The project was developed through iterative prototyping, intensive user testing and a strong collaboration between academia and industry. I used different plugins for the spatialisation of mono audio files in a DAW (Digital Audio Workstation) and tested the experiences with different people. Furthermore, I built a binaural microphone for in-depth user testing with multiple people. I established a signal-processing path that allowed me to test with various users while being remote.
Design Challenge
The challenge was to create an environment that allowed me to test with the necessary fidelity and change the audio in real-time. An additional challenge was the visual representation of a 3D space with characters on a small smartphone screen which is easy to understand, interact with and is visually pleasing and unique. I overcame this through prototyping the interactions on the phone while affecting the audio and visual interface in real-time through OSC protocol and user feedback.
Research
The project started with an academic literature review and interviews on real-time spatialisation technologies. After intensive ideation on different applications, I moved into early experimentation and prototyping to get a better feel and understanding of the technology and its value. I used an iterative and human-centred design approach focusing on the experience. Experiments were analyzed with questionnaires with a Likert scale focusing on the presence and intimacy.
Inspiration
Throughout the pandemic, I realised the difficulties of remote collaboration and the lack of attention to the audio side of the experience. We are flooded with visual stimuli but a lot of these experiences lack the emotional aspect of the experience. User research and secondary research into spatial audio technologies strongly informed the development. As a music producer and DJ, I’m fascinated by the emotional characteristics of audio.
Project Duration
The project started in January 2021 and was developed by myself for my MA/MSc Innovation Design Engineering until June 2021. The project will be exhibited at the yearly graduation show of the Royal College of Art and Imperial College London in June 2021.
Operation Flow
To start a conversation, select the participants you want to speak to, select the room size which matches your conversations and participants, (Intimate, Casual, Adventurous) select the ambisonic background sounds and then start the call. Users can leave the room and create a new room during the conversations with individual participants. For recurring conversations, users can save groups and settings. In case a conversation drastically changes the topic.

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