TOUCHtr4ck: Democratic Collaborative Music
Anna Xambó
Music Computing Lab
The Open University
Milton Keynes, UK
a.xambo@open.ac.uk
Robin Laney
Music Computing Lab
The Open University
Milton Keynes, UK
r.c.laney@open.ac.uk
Chris Dobbyn
Music Computing Lab
The Open University
Milton Keynes, UK
c.h.dobbyn@open.ac.uk
ABSTRACT
When electronic musicians compose collaboratively, they
typically use their own single-user musical controllers. It
may, therefore, be useful to develop novel controllers that
support collaborative workflows and democratic principles.
After describing the design principles for developing such
controllers, we present TOUCHtr4ck, a prototype multitouch system designed to facilitate such democratic relationships. Informal testing has revealed that this approach does
facilitate democratic and collaborative music making, and
can produce creative musical results.
Author Keywords
Collaboration, HCI, musical interface, tabletop groupware
ACM Classification Keywords
H.5.5 Information Interfaces and Presentation: Sound and
Music Computing—Systems; H.5.3 Information Interfaces
and Presentation: Group and Organization Interfaces—Collaborative computing
General Terms
Design, Experimentation
INTRODUCTION
The practice of composing electronic music tends to be an
individual activity, even though musical composition and
music making may also have a social dimension. Curiously,
among the vast market of musical controllers available for
musicians, few are designed for facilitating collaboration
in the creative process. A study of the compositional processes of electronic musicians [5] found that this community
would prefer a free and exploratory approach during the initial stages—when an idea can still change substantially—,
which is not addressed by the traditional digital audio workstation (DAW) software they use. Within a spectrum from
exploration to linearity in the creative process, interactive
composition systems [2] become a trade-off between the two
approaches, hence they offer an explorative approach under
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Figure 1. The TOUCHtr4ck prototype.
certain constraints. Using these real-time computer music
systems, the process of composing and performing music
happens simultaneously. With Ableton Live, for example,
both processes can become one. But, even though collaborations can emerge from laptop ensembles using this software
[7], musical dialogues in real time are more fully exploited
by tangible user interfaces (TUI) such as the reacTable [11]
or the Squeezables [20].
In our opinion, approaching the aspects that facilitate a musical controller to be more democratic is a key element for
successful collaboration1 . An early exploration of democratic collaborative electronic music making is Mikrophonie
I (1963) by Stockhausen (reported by Blaine and Fels [18]).
This piece is meant to be played by six musicians in three
pairs: one pair of percussionists plays a tam-tam instrument;
another pair records the resulting sounds with microphones;
and the third pair applies filters to the output. Although the
musicians follow an instructional score, and thus the performance requires musical expertise, it can be seen as a seminal example of a democratic piece because each performer’s
musical influence depends on the rest of the team.
We think there is a need to address more thoroughly the design of interfaces that enhance these democratic, collabora1
The term democratic collaborative music is used to reference the
process of creating music in collaboration, where all kinds of participants (experts and novices) can shape and dialogue their musical
ideas under equal means.
tive musical creative processes. According to [13], interface
design can support democratized performances by suggesting processes, environments and relationships. Furthermore,
among the different genres, electronic music can be one of
the most democratic in terms of the musical knowledge required: the extensive use of digital musical tools has contributed to a new aesthetic that also allows musicians with
little technical knowledge to produce music easily, and to
create music from novel and experimental processes [4, 1].
In consequence, we have developed TOUCHtr4ck—a multitouch tabletop prototype intended for democratic collaborative music making—with the aim of allowing groups to perform music together in real time using both exploration and
discovery (see Figure 1).
In the following section, some background on both
computer-supported collaborative work and collaborative
musical experiences is given. After that, an overview of
some design principles for democratic collaborative music
making are presented. Next, the design process for the prototype is introduced: concept, interface design, implementation and interaction mappings. Finally, an informal test of
the approach is discussed and future work highlighted.
proving the experience of playing interactive composition
systems [2], either individually or in collaboration. Jordà
[9, 10] points out the relationship between new musical controllers and new music-making paradigms. According to
Winkler [22], interactive music interfaces must provide feedback and interaction support. Cook [3] suggests some artistic principles such as “instant music, subtlety later” or “make
a piece, not an instrument or a controller”. Some of these
are particularly relevant in collaborative interaction, e.g., the
use of certain metaphors such as “catch and throw” facilitates the idea of a dialogue between several musicians, in
which the musical material is received, modified and sent
in real time [21]. In the context of democratic collaborative network music, new design principles related to engagement have also been recommended, such as facilitating the
awareness of contributions, relationships between performers or dialogues mediated by technology [13]. Musical tabletops present an ideal setting for collaborative engagement
because they make possible visual feedback, individual vs.
shared spaces, and real-time multi-dimensional interaction
[10, 14].
DESIGN PROCESS
RELATED WORK
Computer-supported collaborative work
Interactive tabletops have been studied within the field
of computer-supported collaborative work (CSCW). In the
CSCW literature, facilitating the awareness of others [8] and
enriching of existing work processes [6] are factors that have
been considered when approaching co-located collaboration.
Thus, our approach focuses on enhancing the workflow of
collaborative music creation with special attention to facilitating communication among musicians by supporting the
awareness of others.
Collaborative musical experiences
Collaborative musical experiences do not necessarily imply
a democratic setting. In the iltur system, for example, expert
musicians keep playing their own traditional instruments
whereas novice musicians can record and manipulate these
recordings in real time; this tends to mean that the collaboration is hierarchical [19]. Another example are Sound Toys,
which are playful, explorative and collaborative musical objects designed specifically for novices [17]. The reacTable
[11] or the Squeezables [20] propose to attract both novices
and experts alike, although either their interface complexity
or simplicity can bias. According to [14], attracting both experts and novices alike implies keeping a balance between
ease of use and constraints more suitable to novices, with
the presence of sufficient musical features to allow personal
musical expressivity more suitable to experts. TOUCHtr4ck
is intended to be a playful and exploratory musical controller
that facilitates democratic relationships between performers.
Thus, we are interested in providing both a highly engaging
social experience, but also a satisfactory musical one.
DESIGN PRINCIPLES
In the literature on musical interfaces, design principles for
musical controllers have been outlined with the aim of im-
Concept
The design of TOUCHtr4ck has been informed by our previous experience of designing and evaluating similar prototypes [14, 23]. The tr4ck prototype was designed for a PDA
as an exploratory musical controller for recording and manipulating up to four sounds in sync. It provided positive
results in terms of ease of use, productivity and satisfactory
musical output, although it was limited to a single player
[23]. In [14] we developed and evaluated a minimal tabletop
interface for collaborative music making using multi-touch
interaction. The prototype evaluated in this study proved to
be useful for collaborative engagement, although more musical features, awareness and control features (e.g. individual vs. shared controls) were requested by users. Thus the
question arose of whether a more democratic collaborative
musical controller, combining the functionality of the former with the collaborative music making aspects of the latter, was possible.
RECORDER/PLAYER
tr4ck
TRANSFORMER/MIXER RECORDER/PLAYER
TOUCHtr4ck
Figure 2. Design process for TOUCHtr4ck.
According to the previous experience reported above, and
considering the design principles cited in the previous
section, we established three main objectives for the design of a democratic collaborative musical controller, the
TOUCHtr4ck prototype. Firstly, it should be exploratory,
similar to the single-user tr4ck, by allowing instant and realtime shaping of unexpected musical ideas (in contrast to a
more linear and sequential approach). Secondly, the interface design should invite democratic and interdependent collaboration, similar to Mikrophonie I, where there is a realtime division of labour, between producing, recording and
transforming sounds (see Figure 2). Thirdly, the interface
design should provide collaborative engagement, such as in
our previous minimal tabletop interface. For that purpose,
a similar setting of tabletop multi-touch interaction should
be maintained. Accordingly, the interface design should be
easy to use, but would incorporate both discrete and continuous actions in order to engage either experts or novices.
Consistent with these three objectives, the TOUCHtr4ck prototype allows musicians to record up to four samples and
mix these collaboratively on a multi-touch tabletop surface.
The prototype offers a plug and play approach, where sounds
can be recorded and modified, and disruption of the workflow between editing and mixing is avoided by looping all
tracks and showing changes in real time, which seems ideal
for exploration. Democratic collaboration is supported by
dividing these two main tasks into two modules which can
be executed in parallel, and the possibility of modifying others’ contributions. Additionally, the awareness of others is
provided by real-time visual feedback. Finally, collaborative
engagement seems to be associated to the personal motivation and the control level of the interface, hence using basic
UI controllers (both discrete and continuous such as knobs,
sliders or buttons) is intended to afford ease of learning and
use at a general level.
Interface design
The interface design displays a number of circles with different UI controllers inside each (see Figure 3). Each circle represents a task such as recording/playing or transforming/mixing. The large circle on the right of Figure 3 shows
four tracks. For each track it is possible to play, record or
stop a sample, as well as to modify its volume. The large
circle on the left allows participants to modify global con-
trols such as the global volume and to manipulate a set of
filters such as band-pass filter or reverb, among others. Filters affect only the tracks that are in play mode, and they are
applied in sequence to the global output. Given that all the
tracks are looping, and start at the same time, the circle in
the middle indicates the start of the global loop with a bright
yellow light pulse. This circle also permits changes in the
global pitch shift.
Implementation
The TOUCHtr4ck prototype was developed using open
source tools. The computer vision framework reacTIVision [12] was used for the multi-touch finger tracking, and
the table hardware (e.g. infrared illumination, camera and
projector) was built according to the requirements of this
framework. The audio software was built using the programming language for real-time audio synthesis SuperCollider 3
[15], and the graphics and control management with the programming language Processing [16]. Thus, the prototype is
divided into model, view and control modules: the sound
synthesis engine (e.g. playing, recording and transforming
sound) is defined and managed in SuperCollider (the model),
whilst the graphic interface and the interaction control of the
TUIO messages sent by reacTIVision are managed in Processing (the view and the controller).
Interaction mappings
Three main interaction factors are identified for a democratic
collaborative music making on multi-touch surfaces: awareness of others’ actions; modifiability of others’ actions; and
the distinction of users’ musical expertise.
Awareness
The awareness of others’ actions is supported by the division
of labour incorporated in the interface design. Each of the
large circles is devoted to either editing or mixing, so its
proximity to the subject indicates who is in charge of each
task. Moreover, audiovisual feedback indicates the state of
the tracks or filters, that is, whether they are mute, active or
selected.
Modifiability
Modiability of others’ actions is allowed through the use of
the shared controls such as the global pitch shift. In addition,
the division between the tasks implies that users can only
have partial control of the musical result.
Expertise
VOLUME TRACK
B
RV
HP
F
BPF
DELAY
PLAY BUTTON
STOP BUTTON
RECORD BUTTON
FILTER
FILTER
FILTER FILTER
GLOBAL PITCH SHIFT
GLOBAL VOLUME
ACTIVE TRACK
RECORDING TRACK
Figure 3. Interface design.
MUTE TRACK
AWARENESS
Each user is able to add or reduce the number of tracks or
filters in order to adapt to his or her expertise, within the
limits of the interface design. This flexibility permits novices
and experts alike to use the system, whilst maintaining, as
much as possible, a democratic setting.
DISCUSSION AND FUTURE WORK
Informal testing was done with two expert musicians using
the prototype as a proof-of-concept. The two participants
formerly played in a band together, and currently they make
electronic music using mainly DAW workstations, along
with individual musical controllers. Both interacted with the
prototype for an interval of ten minutes. A playful attitude
was observed during the whole session. Moreover, the musicians contributed similarly, using both shared and individual controls. After the session, an informal discussion was
carried out, in which both described the prototype as an experimental tool not fully controllable, and which provided
unexpected results that can be useful when composing music. They both agreed on the ease of use of the prototype,
although commented about the need of more accuracy when
recording.
In summary, we have provided a set of design principles for
democratic collaborative music on interactive systems, and
we have built a prototype upon these. After an informal evaluation, promising results have been obtained: Firstly, collaborative experience has been facilitated by awareness and
modifiability of others’ actions using a shareable interface;
and secondly, experts found the musical controller playful
and experimental, an approach which tends to be offered to
novices only. Future work will involve, on the one hand,
carrying out a formal testing with more users, in order to
strengthen the design concept; and, on the other hand, to improve the prototype by providing more accuracy of control,
more support for relationships between performers and more
awareness of contributions. Furthermore, the benefits of a
flexible design should be examined precisely. As a final remark, this approach specifically enhances the relationships
between performers because collaborative work processes
are facilitated which, in turn, affect the musical output.
ACKNOWLEDGEMENTS
We thank Gerard Roma, Josep Guasch, Andrew Milne and
Adam Linson for their expert contributions; and the Open
University for the opportunity to carry out this study.
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