Dinkum Mobilná aplikácia by Tobias Kappeler is a highly esteemed winner of the very prestigious 2022 Železná cena A' Design Award in Mobilné technológie Competition Category.
ŽeleznáMobilné technológie· 2022
Dinkum Mobilná aplikácia
Client: Tobias Kappeler Design
Železná cena A' Design Award Winner in Mobilné technológie Category
Verified Award Winner
Verify Award Status for #127093The Design
About Dinkum Mobilná aplikácia
Dinkum je mobilná aplikácia pre priestorovú zvukovú komunikáciu. Dinkum umiestňuje vzdialené konverzácie do prispôsobiteľných zvukových prostredí. Používatelia si môžu vybrať jednu z troch veľkostí miestnosti, označených ako intímna, bežná a dobrodružná. Používatelia si tiež môžu zvoliť ambisonické zvuky pozadia, formát priestorového zvuku s plným rozsahom 360°, ktoré zodpovedajú typu konverzácie a jej účastníkom. Vzdialenosť k ostatným účastníkom je možné meniť počas hovoru. Cieľom je zvýšiť pocit prítomnosti a urobiť vzdialené konverzácie prirodzenejšími a plynulejšími.
The Recognition
About the Železná cena A' Design Award
Dinkum Mobilná aplikácia je laureát Železnej ceny A' Design Award, prestížneho uznania udeľovaného dobrým dizajnom, ktoré spĺňajú profesionálne a priemyselné požiadavky očakávané od dobre navrhnutých výtvorov. Laureáti Železnej ceny preukazujú veľkú zručnosť, vysokú špecializáciu, odborné porozumenie a tvorivé schopnosti svojich tvorcov. Od Dinkum Mobilná aplikácia sa očakáva, že bude vysoko cenený, obdivovaný a milovaný výtvor, ktorý je praktický a inovatívny. Tento dizajn ocenený Železnou cenou A' Design Award zahŕňa najlepšie postupy v odvetví a má kompetentné technické vlastnosti spojené s know-how a talentom. Vďaka svojej dôkladnosti si Dinkum Mobilná aplikácia zaslúži rešpekt a jeho úlohou je prinášať zlepšenia kvality života, ktoré pomáhajú robiť svet lepším miestom.
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- 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.
- Team Members
- Tobias Kappeler
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