Dinkum Mobil ilova by Tobias Kappeler is a highly esteemed winner of the very prestigious 2022 A' Design Award Temir Mukofoti in Mobil Texnologiyalar, Ilovalar va Dasturiy Ta'minot Dizayni Competition Category.
TemirMobil· 2022
Dinkum Mobil ilova
Client: Tobias Kappeler Design
A' Design Award Temir Mukofoti Winner in Mobil Category
Verified Award Winner
Verify Award Status for #127093The Design
About Dinkum Mobil ilova
Dinkum — fazoviy audio muloqot uchun mo'ljallangan mobil ilova. Dinkum masofaviy suhbatlarni moslashtiriladigan audio muhitlar ichiga joylashtiradi. Foydalanuvchilar uchta xona o'lchamidan birini tanlashlari mumkin: samimiy, oddiy va sarguzasht. Foydalanuvchilar, shuningdek, suhbat turi va ishtirokchilarga mos keladigan ambisonik fon tovushlarini, ya'ni to'liq sferik atrof-tovush formatini tanlashlari mumkin. Qo'ng'iroq davomida boshqa ishtirokchilargacha bo'lgan masofani o'zgartirish mumkin. Maqsad — hozirlik hissini kuchaytirish va masofaviy suhbatlarni tabiiyroq hamda ravonroq qilishdir.
The Recognition
About the A' Design Award Temir Mukofoti
Dinkum Mobil ilova A' Design Award Temir Mukofotining g‘olibi bo‘lib, bu yaxshi loyihalangan ijodlardan kutiladigan kasbiy va sanoat talablariga javob beradigan yaxshi dizaynlarga beriladigan nufuzli e’tirofdir. Temir g‘oliblari o‘z yaratuvchilarining katta mahorati, yuksak ixtisosligi, mutaxassis tushunchasi va ijodiy salohiyatini namoyon etadi. Dinkum Mobil ilova yuqori qadrlanadigan, hayrat bilan qaraladigan va suyukli, amaliy hamda innovatsion ijod bo‘lishi kutiladi. A' Design Award Temir Mukofotini qo‘lga kiritgan ushbu dizayn soha eng yaxshi amaliyotlarini uyg‘unlashtiradi va bilim hamda iste’dod bilan bog‘langan layoqatli texnik xususiyatlarga ega. Dinkum Mobil ilova puxtaligi uchun hurmatga sazovor bo‘lib, dunyoni yaxshiroq joyga aylantirishga yordam beradigan hayot sifatini yaxshilashni taqdim etish uchun loyihalangan.
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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