Mapping Strategies For Musical Performance
Mapping Strategies For Musical Performance
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Overview
This article examines various strategies for mapping human gestures onto synthesis parameters for live
performance. It describes some experimental work which compares three types of interface mapping for a
real-time musical control task. The outcomes of the experiment suggest that certain forms of continuous
multiparametric mapping are beneficial to successful computer-based musical instruments.
Introduction
Human beings have been making music with musical instruments for thousands of years. It is therefore
perhaps surprising that many computer-based musical tasks are undertaken via interfaces which have only
been developed over the last few decades (and often designed for office tasks). The richness of physical
control required for performance with traditional acoustic musical instruments takes time to learn. In
many computer interfaces this is often replaced by sets of choices that the user must continuously think
about [Hunt, Kirk 1999].
This article begins by explaining the difference between two modes of thought - analytical and holistic.
It then defines an explorative mode of interaction, termed Performance Mode, which is more suitable to
real-time control than the many "choice-based" approaches. An experiment is described which compares
three interfaces, using different mapping strategies, for a real-time musical performance task. The interface
designs are explained, and the results of the experiments given along with the qualitative comments from
the test subjects. Finally the implications for Performance Mode are considered for the designers of real-
time musical interfaces1.
It was mentioned above that many computer interfaces are choice-based. These choices may be in the
form of menus, icons, lists, or even some types of gestural interpretation. All these interfaces depend on the
user selecting from a set of options provided contextually by the computer. In other words the computer is
in charge of the dialogue, and the operator is restricted to the current choices on offer. This forces users into
a mode of thinking where they have to continuously read (or visually scan) the options on offer, then select
the most appropriate response, then wait for the computer to move into the next set of choices. The user is
constantly having to analyse the computer's options. This mode of "analytical" thinking is contrasted with a
more creative mode of "holistic" thinking in the following section.
1. This article is based on a summary of Andy Hunt’s DPhil thesis on interface design [Hunt, 1999]
and therefore more details and background discussion can be found there. This article also
expands on a short paper published at the EuroMicro conference, Milan 1999.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 231
The ‘holistic’ mode is more difficult to define. One reason for this is that it usually exists beyond
language, and as such language is a difficult tool for expressing it. This mode of thinking is likely to involve
looking at the perceived object or subject as a whole. Individual details are less important than the overall
effect. Many interrelated ‘information streams’ can be perceived at once and their relationships become
apparent. The person thinking holistically can often be doing something else at the same time.
As an example, people can listen to music in either of these cognitive modes. In analytical mode, they
may be following a score, or at least breaking down the perceived sound into identifiable instruments and
patterns. Their purpose in this case is to draw conclusions, make comparisons, and produce data or
information for future use. Usually, this data can be verbalised, for example "The cadence at bar 512 uses
the chord of A minor for the first time in this section".
The same piece of music can be listened to in "holistic" mode. In this mode of thinking the listeners will
perceive the overall effect of the music, maybe not even being aware of following individual instrumental
lines. The effect on the listener is often an emotional one and can generate an almost subconscious desire to
move with the music. There is no ‘goal’ or ‘information’ here, but some would argue that this emotional
response was the whole point of music.
A similar cognitive dichotomy is well known in the field of acoustics where the phrase ‘holistic listening’
(sometimes called ‘synthetic listening’) is regarded as the normal everyday way of hearing a set of related
harmonic components as a single coherent sound. With training it is possible to listen analytically and to
‘pick out’ individual harmonics which were hitherto fused into a whole sound.
Another example of the two cognitive modes in action might be to consider the different ways in which
people can analyse sales figures. One way involves focusing on the individual figures, studying them in a
logical order, applying mathematical calculations and producing a set of prediction figures as an output.
Another way involves quickly scanning several graphs and making very general and high-level predictions
about future trends based on graphical trajectories.
This article suggests that these two distinct styles of thinking can be equally applied to the interaction of
humans with computers, and that computer interfaces are unhealthily dominated by ‘analytical’
interaction.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 232
1.3. Characteristics of Performance Mode
The above attributes of a real-time control system form the beginnings of the definition of ‘Performance
Mode’, a term which has been coined for this study. One of the main characteristics of such a mode of
operation is that it allows humans to explore an environment in a continuous manner, rather than to
‘perform a series of unit tasks’.
Explorative operation means that the user discovers how to control a device by exploring different input
control positions and combinations, thus gaining an immediate response from the system. The user may
appear to be ‘playing around’ with the control, but they are actually discovering hidden relationships
between parameters within the system. Users feel that there is always something more that they could do; a
movement they could learn or improve, an increase in subtlety, which would give them better control over
the system. This is the experience of a typical acoustic instrumental musician; the instrument stays
constant whilst the focus is on the improvement of the human player.
In addition to the list of attributes outlined in the above section, we will add the following suggested
characteristics which enable performance mode to occur in real-time musical systems:
• The Performance Mode is the user's first point of contact with the instrument. Other modes (e.g.
editing) are provided as secondary options.
• The primary feedback is sonic, tactile & kinaesthetic. Visual feedback is also provided, but advanced
users make less use of this.
Cadoz [2000] describes instrumental gestures as having three functions: ergotic (controlling and
manipulating the environment), epistemic (sensing or perceiving the environment) and semiotic (giving
coded information to the environment). The epistemic effect is the feedback mentioned above, which comes
primarily from the body moving the input device. Musical instruments also make sound which gives a
second level of feedback to the user. The visual sense can also be used to provide feedback to the user, but
too often this predominates at the expense of the sonic, tactile and kinaesthetic feedback.
It is proposed that artistic systems should, where possible, provide an explorative mode of operation.
This could be the entire system interface, or just a small part.
Many devices are referred to as computer instruments but are not designed for live performance, rather
for non-real-time editing operations. The increasing processing speed of computing technology means that
real-time operation is now possible. However, many designers are simply translating the editing paradigm
onto a faster processor in order to get ‘live performance’. We propose here that ‘fast analytical editing’,
whilst being a laudable goal in its own right, is completely different from creative performance. A human
player requires an instrument that can be continuously controlled in a subtle manner without having to
enter into traditional human-computer dialogue.
It should be noted that in a good system many of the facets of live performance could be present at the
editing stage. Editing and reconfiguration generally involve a great degree of analytical thought, so it is
appropriate that menu-options and iconic tools be present to facilitate such actions. However, the
explorative operation outlined above should be applied to creative editing just as much as to live
performance.
For example, should the task of ‘creating a new sound’ be entirely a case for navigating menu options
and entering parameter values? Would it not be better to allow the user to have access to the same type of
explorative direct manipulation techniques as outlined above? In this way, the act of editing becomes an
active physical process, utilising instant feedback from gestures. Cognitive analysis and parameter
adjustment can be used at any point that the user feels is appropriate, rather than being the only option for
changing the sound.
In section 1.2 we stated that in order for a human to explore a device in real-time we would require that:
The control mechanism is a physical and multiparametric device which must be learnt by the user until
the actions become automatic.
and that:
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 233
There is no exclusive "set of options" (e.g. choices from a menu) but rather a set of continuous controls.
In other words for a device to permit Performance Mode to occur it needs to allow the user continuous
control of several parameters at the same time.
Such multiparametric interfaces are rare in the computing world, but are abundant in the world of
mechanical devices such as musical instruments and vehicles. Two particular concepts are now discussed
which we believe are the key to the design and development of richer interfaces for computing systems.
• Multiple parameters should be coupled together.
• The system should utilise the human operator's energy.
Mapping Pitch
Pitch
Mapping Reverb
Volume
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 234
motorised systems (the car being the most common example) the concept of injecting energy with one limb
and steering with another holds true. A motor actually generates the energy, but its injection and damping
is controlled by the driver.
Energy
steered by
fingers
Energy
Injected by
bow
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 235
3.4. Design of Multiparametric interfaces
The characteristics identified in this article for allowing Performance Mode are thus:
• Continuous control of many parameters in real time.
• More than one conscious body control (or limb) is used.
• Parameters are coupled together.
• User's energy is required as a system input.
With a multiparametric interface each physical device (for example a slider) controls a variety of
parameters. In other words there is no longer a one-to-one mapping between a control device and a system
parameter. There will be more than one control device for the user to control simultaneously (for example,
several sliders and a mouse). The parameters are grouped under each control device such that each control
device has a distinct characteristic (e.g. the standard pedals in a car). To illustrate this imagine a design
where moving the mouse to the left decreases the pitch and softens the timbre, whilst moving the mouse
pointer upwards increases the volume and decreases the reverb level. In this example a circular mouse
movement controls pitch, timbre, volume and reverb level, all at the same time.
The way that the parameters are grouped will affect which areas of the system parameter space can be
covered. In our imaginary example it is impossible for the user to have a very loud sound with a high reverb
level.
We now describe a set of user interface experiments designed to explore how human users react to
having grouped parameters which steer them away from an analytical one-to-one control/parameter
mapping to a more holistic performance exploration of the parameter space.
A series of tests has been carried out at the University of York, UK, in order to study the effectiveness of
different interfaces when used for a real-time musical control task. The data that was gathered was used to
compare how a group of human test subjects performed in the exercise. Particular emphasis was given to
comparing the results from different interfaces over a period of time. In other words the aim of the tests
was to gather a set of data which measures how people respond to a range of interfaces and shows how that
performance varies over time.
At least one of the interfaces chosen for the task needed to represent the commonly accepted way of
controlling a system, so this used a mouse to select individual parameters and alter them. At least one of the
other interfaces needed to be a more radical design which allowed the user to control multiple parameters
at the same time in an explorative (holistic) manner.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 236
Each of the chosen interfaces is now described.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 237
Each slider controls a single sound parameter (i.e. a one-to-one mapping). The user can move each of
the sliders independently and can thus simultaneously control all four sound parameters.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 238
• Volume = speed of mouse + mouse button pressed + average position of two sliders.
• Pitch = vertical position of the mouse + speed of movement of slider no. 2.
• Timbre = Horizontal position of the mouse + difference in the two slider positions.
• Panning = Position of slider no. 1.
Speed = volume
Timbre Offset
Sound
On/off
Speed = Pitch
Pan Pitch
Volume Offset
Offset
Timbre
The University of York UK’s MIDAS system, running on a Silicon Graphics Indy machine, was used to
construct the audio algorithms, the user interfaces and the data monitoring systems. For some of the
interfaces, an external piece of hardware was used. The hardware was linked to the MIDAS system via a
MIDI connection.
This section describes the MIDAS system, and points the reader to further information. It then outlines
how the user interfaces were constructed, before giving details on how the system was configured for each
of the tasks for creating sound, gathering data and analysing results.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 239
Individual
devices
connected MIDAS
to the NETWORK
network.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 240
pitch volume timbre panning
f a
Cutoff
Pan
Stereo Panning
L R
SYNTHESIS NETWORK
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 241
5.4.1. The Mouse Interface
This consists of the standard Silicon Graphics mouse which is used to control four on-screen sliders (see
section 4.2). These graphical sliders are in fact MIDAS slider UGPs. They allow the user to adjust the
current value (between upper and lower limits) by moving the mouse pointer over the slider area when the
button is held down. This means that the slider bar can be "clicked" into position, or "dragged" up and
down. The current value of the slider is sent out of the UGP as a data value into the data-logger UGPs and
on to the sound synthesis engine (see figure 12).
SYNTHESIS NETWORK
MIDI source
SYNTHESIS NETWORK
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 242
5.4.3. The Multiparametric Interface
As described in section 4.4 this interface consists of two physical devices - the Silicon Graphics mouse
and two sliders of the SC-155 module. The module communicates with MIDAS via a MIDI cable as with the
"sliders" interface, outlined above. The mouse is read by the MIDAS "window_manager" which makes
available the current mouse position and button state to any UGP that requires it.
Where this interface really differs from the other two is in the processing of the inputs before they reach
the sound engine (see figure 14).
button
y x
Cross-coupling & Energy measure
SYNTHESIS NETWORK
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 243
MIDI source
ch. 1 ch. 2
MIDI MIDI
control control
y x
-
speed +
speed
abs
range
+ range
+
Data- Data- Data- Data-
Logger Logger Logger Logger
p v t pan
SYNTHESIS NETWORK
The purpose of the cross-sectional tests was to compare the performance of several users on the three
interfaces. Each user was asked to spend approximately 15 minutes on each interface, making up a session
of 45 minutes duration. Within each 15-minute period they undertook to listen to and reproduce 24 sound
examples. These sound examples were the same for all three interfaces. Users came back after several days
to repeat the entire process and then again a few days after that. Each human subject therefore experienced
(24 sounds x 3 interfaces x 3 sessions) = 216 tests altogether.
There are many variables in these tests, but every example is a comparison over four parameters of what
the computer plays and what the human subject manages to perform. The results have been studied to
compare how different human subjects respond to each of the interfaces and how their performances varied
with time over the three sessions. We will also see how the results are affected by the test complexity, for
example the number of parameters that are altered simultaneously.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 244
Example 1 Example 2
pitch
timbre
Time Time
Example 1 Example 2
timbre pitch
pan
Time Time
Fig. 17. Group B sounds: continuous non-simultaneous changes.
Group C (tests 17-24) consists of sounds where more than one parameter is changing at once (see figure
18). Towards the start of this group just two parameters change together, whereas for the last few all four
parameters are moving with their own trajectories.
pitch
volume volume
Time Time
Fig. 18. Group C sounds: continuous simultaneous changes.
Comments have been made that when listening to some of these sounds they take on a specific character
e.g. "a wolf-whistle effect that gets brighter while spinning from left to right". This tendency to mentally
"fuse" several concurrent sonic events may have some bearing on the later analysis.
The tests were created in a variety of ways. Some were produced on the interfaces themselves. Others
were typed in as breakpoint files. Another set were individually constructed from a combination of those
two methods. The key point is that all the tests are the same for every user and for every interface and so
can be used to compare individual differences in performance.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 245
6.2. Description of the Test Environment
The test subjects sat in front of a Silicon Graphics computer terminal (see figure 19). The standard
QWERTY keyboard was moved to one side, but the "spacebar" was still accessible by the subject's left hand.
In front of them was the particular interface being tested. They wore a pair of headphones that allowed
them to hear the tests, but also to hear the instructor’s voice if they needed any help.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 246
7. Results of the Cross-Sectional tests
A selection of graphs is presented to summarise the overall findings of the study. Particular emphasis is
given to the description of how the tests of different complexity are handled on each of the three interfaces.
55
Average Human Score
50
45
40 Mouse
35 Sliders
30 Multi
25
20
15
1 2 3
Time (Session no.)
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 247
All subjects (Tests 1-8)
55
Average Human Score
50
45
40 Mouse
35 Sliders
30 Multi
25
20
15
1 2 3
Time (Session no,)
55
Average Human Score
50
45
40 Mouse
35 Sliders
30 Multi
25
20
15
1 2 3
Time (Session no.)
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 248
All subjects (Tests 17-24)
55
Average Human Score
50
45
40 Mouse
35 Sliders
30 Multi
25
20
15
1 2 3
Time (Session no.)
The taped interviews with the test subjects have been analysed for consistent comments given by
different people. The headings for the following eight sections represent the essence of these comments,
and they are each supported by some example quotes from the interviews.
8.1. The mouse is easier to start with, but has obvious limitations
"Being restricted helps you to concentrate" (Adrian, session 1)
"It's good that it "prompts" you with where the sliders start" (Annette, session 2)
"It's easiest to use, but I've no idea how I get simultaneous moves" (Andy, session 1).
"I feel comfortable with the instrument's limitations" (Steve, session 3).
"It's easy for the single parameter changes" (David, session 3).
"I like the way it helps you to start off, but it definitely has much less control than the other interfaces"
(Elena, session 3).
"This was fine at first" (Gregor, session 1), "I've got as far as I can get with this" (Gregor, session 3).
"You can learn this one fast, but there's not much depth to it" (Jamie, session 3).
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 249
"I like this one best" (Brenda, session 2), "I'm comfortable with this , but I prefer the (multiparametric)
one today" (Brenda, session 3).
8.3. These same users tended not to like the multiparametric volume
"Volume is difficult. I'd prefer it on a slider" (Andy, session 2)
"I couldn't get used to wobbling the mouse. This is really alien!" (Ian, session 1)
"The wobbling really put me off" (Brenda, session 1)
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 250
8.7. Multiparametric interface is fun
"This is really good fun! Even when you're not doing so well!" (Tony, session 2).
"One movement controlling several things is more fun. It's not like a task - it's like playing an
instrument" (Gregor, session 1).
"You're not so worried about getting it right. You can just say "ah well" if it's a bit off and then adjust
it. It's less technical" (Mark, session 2)
The above results are very interesting and provide the basis for an interesting discussion about the
nature of the three interfaces and how people react to them when partaking in tests of varying complexity.
However we predict that, over time, those interfaces based on non-analytical modes of operation will yield
a greater accuracy and flexibility of control. Based on observations of performing acoustic musicians and
car drivers we would not expect the results to show themselves instantly. Instead, we would expect a
general improvement over time, but a lot of practice would be needed. It is predicted that at some point (in
a user’s practice schedule) the non-analytical styles will yield more accurate results than the directly
analytical paradigms. It is not necessarily within the first few sessions that this will happen.
Therefore it was decided to run a second study, using fewer test subjects, but over a longer period of
time. These "longitudinal tests" would provide a more detailed time axis on which to compare the
performance on the three interfaces. The following sections describe the format of the tests and present the
results in a graphical format.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 251
9.2. General form of the 3D plots
Figure 24 shows the generic form of all the subsequent three-dimensional plots.
Values
Surface fitted to
all data points given at
vertices
Information
is given here Test
on the Score
mathematical
plotting
function Test
Duration Complexity
Fig. 24. Structure of the 3D graphs.
The test scores are plotted on the vertical axis, with a ‘perfect’ score of 100% being at the top of the cube.
The axis labelled Test Complexity is simply the test number (1-9), as the tests are numbered numerically in
increasing order of parameter complexity. The labelled Duration is the session number and thus represents
increasing user contact time with the interface.
Once the data points have been plotted, the MATLAB code fits the points to a curved surface using a
Quadratic Surface function. The values for this function are given on the left of the graph. The factor
labelled ‘Squared Residuals’ is a measure of how far the data points lie outside the surface. In other words it
is a measure of statistical ‘fit’, with a value of 0 meaning that every point lies precisely on the surface.
Finally the data values at the corners of the surface are printed. This is useful for numerically comparing
more than one graph in order to see how the surface differs, for example, from one interface to another.
The 3D graphs are now presented - one for each interface.
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© 2000, Ircam Centre Pompidou 252
This graph shows that the mouse does indeed give a reasonably ‘flat’ response over all the tests. There
are signs of a very small improvement over time (e.g. an average of 48.8 in session 1, rising to 50.2 after ten
sessions). Note the upward bend in the plane that indicates that the best scores are for the simplest few
tests.
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© 2000, Ircam - Centre Pompidou 253
Fig. 27. ‘Multiparametric’ interface data from longitudinal tests.
This shows a dramatically different picture. The angle of the surface shows clearly that something very
different occurred with the multiparametric interface. The following points of comparison with the previous
two graphs are noted:
• For the simplest test the scores are always lower than those for the mouse or sliders, but they
improve over time.
• The scores get better for more complex tests and are much higher than the other two interfaces.
• There is a good improvement over time across all test complexities.
The upward tilt of the plane towards the far-right corner is the most notable feature of the graph. It
demonstrates that on average, the multiparametric interface performs better on the complex tests and yet
allows a general all-round improvement on tests of all complexities. Neither of the other interfaces had this
characteristic. The limitation of this interface appears to be that the simplest tests are difficult to achieve
and especially so on the first few sessions.
The following five major conclusions have been drawn from the test results and the user comments:
1. Real-time control can be enhanced by the multiparametric interface
2. Mappings which are not one-to-one are more engaging for users
3. Complex tasks may need complex interfaces
4. The "mouse interface" is good for simple tests and for little practice time
5. Some people prefer to think in terms of separate parameters
The following five sections correspond to these conclusions. They expand each conclusion with reference
to the test results and the user interview analysis.
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© 2000, Ircam Centre Pompidou 254
Taken together they show that the multiparametric interface is the only interface of the three that
consistently permits improvement by the user, and that for the harder tests it is the only one which allows
good results. These findings are best expressed graphically and can be seen in Figures 25 to 27.
Clearly real-time control can be enhanced by the multiparametric interface.
10.2. Mappings which are not one-to-one are more engaging for users
The following three comments summarised from the users indicate that there was something about the
multiparametric interface which allowed spatial thinking that was entertaining and engaging.
• The multiparametric interface allowed people to think gesturally, or to mentally rehearse sounds as
shapes.
• The majority of users felt that the multiparametric interface had the most long-term potential. Sev-
eral people commented that they would quite like to continue to use it outside the context of the tests!
• Several users reported that the multiparametric interface was fun.
In contrast the sliders interface often elicited the opposite response:
• The majority of people found the sliders interface confusing, frustrating or at odds with their way of
thinking. This was often focused on the requirement to break down the sound into separate parame-
ters.
Since both the sliders and multiparametric interfaces allowed the user to have continuous control over
all four sound parameters, we can conclude that the above differences can be accounted for by the
parameter mapping. In other words:
Non one-to-one mapping strategies can be more engaging to users than one-to-one mappings, leading to
a relative improvement in performance over time.
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© 2000, Ircam - Centre Pompidou 255
This is confirmed by the user comments that the multiparametric interface allowed them to think in
shapes or gestures. In other words the pitch/timbre/volume space is perceived as being integral and thus
needs an interface to match.
If a general conclusion can be drawn from this result it is this:
Interfaces should be designed to suit the user’s perception of the data-set that is to be controlled.
10.4. The "mouse interface" is good for simple tests and for little practice time
The effectiveness of the mouse interface can be summarised by this result from the tests:
• For most people the mouse interface gives the best results for the simplest tests, and the multipara-
metric the worst.
and this statement from the user comments:
• The mouse is the easiest interface to use at first, but is clearly limited to controlling one parameter
at a time.
These tests have yielded a series of very positive conclusions about the multiparametric interface. The
drawback is that it is the worst interface for the simplest tests (at least initially). It is here that the mouse
interface scores best. In other words:
If people only tried the simple tasks for a short time they would conclude that the mouse interface was
clearly the best.
Many tasks are indeed simple and do not require any significant depth of user learning. The emphasis on
easy-to-use systems is quite relevant for public systems such as cash-point and parking ticket machines. In
these cases the user only has occasional and "shallow" contact. Interface styles such as menus act as a
reminder to the user about what (limited) options are available. Where a more regular and more involved
level of contact is required, such as with office machines, industrial control systems and musical processing
devices, the commonly accepted interface styles may be lacking.
It should be noted that all the test subjects used a mouse for office-based tasks on a daily basis, so they
were already practised at its physical manipulation, particularly for point-and-click tasks. It also needs to
be stressed that there are a number of concessions made with the mouse interface used in these tests that
give it an advantage over more traditional mouse interfaces. There are no menus. The on-screen sliders are
set up into their starting positions automatically. Real-time operation is allowed. There is no off-line
programming of numbers or lists. The sliders on the screen can be directly manipulated with the mouse.
Even with all these advantages the multiparametric interface wins with increasing practice time and test
complexity.
The above experiments show some very good results for the interface with complex mapping strategies.
In the following sections we propose some areas of research that may benefit from the application of such
techniques. In each case the we would expect a custom interface to be designed to take account of the
particular control requirements for each parameter set.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 256
11.1. Musical Synthesis and Editing
New instruments should have multiparametric and non one-to-one mapping control if they are to
engage musicians to develop a high level of control intimacy.
We suggest that there are many electronic music functions, such as phase-vocoding, time-stretching,
and granular synthesis (that are typically controlled by text files) and standard synthesis algorithms that
could be manipulated in real-time using a multiparametric interface. Rovan et al explain it like this:
Additive synthesis, for instance, has the power to virtually synthesise any sound, but is limited by the
difficulty encountered in simultaneously controlling hundreds of time-varying control parameters; it is
not immediately obvious how the outputs of a gestural controller should be mapped to the frequencies,
amplitudes and phases of sinusoidal partials. [Rovan, 1997]
12. Summary
The experimental work into the comparison of three different interfaces (mouse, sliders and
multiparametric) has revealed five major conclusions:
1. Real-time control can be enhanced by the multiparametric interface
2. Mappings that are not one-to-one are more engaging for users
3. Complex tasks may need complex interfaces
4. The "mouse interface" is good for simple tests and for little practice time
5. Some people prefer to think in terms of separate parameters
It is clear that time is needed to learn an interface, and that some interfaces may require a longer
practice time in order to achieve good results. This is perhaps hardly surprising if we consider the amount
of time needed to learn to drive a car or play a musical instrument. If it took several months or years to
master a computer interface it would typically be rejected as non-viable. In many cases there is an
assumption that a user interface should only take a few minutes to master. This would rule out every
musical instrument and vehicle driving system that had ever been invented.
So therefore perhaps our preconceptions about computer interfaces are wrong. Possibly for some tasks
we should not expect an ‘easy’ interface which takes minimal learning. For many real-time interactive
interfaces we need control over many parameters in a continuous fashion, with a complex mapping of input
controls to internal system parameters.
Maybe we need a substantial amount of time to learn a complex control interface in order to give us
confident real-time control over complex systems.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam - Centre Pompidou 257
Acknowledgement
Many thanks to John Szymanski (University of York, UK) for the MATLAB programming which
rendered the 3D plots of the data generated in this experiment.
References
Jacob, R., L. Sibert, D. McFarlane and M. Mullen. 1994. "Integrality and Separability of Input Devices",
ACM Transactions on Human-Computer Interaction 1(1): 3-26.
Hunt, A. 1999. "Radical User Interfaces for Real-time Musical Control", DPhil thesis, University of York,
UK, October.
———, and R. Kirk. 1999. "Radical User interfaces for real-time control", Milan : Proc. EuroMicro,
September.
Kirk, R. and A. Hunt. 1996. "MIDAS-MILAN : an Open Distributed Processing System for Audio Signal
Processing", Journal of the Audio Engineering Society, 44 (3): 119-129.
———, and A. Hunt. 1999. Digital Sound Processing for Music and Multimedia. Oxford: Butterworth-
Heinemann.
Rovan, J., M. Wanderley, S. Dubnov, S. and P. Depalle. 1997. "Instrumental Gestural Mapping Strategies as
Expressivity Determinants in Computer Music Performance." Kansei, The Technology of Emotion.
Proceedings of the AIMI International Workshop, A. Camurri, ed. Genoa: Associazione di
Informatica Musicale Italiana, October 3-4, 1997, pp. 68-73. Published on the Internet at http://
www.ircam.fr/equipes/analyse-synthese/wanderle/Gestes/Externe/Mapp/kansei_final.html.
Reprint from : Trends in Gestural Control of Music, M.M. Wanderley and M. Battier, eds.
© 2000, Ircam Centre Pompidou 258