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MusicCube: making digital music tangible
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Source Conference on Human Factors in Computing Systems archive
CHI '05 extended abstracts on Human factors in computing systems table of contents
Portland, OR, USA
SESSION: Late breaking results: short papers table of contents
Pages: 1176 - 1179  
Year of Publication: 2005
ISBN:1-59593-002-7
Authors
Miguel Bruns Alonso  Delft University of Technology, Delft, The Netherlands
David V. Keyson  Delft University of Technology, Delft, The Netherlands
Sponsors
ACM: Association for Computing Machinery
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 31,   Downloads (12 Months): 143,   Citation Count: 5
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ABSTRACT

To some extent listening to digital music via storage devices has led to a loss of part of the physical experience associated with earlier media formats such as CDs and LPs. For example, one could consider the role of album covers in music appreciation. Previous efforts at making music interaction more tangible have focused mainly on access issues. A case study is presented in which several content attributes of Mp3 formatted music as well as control access are made more visible and tangible. Play lists, music rhythm, volume, and navigational feedback were communicated via multicolored light displayed in a tangible interface. Users were able to physically interact with music collections via the MusicCube, a wireless cube-like object, using gestures to shuffle music and a rotary dial with a button for song navigation and volume control. Speech and non-speech feedback were given to communicate current mode and song title. The working prototype was compared to an Apple iPod, along the dimensions of trust, engagement, ergonomic and hedonic qualities, and appeal. Subjects rated the MusicCube higher on scales associated with hedonic qualities, while the iPod was preferred for ergonomic qualities. Results on trust measures were found to correlate with ergonomic qualities, while sense of engagement related to hedonic aspects. Subjects generally valued the expressive and tangible interaction with music collections. Next design steps will focus on increasing ergonomic aspects of the MusicCube while maintaining a high hedonic rating.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Hassenzahl, M., Platz, A., Burmester, M. and Lehner, K. Hedonic and Ergonomic Quality Aspects Determine a Software's Appeal. CHI Letters 2, 1 ACM Press (2000), 201--208.
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Jian, J., Bisantz, A. and Drury, C. Foundations for an Empirically Determined Scale of Trust in Automated Systems. International Journal of Cognitive Ergonomics 4 (2000), 53--71.
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Marks, L.E. On Colored-Hearing Synesthesia: Cross-Modal Translations of Sensory Dimensions. Psychological Bulletin 82, 3 (1975), 303--329.
 
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Rozendaal, M. and Keyson, D. Sound Augmented Products: Ergonomic and Hedonic Qualities of Interaction. In press, Design Research Journal, Delft University Press (2004).
 
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Zhang, N., Jang, S. and Woo, W. Nomadic Tangible Music Player with RF-enabled Sticker. Proc. ICAT'02 (2002), 184--185.
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Collaborative Colleagues:
Miguel Bruns Alonso: colleagues
David V. Keyson: colleagues