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Editor Frank Scott (FS) from DesignPRWire has interviewed designer Tobias Kappeler (TK) for A' Design Awards and Competition. You can access the full profile of Tobias Kappeler by clicking here. Access more information about the award winning design Dinkum here. |
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Interview with Tobias Kappeler at Tuesday 17th of May 2022 FS: What is the main principle, idea and inspiration behind your design? TK: I wanted to explore sonic experiences and how they could add value to our daily lives besides listening to music. I explored different directions, such as navigation with 3D audio or interacting with 3D sound cues. Dinkum, was developed during the Covid 19 pandemic, and I realised that remote communication will become more embedded in our daily lives. However, the current audio experience in remote communication is not incredibly rich. We struggle with turn-taking, it feels unnatural and can cause fatigue. This led me to hone in on how to improve remote communications. FS: What has been your main focus in designing this work? Especially what did you want to achieve? TK: To create a new audio experience in which people feel close while being remote. FS: What are your future plans for this award winning design? TK: I'm currently exploring other experiences and applications with 3D Audio. FS: How long did it take you to design this particular concept? TK: The project was developed within six months, from concept development to the final design. FS: Why did you design this particular concept? Was this design commissioned or did you decide to pursuit an inspiration? TK: The project was developed during my master's at the Royal College of Art and Imperial College London. I wanted to explore new audio experiences. FS: Who is the target customer for his design? TK: People who know each other and want to have a naturally flowing conversation with a high sense of immersion while being remote such as couples, friends, and families. FS: What is the role of technology in this particular design? TK: The project relies on 3D audio spatialisation technology. For the prototyping and development phase, I used 3D audio spatialisation software plugins within a digital audio workstation and built a binaural microphone for more advanced testing with users. FS: What are some of the challenges you faced during the design/realization of your concept? TK: A challenge I faced was how to visualise the speakers in the conversation and when they are speaking. I ideated around different ideas and visualisations. I decided to go for an abstract character representation to enhance the audio experience yet still be aesthetically pleasing. FS: What did you learn or how did you improve yourself during the designing of this work? TK: Working on this project highlighted the importance of testing with a diverse and broad user group. Most people have a sense of hearing yet we all hear slightly different and have different preferences. This came through while testing with various users.
A' Design Award and Competitions grants rights to press members and bloggers to use parts of this interview. This interview is provided as it is; DesignPRWire and A' Design Award and Competitions cannot be held responsible for the answers given by participating designers. |
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Good design deserves great recognition. |
A' Design Award & Competition. |