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Dinkum Aplicació mòbil by Tobias Kappeler
Dinkum Aplicació mòbil by Tobias Kappeler
Dinkum Aplicació mòbil by Tobias Kappeler
Dinkum Aplicació mòbil by Tobias Kappeler
Dinkum Aplicació mòbil by Tobias Kappeler

Ferro Mòbil · 2022

Dinkum Aplicació mòbil

by Tobias Kappeler

  • A' Design Award de Ferro 2022 in Mòbil
  • CLIENT: Tobias Kappeler Design
  • Estimated Number of Design Views: 21,937
  • Verification code CEDD7949B3 · Verify this award
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About Dinkum Aplicació mòbil

Dinkum és una aplicació mòbil per a la comunicació d'àudio espacial. Dinkum situa les converses remotes dins d'entorns d'àudio personalitzables. Els usuaris poden seleccionar una de les tres mides d'habitació, descrites com a íntima, informal i aventurera. Els usuaris també poden triar sons de fons ambisònics, un format de so envoltant d'esfera completa, que s'adapti al tipus de conversa i als participants. La distància respecte als altres participants es pot canviar durant la trucada. L'objectiu és augmentar la sensació de presència i fer que les converses remotes siguin més naturals i fluides.

About the A' Design Award de Ferro

Dinkum Aplicació mòbil és un guanyador del guardó A' Design Award de Ferro, un reconeixement prestigiós concedit a bons dissenys que compleixen els requisits professionals i industrials esperats de creacions ben dissenyades. Els guanyadors de Ferro demostren una gran habilitat, una alta especialització, una comprensió experta i la capacitat creativa dels seus creadors. Es preveu que Dinkum Aplicació mòbil sigui una creació molt apreciada, admirada i estimada que és pràctica i innovadora. Aquest disseny guanyador del guardó A' Design Award de Ferro integra les millors pràctiques del sector i té característiques tècniques competents lligades al coneixement i al talent. Dinkum Aplicació mòbil és respectat per la seva minuciositat i està pensat per oferir millores en la qualitat de vida que ajuden a fer del món un lloc millor.

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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