copenhagen soundscapes
TRANSCRIPT
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Webdesign og Webkommunikation ved Sigurd Trolle Gronemann
Gruppe 19 - KBHlydskaberCarl-Johan Kristiansson 020485-3339 [email protected]
Elin Pernilla Craehn 160784-2600 [email protected] Malene Lund 310182-1454 [email protected]
Sirid Bonderup 150884-1600 [email protected]
antal anslag: 61.816
kbh lydskaber
-a creative soundmapping website for Copenhagen
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Introduction 5 all
Concept 5 all
Problem statement 6 all
Project organization 6 Elin
Preliminary outline 7 Sirid
Strategy 7
Method 7 Malene
Genre and style 8 Sirid
Genres and style - Descriptive Analysis 9 Malene
Our design in relation to the genre of soundmapping 9 Sirid
Communication 9 Elin
Target Group 10 Carl-Johan
Personas 10 Sirid
Our experts 12 Elin
Diffusion 13 Carl-Johan
Part conclusion 14 all
Scope 14
Community 14 Malene
Persuasive design: Specications and functionality 15 Malene
Experience Design 15 Sirid
Part conclusion 16 all
Structure 16
Information Architecture 17 Elin
Meta-data and tagging 18 Sirid
Information Flow 19 Elin
Wireframes 19 Elin
Wireframe testing 19 Carl-Johan
Part conclusion 20 all
Skeleton 20
Written Communication 20 Malene
Usability and Functions 21 Carl-Johan
Functionality 21 Carl-Johan
Efciency 21 Elin
Satisfaction 22 Carl-Johan
Gestalt Principles 22 Carl-Johan
Usability-testing 24 Sirid
Trunk test 24 Sirid
Part conclusion 25 All
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Surface 25 Aesthetics 25 Malene
Our Design Aesthetics 25 Elin
Design Evaluation 26 Malene
Browser compatibility and size 27 Elin
Part Conclusion 27 all
further work 27 all
Conclusion 28 all
List of references 29 all
Appendix 31 all
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KBH lydskaber-a creative soundmapping website for Copenhagen
IntroductionThe world wide web has been continuously growing in functionality during the last decades. The
entry of web 2.0 technology on the web such as Google maps gives us possibilities of experiencing
new aspects of time and space. It has also given rise to new opportunities for audio -performers,
-composers and -audiences (Barbosa, 2003 p. 1). Recently, several websites with soundmapping
functions have been established with the aim to bring rich sound experiences from the cityscape
into web media. There are examples of websites that focus on a global scope of sounds1 and those
which function on a local level2.
Soundmapping is a diverse concept which does not fall under an immediate genre, making it
original and exible. We nd the concept interesting as it combines a wide range of elements from
the web media: visuals, sounds, networking, sharing, creativity, art and much more. As there is no
website dedicated to soundmapping of Copenhagen, this project sets out to establish one.
ConceptThe intention of soundmapping is to mediate certain atmospheres, moods and feelings through
the use of sounds from physical locations in the outdoor environment. These sounds are referred
to as soundscapes. The aim of soundmapping is to communicate a sense of place - a physicality,
which is facilitated by datavisualization on the internet. This idea of maps not focusing on the
actual spatiality but more on the sensed space and mental journeys, has its own term: psychogeog-
raphy.
On soundmapping websites, users can upload soundscapes and pinpoint specic locations of cap-tured sounds. In relation to this, visitors can listen to sounds by exploring interactive maps where
soundscapes are displayed. There is a wide range of soundscape types and the soundmapping con-
cept is balancing on the border between art and the everyday. Some soundscapes can be catego-
rized as performances with staged sounds and noises, whereas some soundscapes grasp temporary
tunes with natural elements or social encounters among others3.
Soundscapes are mostly generated without any monetary incentives involved and the concept
relies on peoples personal motivation to experiment and explore.
1 (Soundcities.com)
2 (Soundsurvey).
3 http://www.reverberant.com/sm/http://en.wikipedia.org/wiki/Soundscape
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Problem statement We wish to design a website dedicated to soundmapping of
Copenhagen. We imagine a creative community site, where
you can upload, download and listen to soundscapes from the
Copenhagen area.The focus lies in how to build a visually ap-
pealing site incorporating the image of the target group with
a simple and well-structured functionality. Furthermore, wethink that a
certain level of quality must be reached in order to entice crea-
tive and semi-creative people to fully use the website and to
establish a form of community.
Project organizationIn this section we will account for our overall approach and aspects that are related to project
management.
Garret : the elements of user experience.
In order to keep track of our progress and
to balance various stages in webdesign, we
have used Garret’s model of user experiences
(2003, p. 33) as a basis for the projects struc-
ture and progress.
The model covers the entire eld of web de-
sign, going from abstract- to concrete stages.
In order to provide a structure and design
that can encourage users to use our website,
a thorough target group analysis and list of requirements and specications is necessary.
The two initial stages, strategy and scope,
have needed careful attention during the rst
phase of the project since there was no clear
or pre-dened target group concerning sound-
mapping. When we had established a solid
idea of who the users could be, we were able
to continue on to the structure, skeleton and
surface of the website.
Although the model suggests for a linear process (that a stage to a higher or lower extent should
be nished before continuing to the next), we emphasized the importance of iteration between the
stages and argued that they were not existing independently of one another. Seeing that user in-
volvement is a key element in web design it should be present during all stages (Sharp et. al 2007).
Garret divides the phases according to what kind of website that is being developed: A website
with the aim of presenting information to the user (information intensive) or a website with the
focus of offering the user with a proper set of functionalities (functionality intensive). Due to the
soundmap elements and community aspects of our website, we propose it to be more functionality
intensive than information intensive. However a certain amount of information will also be pro-
vided on the website in order for the user to get a clear idea of what the website is about.
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Preliminary outlineHereby we present the order and the content of the project to clearly illustrate the process going
from abstract to concrete stages.
Strategy - Communication, Target-group, User-involvement,Genre and style, Genres and style - Descriptive Analysis,Expert interviews, method, personas and diffusion.
Scope - Persuasive design: Specifications and functionality,Experience Design, Community
Structure -Preliminary thoughts on the structure of the website,Information Architecture, Meta-Data and tagging,Categories for tagging, Information Flow, Wireframes,Gestalt, Wireframe Testing
Skeleton - Written Communication, Usability and Functions,Usability Testing
Surface - Design, Our Design Aesthetics, Design Evaluation,Browser Compatibility and Size
Conclusion- Further Work
abstract
concrete
StrategyIn this initial stage we will account for our method followed by a thorough genre and target group
analysis.
Method As we were designing a brand new website, our rst goal was to determine a possible target group.
There are several soundmapping websites for other cities4, the websites referred to in this reportare:
• Soundcities
• Soundsurvey
• UKsoundmap
• NY soundmap
• Soundaroundyou
4 http://www.soundcities.com/
http://www.soundsurvey.org.uk/
http://sounds.bl.uk/uksoundmap/fusionmap.aspx
http://fm.hunter.cuny.edu/nysae/nysoundmap/http://www.soundaroundyou.com/
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By using these as a starting point we have performed a survey in our network. This survey have
supported our initial user analysis by providing an overview of thoughts and experiences concern-
ing other websites within the genre, and about the general concept of soundmapping. In addition
we have requested other websites for potential data about their visitors in order to get a clearer
picture of their users.
We have furthermore performed a genre analysis of soundmapping websites. In this way, we were be able to identify common issues present within the eld and accordingly incorporate these impli-
cations when we developed our website.
We have gathered our research respondents by contacting our friends and acquaintances, thereby
establishing an “expert” group consisting of people working professionally and creatively with
sound and the city within diverse elds (radio, art, architecture, lm-making etc.). The objective of
this was to gather experts best suited for evaluation.
Through these arrangements we have developed provisional personas to match our three initial
user-types: the listener, the uploader and the downloader. The intention was to use the expert
user input in all stages, from concept development, functionality and design to user testing of the
nished site to support the provisional personas.
Genre and styleIn the following section we will consider the concept of web genres. Initially we analysed a number
of soundmapping websites5 and attempted to create an overall picture of the common denomina-
tors of soundmapping websites. We will further establish a general concensus of common issues
that are present within the soundmapping genre. Finally we formed a strategy of how we can
design KBH lydskaber to be recognized through the genre, and differentiate itself positively from
other websites within the genre.
Following, Engholm (2005) puts forth a denition of genres:
“Genres are generated by the repetition of phenomenological constellations - such as textual
content, navigational elements, layout, graphics, the use of dynamic or static images and colour range”
Accordingly, webgenres as a phenomenon can be described as the common characterstics that tie
related websites together within specic elds. According to Engholm style is complementary to
genres and is used to characterize singular objects and events (2005).
What should be mentioned is that webgenres are not constant and change according to the trends
that are ourishing on the web. In comparison to some of the more established genres (blogs,
newspapers, photo galleries etc.) soundmapping websites are a new concept and as far as we know,
there are not many existing websites about soundmapping. In this sense the concept can not be
generalized as a genre in itself, but we have attempted to point out some of the implications that
reoccur in the websites.
5 http://www.soundcities.com/http://www.soundsurvey.org.uk/
http://sounds.bl.uk/uksoundmap/fusionmap.aspx
http://fm.hunter.cuny.edu/nysae/nysoundmap/http://www.soundaroundyou.com/
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Genres and style - Descriptive Analysis As there is no soundmapping website for Copenhagen, our point of departure was other types of
soundmapping sites. Based on our survey we were able establish what our respondants liked/
disliked about the other soundmapping sites. From those comments we began reecting upon the
elements of our website.
From a general perspective, the only clear common denominator of the different websites genre- wise is the actual concept of soundmapping. When going into detail with the different websites we
noticed a problem; none of the websites clearly explains what the website and the actual concept
is about. This was further promoted by one of our respondents: “maybe a short introduction to
sharpen my senses would do the page good. but not too long, something like a sentence or two to
get me started.” This is problematic, since the concept of soundmapping is not familiar to every-
one and not immediately comprehensive.
Regarding the transparency of the concept, some of the soundmapping websites6 do not immedi-
ately present any visual elements (such as maps or sound les) that indicate the concept, this issupported by a quote from our survey: “I don’t think that the sound element is obvious enough on
the page. It’s too quiet and nothing indicating sound in the design” . We argue that it is of great
importance to display these elements to allow the concept to permeate. This is necessary to em-
phasize in order to tie the soundmapping websites together as a web genre and promote its idea
and innovation.
Overall, all of the mentioned websites within the genre differ in their style. Furthermore, some of
the websites7 seem to lack in mediating personality through their style. When asking the respond-
ents of our survey they expressed: “boring but classy” and “OK, maybe a bit too minimalistic” .
This could imply that a clear visual identity is neccessary to entice users.
Our design in relation to the genre of soundmappingConcluding upon our descriptive analysis, the genre of soundmapping websites is not strict.
Through our analysis we have emphasized the necessity of incorporating and clearly promoting
soundmapping elements to communicate the actual concept. The concept also need to be support-
ed briey by text content. Finally, many websites within the soundmapping genre seem to fail in
conveying a personal style. We believe that an individual space for audio is necessary to entice the
websites visitors. These notions were taken into consideration when designing the website.
CommunicationInterpretation is constrained on the web, therefore a focus on the interpretation process in context
with a website has greater importance for getting the message through. (Rasmussen and Fischer
2008, p. 27). This infers that the process of communication should not be viewed as a direct
transfer of messages but a wide range of observations and interpretations (Rasmussen and Fischer
2008, p. 30). These interpretations are based on a number of premises constructed by the user’s
own experiences, convictions and context.
6 http://fm.hunter.cuny.edu/nysae/nysoundmap/http://www.soundsurvey.org.uk/
7 http://fm.hunter.cuny.edu/nysae/nysoundmap/
http://sounds.bl.uk/uksoundmap/fusionmap.aspxhttp://www.soundcities.com/
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In order to collect these subjective user-experiences we asked the respondents of our survey to
evaluate existing soundscape websites, this gave us an idea of our potential users negative and
positive experiences and interpretations of the soundscape concept. According to Rasmussen
and Fischer it is likely that the receiver misinterprets a message from the sender if the “cultural,
temporal and spacial distance is to large” (Rasmussen and Fischer 2008, p. 34). This argument
is supported by Ole from our expert interview who expressed: I don’t think I understand what
this site is trying to communicate and what it wants me to do [...] It doesn’t move me [...] I need transparency in order to realize the actual concept” . Presumably, the user was not enticed to use
the website due to the distance factors and eventually the lack of a proper target group recognition.
This is why its important to achieve a deeper understanding of the target group.
Target GroupIt is important to know what target group to address in order to create an overall picture of who
the users of our website will be.
There are various methods that can be used to segment target groups. One way is to gather quanti-tative data such as age, gender, income, education, ideology, taste and so forth. However, accord-
ing too Rasmussen and Fischer this might result in an overlook of other important factors such
as lifestyle, experience and people’s behaviour (2008, p. 49). If these factors are not taken into
consideration, misinterpretation might disrupt your message.
In our case with soundmapping, people’s experience and perception of other websites was impor-
tant to create an idea of the target group interest.
We have contacted administrators of other soundscape websites in order to identfy Rasmus-
sen and Fischers notions of experience and lifestyle amongst their users. Soundaroundyou.com
replied that ”67% of respondents had increased awareness of acoustics / soundscape research at
least slightly” . This infers that most soundmapping website visitors do have a certain interest in
soundscapes and are not randomly visiting their website. Furthermore, the website administrator
replied “The majority of people gained most from the actual recording of soundscapes (40%), the
discovery of soundscapes (27%) and exploration of the soundscape map (20%)”.
It was also necessary to establish the ideology and taste of our target group in order to create our
personas. Several models, for instance the Minerva model are also intended to identify these fac-
tors. We argue that our target group is positioned on the upper hand right scale in the model. This
implies that they are modern and idealistic in their way of living. However, the model’s focus isupon broad and shallow tendencies although it is helpful in determining what social or political
structure our users belong to.
In the shaping of our target group and following that, personas, we had some specic ideas of
what might be important when creating a website dedicated to soundmapping.
PersonasThrough the conviction that it is optimal “to design for specic types of individuals with specic
needs” (Engholm & Salamon 2005, p. 77) rather than just designing for an entire target group, wehave decided to create personas. Personas will help us to analyze user experiences and goals in
relation to our website and its intended users.
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Due to time constraints and lack of enough quantitative data to support our ndings, these per-
sonas are not complete and are not as reliable as complete personas, and their limitations should
be considered. According to Angela Quail: “Provisional Personas are also necessary when a com-
pany has not rst adopted a market segmentation”8, in other words, even though our personas are
limited, they’re still are an essential tool for us to be able to narrow our focus since we don’t have
enough quantitative data to perform a market analysis.
The personas were created from the data gathered through surveys and input supplied from other
websites. Prior to forming our personas we made afnity diagrams which supported us in quickly
sorting the data into themes and to get a clear picture of the problematics. The method helped
us in recognizing user patterns and perceptions of the websites. The themes stemming from the
afnity diagrams indicated three different kinds of user behaviour which formed a foundation for
establishing personas.
8 http://www.personacreation.com/persona_creation/2008/04/beyond-fake-per.html
Persona 1: Line, “The shy traveller”. Female, 21, not technical,
but interested in places and sounds. Passive, shy user who do
not think anyone would listen to her sounds if she uploaded
them. Interested in the atmosphere, Likes to listen to the
sounds of other cities/countries. Escapism, can “close her eyesand dream she is somewhere else”. The sounds brings back
memories for her.
The three personas are presented below, and moodboards of these are attached in appendix 1 a-c:
Persona 2: Jakob, “The arty mixer”. Male, 28. Creative and
quality oriented concerning both technical issues such as the
sound, relevant tagging and different functions on the website,
but also other social aspects such as interaction with other us-ers. Has an interest in local culture and creative communities.
Wants both context and sound.
Persona 3: Michael, “The professional user”. Male, 34. Prag-
matic, likes modern/traditional design. Uses the website in a
professional capacity, i.e. for soundeffects to movies, games,radio, etc. Wants quick and easy layout. Interested in the
search function and sound quality. Does not care about the
context, the sound is the main objective.
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According to Rasmussen & Fischer we should to frame the remaining personas:
“As a target group analyst one should dene what concrete cultural universes you want to operate in in con-
nection to the single case. [To examine what a certain target group] it can be relevant to nd out [...] what
they have in common” (2008, p. 54.)
The three personas have some common denominators: they are to different extents creative and
have a general interest in sounds- especially in soundscapes. They are rather young and assumed
to belong to a youth culture on the modern side, rather than the traditional side, in the minerva
model. Furthermore, persona 1 and 2 are leaning more towards a non-mainstream and idealistic
character than Persona 3, but he is however still on right side on the minerva model. Last but not
least, they are all living within the Copenhagen region and are taking part in the citys’ cultural life.
Our expertsIn order to ensure credibility and support for our provisional personas, we have performed a set of
interviews and user-tests with people that we consider to fairly correspond with our personas:
Ole: a student of modern culture and cultural mediation
at KU, specializing in soundscapes and radio-montage.
Io-Maria: An architecture student who does art projects
and movies about the city.
Camilla: A librarian employed at DR archive and re-
search, radio dept.
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Diffusion Again, in order to “design for specic types of individuals with specic needs” (Engholm & Sala-
mon 2005, p. 77) we needed to narrow our design concept once more. This section will account for
theory concerning diffusion. This was essential in our case since the concept of soundmapping is
not widespread in Copenhagen. Furthermore, we wished to create a site with a high level of user
participation, also known as a prosumer site. “Prosumer is a portmanteau formed by contracting
either the word pro fessional or producer with the word consumer ” 9. In order to make this kind
of site dynamic and eventful, it is necessary to attract creative people from the start.
Our initial goal has been to establish a community and to create a network for creative people
either within the sound industry or people who enjoy listening to soundscapes. The concept of
soundmapping is innovative and there are many underlying strategic implications that should be
considered when innovating and establishing networks. An essential theory that stems from the
eld of information economics is the theory of ‘network externalities’.
This theory implies that the benet a user derives from an information product increases when theamount of other users (which are consuming the same information good) is increasing (Liebowitz
& Margolis 1998). Accordingly the users value of our product, KBH lydskaber will rise as more
people are contributing to our website, both material-wise and community-wise.
This implication is further related to Roger’s theory ‘diffusion of innovation’ - that a certain num-
ber of users (the critical mass) must adopt in order for an innovation to obtain success (Rogers
1983).
This implication of the amount of users and user value is supported by our interviewee Ole whoexpressed: “just like news updates, it needs to be continuously relled with content, if nothing is
happening on the website it looses its function” . Ole further supports this by also saying that it is
“the users who builds it [the website] up” . This is certainly true for the soundmapping website we
have created, no users - no content, no content - no users.
To encourage this and to facilitate it’s process we have focused our design on our primary persona
Jakob who is acting as the main source for uploading material and in addition is highly interested
in the community aspect of the concept. Our secondary personas, persona 1 and persona 3, will
not in the same degree contribute with material, but will make good use of it on the website and
diffuse the knowledge of the site in their networks. We are aware that persona 1 probably is going
to be the most frequent type of visitor and visitors are important, but as stated earlier, without
content, the website dies. This is why it is persona 2 and not persona 1 who is our primary persona
in the pilot phase. We imagine that persona 1 and 3 will grow in importance when the website pro-
gresses. However, It is a matter of making the website appealing to both persona 1 and 2 in order
for the website to have success. That being said, quality in this context is also important to entice
persona 3 to use and visit the website, something Ole also reected upon: ”It’s important that you
try to create something that is not too controlling, but at the same time is quality conscious”.
It is however important to note that the three different personas are not as far a part as they seem,they are both overlapping each other as well as being interdependent. In summary, Persona 2 is
our focus, however all of the three personas play an active role in the establishment of the website.
9 http://en.wikipedia.org/wiki/Prosumer
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With the focus on persona 2, a point of departure was therefore to nd out Jakob’s wishes, taste
and technological skills and then relate his preferences to some of the topics in Garrets elements of
user experience: what functionality the website should promote, how it should be structured, and
how the visual design and language can appeal to him (2003, p. 33).
Part conclusionSince the soundmapping genre itself is not specic, personas, expert interviews, and the survey
will be helpful tools in order to keep our focus on communicating the concept in the best way pos-
sible.
By evaluating other soundmapping sites through a survey and by establishing three personas we
have dened the users of the website. In order to ensure credibility and support for our provisional
personas we brought in three experts corresponding to the personas.
Based on our persona(s), our design focus at this point was upon the strategic implications con-
cerning uploading and downloading sound, diffusion and community establishment.
ScopeIn this section we will provide a broader overview of our design scope which involves the incorpo-
ration of a community, persuasive design and experience design. These ideas will be connected to
the design concept and its users.
Community In continuation of the diffusion strategy, we suggested that the value of the website’s visitors
could be increased by a community. This would also promote growth by spreading the website
to networks within the creative eld. This idea was suggested during the interview with Ole. To
keep visitors and members coming back and contributing to the website, it is important to create a
sense of social awareness so that the website feels vivid.
To create social awareness on our website we have chosen to include the option to comment on
a specic sound, social network sharing functions and user prole pages. These are examples of
what Bødker and Christiansen refer to as ‘breadcrumbs’ and ‘shared mirrors’ (Bødker and Chris-
tiansen: 2006).
Bødker and Christiansen also argue that being a member in the community of the website should
not affect the sense of social awareness:
“social awareness […] must be constructed indirectly, presenting itself as an option, rather than as a conse-
quence of being able to overhear and oversee.” (2006)
In relation to this we have considered the limitations and the accessibility of our community. On
one hand the community must be accessible to some extent, in order for us to maintain the visitors
interest for as long as possible, on the other hand a quality level must be kept. Therefore we havedecided to make all parts of the website visible for non-members of the community, whilst upload-
ing and downloading sounds is limited to members.
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Persuasive design: Specications and functionality Since our website depends on the collaboration and upload of sounds by our members in order to
have success, we believe that by identifying our user’s emotional needs and the surrounding com-
munity we can persuade our users to not only listen to and download the soundscapes, but also to
upload sounds.
Persona 1, Line is primarily motivated through emotional needs which we chose to meet by graph-ical means, using a strategy for choosing the right graphical style based on the user group’s prefer-
ences. (Hansen 2005, p. 25.) This persona is also instrumental in spreading knowledge about the
site through social networks, which we promote through a reduction technology (Fogg 2003, p.
33) by making it easy to post links to Twitter and Facebook directly from every page on the site.
Persona 2, Jakob is likewise motivated through emotional needs. As with Persona 1, this can be
enforced through a visual identity. (Hansen 2005, p. 25.) As this persona is instrumental in keep-
ing the site alive with new content, we will encourage him to upload more through the means of
Operant Conditioning; (Fogg 2003, p. 51) users in the community part of the site will have indi-
cations of how much and how recently they have contributed to the site and therefore awarding
frequent contributions with a higher status among the site users.
Showing how often a sound clip has been downloaded and commented on as opposed to only
played is an indication of sound quality and relevance, again conditioning uploaders to upload
high-quality content, which can be enforced additionally by only featuring the most frequently
downloaded or linked sound clips on the main overview map.
Persona 3, Michael’s motivation comes more from his need for relevant content. (Hansen 2005,
p. 23) As a professional user of the site, he needs to easily and readily be able to nd what he islooking for. By giving him quality content, Michael should be persuaded to come back for more.
(Hansen 2005, p. 23-24) This will be achieved by means of access to a search interface and navi-
gating the user generated classication. Additionally the indirect scoring through downloading de-
scribed above will ensure that the most relevant items will “bubble to the top”. These aspects will
be reviewed in the structure phase.
Experience Design
In the diffusion chapter we emphasized the importance of increasing the value for the user. This value is highly dependent on experience design. Both persuasive design and experience design
helped our understanding for how we could create a self-efcient and user-centered website.
Prahalad & Ramaswamy argue that in experience design it is not the technology or the product
that is in focus, but rather the user and his or her possibilities for inuencing and contributing
to the website. The interaction of the user(s) is thereby dening the experience and connected to
that, the value of the experience. “[...] innovation’s center of gravity remains located in the tech-
nology or the product, which is at best a variant of the prevailing dominant logic. Rather, the
center of gravity must shift to the individual’s co-creation experience.” 10
Prahalad & Ramaswamy also gives some examples of what is needed to make a good experience design: to organize the
system to deal with the experience space, focusing on events on the website and connecting the
10 http://sloanreview.mit.edu/the-magazine/articles/2003/summer/4442/the-new-frontier-of-experience-innovation/
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new content to their time and space context, allowing the user to interact with the system through
simple and exible interface. (2003)
The model shows different aspects of the experience space that we
have incorporated in our website:
Personal meaning is created on our website through the
sounds that users upload from their own neighborhood in Copen-hagen and the connections to different categories. Events and
a personal involvement will be facilitated by the community
which creates a sense of something happening on the website. By
indicating sounds on our map (soundmapping) we create a con-
text for the events. By letting our main content (sound) be user
generated, we are in a higher degree letting our users inuence
and create the experience and interaction on our website.
The experience space -
C. K. Prahalad &
Venkatram Ramaswamy
Part conclusionOur design scope involves both persuasive design and experience design. Both are important
aspects for understanding our design concept: persuasive design can help us to illuminate issues
with the upkeep of the community part of the website, persuasive design furthermore helps us to
understand the users emotional needs and why it is important with a community aspect on the
website to create social awareness. Experience design lets us establish an understanding of the
overall experience of the concept. Through these subjects we have generated a number of specica-
tions and requirements that should be incorporated in the website.
StructureThrough our survey we were made aware that existing soundscape sites were often too complex
and hard to navigate. This prompted us to focus on simplicity in our IA.
The basic structure of the site is a hierarchy determined through a whiteboard session similar
to card sorting. A full-blown traditional card sorting was deemed too large an undertaking for a
site of this size. During the session, the team members created the initial topic hierarchy with the
target personas in mind. The structure of the hierarchy is primarily a hub and spoke organization
expanding into a simple tree structure.
upload
about
database/ library
community
help
faq
home / mapmap, search, login, create pro-file, listen, facebook, twitter, rss
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Information ArchitectureIt is rst of all important to establish that the website we have made is essentially a database, but
it is also more than that. The map and the audio player add a layer of interactivity and high func-
tionality and the prole pages and the commentary eld in the player adds a community aspect to
the site. Still it is essential that the users can nd the les they are looking for in the database.
The primary organization scheme for the content will be a graphical one, as sound les will berepresented as points on a map. The users will be provided with alternatives through a topical
organization scheme with predened categories for each sound le and social classication by
allowing users to attach tags to uploaded sounds. The site will contain elements of both top-down
IA through menu navigation and map drill-down and bottom-up IA through searching and user
generated classication.
The structure of our website is based on our personas’ information needs and seeking behaviour’s.
This is essential in the eld of information architecture since peoples’ information-seeking behav -
iour vary. Sometimes the user does not exactly know what he is looking for (exploratory search).
Occasionally he is attempting to nd everything on a particular topic (exhaustive search) and
sometimes he will know the exact name of name or location of what he is looking for (known-item
seeking. (Morville and Rosenfeld 2007, p. 35).
Persona 1, Line is a dreamer and wants to explore all the different areas and moods that the
soundscapes will represent, in this sense she is an exhaustive seeker. In contrast, Persona 3 Mi-
chael needs material based on certain work criteria, as such he is looking for more specic infor-
mation (he is an exploratory seeker) and will gain efciency by using the search functions and
user generated tags. In addition he might need to re-access material which location or name he
is already aware of (known-item seeking). Persona 2, Jakob, our main focus, will either be using
a search function depending on whether he’s accessing the site to upload sounds (top-down) or
searching for specic sounds through a search interface in the top navigation part of every page
(bottom-up). In this sense, he inherits all of the information-seeking behaviours.
Morville and Rosenfeld 2007, p. 35
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These implications of our personas are tentative due to their unpredictive nature. The user will
still be able to select between the several search systems (organization scheme hierarchy, database
search function and user generated tags) depending on their mood, varying needs and preferred
browsing choices.
Meta-data and tagging
“a top-down approach to genre is problematic [...] genres are socially constructed, so different social groups using documents with similar structural features may think about them and de-
scribe them differently” (Crowston & Kwasnik 2004, p.4). Having this in mind and adding the fact
that soundscapes are abstract and might be hard to classify, we argue that a top-down structure is
not sufcient alone and we emphasize the importance of using faceted classication for different
genres. Our approach is mix of top-down and a folksonomy strategy allowing the users to create
the meta-data.
By using genre classication of concepts, we attempt a pragmatic approach, as we do not want the
users to be dependent on one conceptual perspective. Furthermore, in our role as designers we do
not want to posses the meaning of the specic soundscape documents, we think it should be up to
the users. This argument is supported by Ole when he was asked about functionality he considered
to be essential on the website. He expressed: “tags linking to the stories [you want], alternatively
[...] if you’re interested in a sound, it links to another sound you might be interested in”. Bates in
Morville and Rosenfeld have designed the berry-picking model and stresses that many people pick
bits of information along the way (2007, p. 36). User-generated classication will indeed support
this way of browsing information.
Below is a table of suggestions for main categories for tagging and metadata:
Category Controlled vocabulary lters for tagging
People Crowds, Conversations, Performers, Entertainers,
Artists, Drunk, Random, Demonstrations, Rallies,
Speeches, Political
Surroundings Cafés, Street noise, Pubs, Schools, Stores, Private
Residences, Ofces, Forrests, Parks, Construction
work, Police, Ambulance, Social
Ambient Water, Wind, Rain, Snow, Noise, Street noise,
Music Street Performance, Jazz, Rock, Hip-hop, Indie,
Café music, Elevator
The implementation of these meta-data and tagging options will provide the users with many
advantages. It will provide them with more exibility for browsing, it will not require complete
domain knowledge, it will facilitate the classication of new documents in the long-term and will
allow the users, not the designers, to form the concept of soundscapes themselves. (Crowston &
Kwasnik 2004, p. 6-7). In order to minimize redundancy, to avoid aming and to limit the num- ber of categories, we will use controlled vocabulary lters. Suggestions for vocabulary lters are
showed above in the table, as well as the main categories.
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Information Flow Many questions about how to organise the sound content are prominent and our focus is on how
to facilitate the access to the database in a simple yet highly functional way. Persona 1 and at
some occasions persona 2 might not always be interested in delving deeper into the soundscape
database and should in this sense have an option to nd soundscapes in a quick manner. In this
connection we have decided to include a news feed and the possibility of having showed differ-
ent themes on the main map. This will facilitate the information ow by providing the user withinformation rather than leaving him to search for it himself. The themes are indirectly generated
through the users’ behaviour on the website and will contain six categories:
• KBH lydskaber presents/ featured sounds
• Most played
• Most downloaded
• Newest sounds
• Most shared
• Most commented on
The content of these themes will be generated by the users when they download tracks, comment
on tracks and so on, except for the rst “featured sounds” theme, the content in this theme will
be selected by curators at KBH lydskaber. The themes are furthermore intended to incorporate
a way of motivating people to upload and download sounds and will display the highest rated
soundscape in the different rating themes. This will motivate users, especially persona 2, to upload
new sounds, as he will an opportunity to appear in the eld.
Wireframes We used wireframes (see appendix 2 a-d) as a method to build the structure of the website and to
create a website template, before focusing on details and aesthetics. Through this we could eas-
ily achieve homogeneity and recognize what structural conventions we needed to accommodate
concerning user navigation.
An Important factor regarding usability and site-navigation is consistency, especially since the site
users are not very familiar with the genre. The consistency is facilitated by situating the navigation
bar, audio player and search function at the same position at every section of the website. This is
motivated by our assumption about web conventions - that the users expect to nd them there.
Content is the only element that is varying when browsing the website.
Wireframe testing When we had our wireframes and design examples (see appendix 3) in place, we conducted small
interviews with Ole and Io in order to ensure that everything made sense structurally and to get
input and suggestions for improvements.
Ole responded well to our overall structure and thought it was simple and easy to get an over-
view of the website with consistent elements: “It sounds very simple and easy. I think that it [the
navigation bar and audioplayer] are really good ideas for this kind of website because it makesit less confusing when you navigate”
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Io was also positive concerning our overall structure:
“It [the structure] is very user friendly because you make a point of having a tight frame which is easy to re-
late to and minimises the risk of getting lost on the site. I also really like the fact that the audio player is such
a big part of everything, it makes it really easy to browse the site and at the same time listening to sounds
without being restricted to one specic page.”
Having the audio player and navigation bar as consistent elements on our website, in order to cre-ate a rm frame, proved to be a popular decision, both of our experts agreed that this structure was
important in order to emphasise the sound:
“I don’t think I’m that kind of person who thinks to much about it...I adapt...some of the websites I’ve seen...
they irritate me because many of them were to big and you had to move around a lot...I really think that it
sounds like a good idea, that thing with the navigation and audio player framing it [the website] in”.
These statements conrmed that we moved in the right direction and at the same time also had
been very thorough when forming our structure.
Part conclusionOne of the conclusions we were able to make from our survey and expert interviews was that we
had to pay special attention to the structure of the website. Several elements such as the database
and indicators of sound on the website should be structured in a comprehensible way. We also had
to adapt the structure to our personas and experts’ information needs. In this connection we could
conclude that a combination of a top-down and bottom-up functional IA would suit the needs of
the different users. Wireframes was used as a method to visualise the structure. Testing the wire-
frames on our user group proved to conrm our ideas of how to structure the website.
Skeleton Written CommunicationIn order to accentuate the soundmapping elements on our website, we have not featured any
lengthy texts, only short sections in the “about” page which we are referring to in this section.
According to Jensen it is important that the written information on a website is presented in the
order the user need it. Users on the internet usually do not read more than the rst sentence of a
text, it is therefore crucial that the rst sentence gives the user all the information he or she need
(Jensen 2001).
It is important to remember that all the essential information is structured in a way that allows the
reader to quickly understand what the text is about. We have therefore structured our texts after
subject and we kept them as short as possible.
We argued that the about page should describe the concept of soundmapping to give the users a
further idea of the intention of the website. As the users are expected return to the website and
hence willing to learn to use it effectively we have also provided them with help instructions and a
‘frequently asked questions’ section in the about page. In addition to this we have also made sure
to incorporate small info texts on every page in order to guide the users. This is particularly useful
for persona 1 who is not technical.
On the basis of the survey we have argued for the necessity of describing the actual intention of the
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website and to promote it’s meaning. In this relation we have by convention inserted a short and
catchy tagline “en alternativ tur i byen” in the header to briey tell the user what the website is
about. A short description on the left side follow to ensure that the users understand the concept.
Usability and Functions A deeper insight into functionality, efciency and satisfaction is essential when designing for us-
ability (Gregersen and Wisler-Poulsen 2009). These factors will ensure a higher quality and that
the user will stay on or potentially revisit the website later. We performed functionality- and us-
ability tests while designing the website to make sure that the above factors were met.
Functionality In the scope section we elaborated upon the necessary functions that should be incorporated on
the website to make sure that it lets the users to obtain relevant goals and needs. These functions
will be described in detail and will be related to functionality.
The top-down and bottom-up functional IA will facilitate the users primary goal, to browse or
search for specic soundscapes. Besides the simple search function in the navigation bar, the user
will via the library page have access to an advanced search function including a tag-cloud to nd
soundscapes based on their preferences. The map on the main page also enable them to browse
soundscapes based on various categories.
Furthermore the users secondary goal, networking with other interested parties, is made possible
by the site’s community functions. However, as the website is focusing on the concept of sound-
mapping our intention was not to create a full blown forum. A minimalistic prole page is provid-
ed and includes a prole-picture, the number of uploads, plays, downloads, a list of uploads withthe newest sounds shown on a map and functions to send a message and edit one’s prole. A sub-
scription function enable users to receive updates about their preferred contributors through their
own RSS-feeds. User’s will be able to comment soundscapes through the audio player. The audio
player will further contain social network “share” functions which will promote the users to diffuse
the presence of our soundmapping website. For a complete overview of functions see appendix 5.
Efciency The websites efciency is depending on the objective of the website and the goals of the users. If
we were to design a website with a heavy amount of information we would have to provide the us-
ers with a lot of content on the main page. However our website is focusing on the soundmapping
experience and in this sense the underlying efciency is supported by easy access to the quick- and
anvanced search functions and the small amount of pages- and information content of the website.
The soundscapes will therefore receive more attention and will be more efciently obtained. The
many options concerning IA, mentioned in the prior section, will allow the users to effectively nd
soundscapes.
To support efciency further the map on the front page allows the user to nd soundscapes im-
mediately when accessing the website, this is further promoted by the function of ltering themes
which is mentioned in the structure section.
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The audio player allows the users to listen to soundscapes inabruptly while navigating the website.
It will allow them to switch soundscape tracks which will increase the efciency due to fewer clicks.
SatisfactionGeneral usability satisfaction consists of many factors: visual, functional, motivational and user-
friendly etc. (2009 Gregersen & Wisler-Poulsen).
The map on the main page will be located in the center of the website with the intention to tell the visitors that this website is about soundmapping. The map is intended to provide the visitors with
motivational experience through a visual interface of soundmapping. The visitors will furthermore
be able to zoom in and out in order to explore specic areas of Copenhagen, we think this will pro-
mote visual satisfaction further. The xed position of the audio player on the bottom of the website
accentuates the navigation and search functions, promoting user-friendly satisfaction by allowing
the users to browse the website without visual disturbance. The audio player will display sound-
waves depending on the “beat” of the tracks. We assume that this will promote another motivation
through technical and visual experience of soundmapping.
Gestalt Principles After having the basic structure in place, we started designing mockups of the website. At this
point we focused on Beecher’s (2009) notion of high visual and low functional delity prototyping
as we anticipated that initiating a functional design through coding at this stage would be prob-
lematic if we identied errors concerning the structure .
The site is divided into ve sections:
The header (light green) - Site ID
The navigation bar (dark green) - Global navigation bar present in all pages, including a search
bar
Content (yellow) - Map (red), user proles, search results etc.
Footer (blue) - Audio player, comment and social sharing option
15 950 15
50
50
15
140x470140x470
610x470
30 30
950x50
950x50 50
50
15
15 950 15
50
50
470
15
460x470460x470
30
950x50
950x50 50
50
15
At rst we made a layout scheme, dening placement and margins. This was used as an underlay
for Photoshop mockups with an eye to gestalt principles. We wanted to ensure that more detailed
contents and items were positioned and shaped in a reasonable manner to provide a high vis-
ibility. We wanted to keep an “airy” feel over the design so we did not relate so much on the law
of closure. However to keep a reasonable structure we used the laws of proximity, continuation
and similarity to accentuate the items that belonged together (e.g icons) to promote readability
(Birkvig 2004) .
layout scheme
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Photoshop mock-ups of frontpage and search database page
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Usability-testing While initiating the design process and the more complex usability aspects, we wanted to make
sure that we had also covered the basics concerning navigation and site orientation.
Trunk test We conducted a usability test, taking a point of departure in Krug’s trunk test and his standards of
navigability requirements: Site ID, page name, overview of sections, “you are here” indicators andsearch functionality (2006).
During the usability testing we encountered
a few issues elucidated by the respondent
Camilla. She was initially asked about her
rst impression of the website and pointed
out an issue concerning the navigation ele-
ments: “... I don’t think I would be able to
… nd my way around if there was not this
hover-text saying what it is”.
Choosing icons as a navigation element was
a design decision. By leaving out text indi-
cators and using symbols as navigation, we
wanted to enhance the style and personal-
ity of the website. We were aware that this
could lead to navigation problems. To solve
this we have used hover-text to guide the
user in nding his way. We do not think this
will constitute a problem for our user-group
since they are highly condent when navi-
gating the web, and since the navigation is
only consisting of six sections. Camilla eventually said that the hover-text was enough in this case.
As mentioned in the genre analysis, other soundmapping websites have had problems convey-
ing the meaning of their website. We suggested that a brief tagline could solve this. When Camilla
looked at the mainpage she expressed: “When I see the header, it would be nice if it was larger
‘en alternativ tur i byen’ - ... I didn’t really see it until now.... You will always look for the header
initially, you always try to nd an indicator of what it is about ... then you decide whether it issomething you want to look into ...” . Therefore we have accentuated the tagline by making it larger
and in italic.
Camilla further had a point concerning readability: “I would think that text should be larger, I
think it is very small compared to the headlines. There is a lot of readjustment from one text to
another” . We decided to increase the line-height instead of the font-size as we needed a hierarchy
to guide the user when reading the website.
Camillas nal point was about the search eld. She said that the search icon and it’s use was notclear and suggested that we added “søg” in the eld to promote its intention. A screenshot of the
site before and after the test can be found in appendix 4.
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Part conclusion When moving into the skeleton stage of the process we could establish some ground rules for how
to shape the content. Although not having much written content on the website we could conclude
that the little written content we had, should be formulated in a clear and concise manner as many
of the replies from the survey concerned complaints of not understanding the concept. Overall our
usability testing gave positive results and the issues that were brought up was rened.
SurfaceIt is not only the functionality itself that present the user with an impression of the website, the
visual expression is also in a high degree crucial for what the website wants to communicate to its
users. In this section we will introduce design theory related to webdesign. We will then connect
this to our visual aesthetics followed by the design evalutation process that lead up to the nal
prototype.
AestheticsLisbeth Thorlacious argues that if a website is aesthetically pleasing or not will always depend on
the taste of the user (Thorlacious 2007). This is one of the reasons why we through careful user-
testing also wanted to evaluate our design to make sure that the aesthetics was pleasing for our
users and in connection with that, our personas.
Thorlacious also discusses new trends in webdesign, one of them is “stilistic functionalism with
trash”, where the web design combines ‘good’ and ‘bad’ taste, or as Thorlacious formulates it:
“It is a taste, that amongst others is present in youth cultures where a great importance is attached to if a
combination of good and bad taste is present, or to be more exact, put demands upon the good taste to be
disrupted by elements of bad taste, this creates an opportunity to articulate new forms of aesthetic experi-
ences” (Thorlacious 1997, p.5).
It is furthermore important that the user is aesthetically disposed to be able to get an aesthetic
experience, since the separate elements of the website must be able to fascinate the user as a part
of the experience and aesthetics of the website. The different elements of the website should there-
fore have an aesthetic code that is directly relatable to the user and users aesthetic disposition
(Engholm 2003). This can again be connected to our personas. Through them we have created a
clear idea of the frames for our aestheticial considerations. It is mainly through persona 1 and 2
we have gotten our aesthetic guidelines and preferences. This ts very well with what Thorlaciousdescribes as a trend of experience oriented websites with younger people as users with a tendency
to move towards a “hyperfunctionalist and minimalistic design”(Thorlacious 1997, p.10-11)
In the genre-analysis we postulated that many soundmapping websites lacks a ‘personality’ in
their design. We have taken this into consideration when creating the design for our website and
user group, this will be further elaborated upon in this next section.
Our Design Aesthetics
Through our personas and expert interviews we created several design examples. These exampleshad a ‘personal’ design aesthetic that was directly linked to our user tests and the conclusions we
draw from them (see Appendix 3).
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One of our initial ideas was to create a minimalistic design with simple sketched lines. This has
since been conrmed through our user-testing as the right decision. To create a more eclectic de-
sign to accommodate our users, especially persona 1 and 2, we chose to incorporate a vintage feel
to the minimalistic backdrop. The vintage feel respresent Thorlacious notion of ‘bad taste’ while
the minimalism on our website represents the ‘good taste’. Another part of the design is the use of
icons on the navigation bar instead of text, this is also a result of us having a younger user group
with a high appreciation of the aesthetic consideration on a website. We have chosen to not incor-porate a lot of graphic elements or illustrations on the website in order to highlight the design in
our navigation bar and the map.
To further support the vintage feel of the design we used beige as a background color with the con-
viction that it symbolizes gentleness and simplicity 11 which is very suitable in our case. In addition,
by using beige as a blend subordinate color, we could also accentuate the essential parts of the
design - the map. In this connection the maps’ coloured indicators have been used to highlight the
map and to break of the serenity and lack of colour contrast on the page.
We decided to use the serif font Georgia to deviate from the general web standard of using sans-
serif fonts. This further promote a specic style and personal design aesthetic and appeal to perso-
na 1 and 2. We are aware that using serif fonts on the web media can cause a decline in readability
but we don’t estimate this to be an issue due to the small amount of text content on the website,
and considering that the target users are young and don’t have any specic disabilities. Moreover, we only used two types of fonts on the website and the different sizes of the fonts are limited to
ensure that it will not disrupt attention from other content. Georgia is a web-safe font12 and will
ensure that the visitors will be able to view the site as intended.
Design Evaluation An evaluation of our initial design examples by one of our experts, Io, gave us more ideas on how
to relate our design to our user group. One of the primary things that we wanted to focus on was
how to keep the style of the website minimalistic, graphic and still keeping within the vintage-
perspective. This was also something our expert, Io pointed out: “The map is really nice. I like that graphic style you have the best. I think the black/white things [the icons] in grey with the vin-
tage/clipart feel are great”.
Another aspect of the design that was discussed in this user testing is to what extent different
colors should be incorporated in the website, without compromising the design aesthetics. “ If
colors were to be incorporated they should be on the map to utilise them in the best way. They
should not be overpowering or disrupt your attention”. We also asked our other expert, Ole,
about this dilemma and he agreed: “keep it simple so that you’ll be able to relate to the colors that
is indicated on the map”. Based on these statements we decided to limit colors on the website to
the map and in that way making the sounds the center of attention.
11 http://desktoppub.about.com/cs/colorselection/p/beige.htm
12 http://www.w3schools.com/css/css_websafe_fonts.asp
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These implications were incorporated in our design test which was conducted with Camilla, a
researcher at DR. She was very positive concerning the design:
“I think it suites them [the user group] it’s very soft and vintage...and in contrast you have the
audio player, I think the design and layout is really good”.
She further agreed on the choice of color:
“I actually like it, normally I think it’s boring with monochromes, but I think it’s really suits well
in relation to this concept”. Thus, the color scheme proved to be a success.
Browser compatibility and size We decided to design the website with a xed layout as we argued that a predictable layout and
easy control of the functionality (maps) and images would promote a “view-friendly” website. We
were aware of the disadvantages of having a xed layout, for instance the unpredictable ow of
text elements, we do however have a very small amount of text content on the website. Further we
based the size of the xed layout (980x700 pixels) on statistics13 about danish users’ screen-sizes
which ensured that the majority of users will not experience any difculties in viewing the content
of the website. The website is optimized for Google Chrome and Safari.
Part ConclusionIn order to create a design that appeals to our user group we wanted to keep in line with the
minimalistic and hyper functional approach, in that way relating our website to our young user
group. The design test of our inital design examples helped us to select and narrow the design into
a specic style based on the user group. We decided to make a design with a vintage feel to create
a more inviting atmosphere and to disrupt the minimalism, but still giving room for the sound-
scapes to permeate.
further workSince we were designing this website from scratch our available resources were limited to our abil-
ity to nd people in our network who would contribute with valuable input, and our ability to ana-
lyse existing soundmapping websites for inspiration and improvement. A closer cooperation with
people actually soundmapping Copenhagen would give new insights and perspectives. If the site
was to be implemented it would also be optimal for a group of active soundscape artists to have
some kind of ownership of the site, perhaps as moderators, in order to guide the development of
the content. Because content is imperative to kick start the website, renowned artists could be
invited to contribute sounds to the website to promote the initial diffusion rate and to draw peopleto the website.
Although the nal website is intended to provide the user with many options concerning data-
base functionality, uploading and downloading sounds and so on, the functionality and interac-
tion thereof is only ctitious and accommodated through static webpages (with descriptions and
images). This is due to the course requirements which limited us to the use of the static coding
languages (X)HTML and CSS. Some of the functionality, for instance the comment eld and the
dynamic indicators on the front page map have been coded in (X)HTML and CSS, this would how-
ever be better to code in Javascript or Flash. In addition the database would require programming
skills such as MySQL or XML.
13 http://www.fdim.dk/statistik/teknik/skaermoploesning
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A suggestion for further development from two of our experts, was to develop a smart phone ap-
plication of KBH lydskaber, that would allow people to draw a soundscape route through the city
or use geo-location to have soundscapes played from their exact position on the go.
ConclusionOur outset was to design a soundmapping website for Copenhagen. We found inspiration in exist-
ing soundmapping websites and reected upon what we could do better. Through the survey and
expert interviews we wanted to dene our user group in order to create a foundation on which we
could base our structure and design.
To satisfy the users emotional needs and to generate user value, we have incorporated experience
design and persuasive design into the concept. Through the user input we identied a demand for
a community. The different personas complement one another through their different needs and
user behaviour, they fulll the necessity of supplying the website with material, diffusing the web-
site through social sharing and by ensuring a certain quality of the content. In order to facilitatethe nding of sound content, a combined top-down and bottom-up information architecture was
essential. This structure complements the users varying browsing behaviour.
This leads us to conclude that we through a persistent use of our personas and experts have done
our best to create a site that will appeal to the suggested user group both functionally and aestheti-
cally. Having considered how to launch an innovative site, we believe KBH lydskaber could have
the potential to become a self-sufcient creative community supplying Copenhagen with exiting
soundscape perspectives.
Our nal prototype.
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List of references About.com, no date available. Color Symbolism and Choosing Colors [online] Available at:
<http://desktoppub.about.com/cs/colorselection/p/?once=true&>[Accessed 12 December 2010].
Barbosa, A., (2003). Displaced Soundscapes: A Survey of Network Systems for Music and Sonic
Art Creation. Leonard music journal, Vol. 13, pp. 53–59.
Beecher, F., 2009. Integrating Prototyping Into Your Design Process [online] (updated Septem-
ber 22 2009) Available at: <http://boxesandarrows.com/view/integrating> [Accessed 12 Decem-
ber 2010].
Birkvig. H., 2004. Sådan laver du smukkere grask design. 2ed. Forlaget Grask Litteratur: Co-
penhagen.
British Library, 2010. UK Soundmap - Map fusion [online] Available at: <http://sounds.bl.uk/uk-
soundmap/fusionmap.aspx> [Accessed 12 December 2010].
Bødker, S., Christiansen, E., 2006, Computer support for social awareness in exible work , Com-
puter Supported Cooperative Work, vol. 15 nr. 1, s. 1-28.
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ternational Conference on System Sciences (HICSS’04).
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dated September 07 2007) Available at: <http://www.dse.vic.gov.au/dse/wcmn203.nsf/linkview/
d340630944bb2d51ca25708900062e9838c091705ea81a2fca257091000f8579#1> [Accessed 12
December 2010].
Engholm, I., 2003. WWW’s designhistorie – website udviklingen i et genre- og stilteoretisk pers-
pektiv. København: IT-Universitetet (Ph.d.-afhandling).
Engholm, I. Salamon, L., 2005. Webgenres and -styles as socio-cultural indicators- an experi-
mental, interdisciplinary dialogue. In proceedings in the making. p. 1-6.
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change what we think and do. Morgan Kaufmann Publishers.
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2010].
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på internettet . Forlaget Grask Litteratur: Copenhagen.
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Hansen, J. H., 2005. Motiverende design - sådan ændrer du brugernes adfærd på hjemmesiden.
Frydenlund: Copenhagen.
Jensen, U. et al., 2001. Tekstens disposition og byggeklodser, i Skrivgodt.dk - sådan skriver du
gode tekster til internettet, p. 62-78.
Krug, S., 2006. Don’t make me think. A common sense approach to Web Usability, 2. ed., p. 130-
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Appendix
Persona moodboards appendix 1 a-c Wireframes appendix 2 a-d
Design examples appendix 3
Screenshot of front page before and after usability and design test appendix 4
Site presentation appendix 5
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N o t t e c
h n
i c a
l , b u t
i n t e r e s t e
d .
P a s s i v e ,
s h y u s e r w
h o
d o n o t t
h i n k a n y o n e
w o u
l d l i s t
e n t o
h e r s o u n
d s
i f s
h e u p
l o a
d e
d t h e m .
I n t e r e s t e
d i n t h e a t m o s -
p h e r e ,
L i k
e s t o
l i s t e n t o t h e s o u n
d s
o f o t h e r c
i t i e s .
T h e s o u n d
s b r i n g s
b a c
k
m e m o r i e s
f o r
h e r .
A G E :
2 1
L I V E S I N :
A d o r m
i n A m a g e r
O C C U P A T
I O N :
S t u
d i e s s p a n
i s h a t
t h e u n
i v e
r s i t y
, w o r k s
i n a c a
f é .
A C T I V I T I E S :
C a
f é s ,
t r a v e
l l i n g ,
k n i t -
t i n g
R E A D S : B
l o g s ,
p o e t r y
L I S T E N S
T O :
M a n u
C h a o ,
r e g g a e .
L I N
E T H
E S H Y T R A V E L L E R
“ E s c a p
i s m
f o r t h e m a s s e s
”
“ Y o u c a n c
l o s e y o u r e y e s a n
d d r e a m
y o u
’ r e s o m e w
h e r e e l s e
”
1a
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C r e a t i v e a
n d q u a l i t y o r i e n t e d c o n c e
r n i n g b o t h t e c h n i c a l i s s u e
s
s u c h a s t h
e s o u n d , r e l e v a n t t a g g i n g
a n d d i f f e r e n t f u n c t i o n s o
n
t h e w e b s i t e ,
b u t a l s o o t h e r s o c i a l a s p e c t s s u c h a s i n t e r a c t i o n
w i t h o t h e r u s e r s .
H a s a n i n t e r e s t i n
l o c a l c u l t u r e a n d c r e a t i v e
c o m m u n i t
i e s .
W a n t s b o t h c o n t e x t a
n d s o u n d .
J A K O B
T H E A R T Y M I X E R
A G E : 2 8
L I V E S I N :
a n a p a r t m e n t i n V e s t e r -
b r o O C C U P A T I O N : u n e m p l o y e d , w o r k -
i n g o n a r t - p r o j e c t s .
A C T I V I T I E
S : N e t w o r k i n g , m a k i n g
m u s i c , c o n c e r t s , v e r n i s s a g e s .
R E A D S : V
i c e m a g a z i n e ,
H e n r y
M i l l e r .
L I S T E N S T O : ” i t d o e s n ’ t m a t t e r ,
y o u h a v e n
’ t h e a r d o f t h e m ”
“ . . . e s p e c i a l l y i f t h e r e
w a s m o r e c o m m u n i t y a b o u t i t ”
“ I u s e s o u n d s f o r t h e a t e r , s o u n d i n s
t a l l a t i o n s a n d s a m p l e s ”
1b
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34
U s e s t h e
w e b s i t e i n a p r o f e s s i o n a l c a p a c i t y ,
i . e .
f o r m o v -
i e s , g a m e
s r a d i o , e t c .
W a n t s q u i c k
a n d e a s y l a y o u t .
I n t e r e s t e d i n t h e s e a r c h f u n c t i o n a n d s o u n d q u a l i t y .
D o e s
n o t c a r e a b o u t t h e c o n t e x t , t h e s o u
n d i s t h e m a i n o b j e c -
t i v e . M I
C H A E L
T H E P R O F E S S I O N A L U S E R
A G E : 3 4
L I V E S I N : L a r g e a p a r t m e n t i n V a n -
l ø s e
O C C U P A T
I O N : F r e e l a n c e s o u n d
t e c h n i c i a n
A C T I V I T I E S : W O R K ,
W O R K ,
W O R K
a n d s p e e d w a y .
R E A D S : m
u s i c m a g a z i n e s .
L I S T E N S
T O : t e c h n i c a l g u i t a r i s t s ,
m e t a l l i c a .
“ I w a n t a s i m p l e l a y o u t : t i t l e , m a p , m e n u a n d a g o
o d s e a r c h f u n c t i o n ”
“ S o u n d q u
a l i t y a n d r e l e v a n t t a g g i n g
i s e s s e n t i a l ”
1c
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35
2a
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36
NAVIGATION
AFSPILLER
BYKORT
FEED
NAVIGATION
AFSPILLER
VELKOMMEN OG VISION Lorem ipsum dolor sit amet, consectetur adipiscing elit. Fusce quis
lectus quis sem lacinia nonummy. Proin mollis lorem non dolor. In hac habitasse platea dictumst.
Nulla ultrices odio. Donec augue. Phasellus dui. Maecenas facilisis nisl vitae nibh. Proin vel est
vitae eros pretium dignissim. Aliquam aliquam sodales orci. Suspendisse potenti. Nunc adipisc-
ing euismod arcu. Quisque facilisis mattis lacus. Fusce bibendum, velit in venenatis viverra, tellus
FAQ Lorem ipsum dolor sit amet,
consectetur adipiscing elit. Fusce
quis lectus quis sem lacinia non-
ummy. Proin mollis lorem non dolor.
In hac habitasse platea dictumst.
Nulla ultrices odio. Donec augue.
Phasellus dui. Maecenas facilisis nisl
vitae nibh. Proin vel est vitae eros
HJÆLP Lorem ipsum dolor sit amet,
consectetur adipiscing elit. Fusce
quis lectus quis sem lacinia non-
ummy. Proin mollis lorem non dolor.
In hac habitasse platea dictumst.
Nulla ultrices odio. Donec augue.
Phasellus dui. Maecenas facilisis nisl
vitae nibh. Proin vel est vitae eros
velkommen og info
2b
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NAVIGATION
AFSPILLER
TAGCLOUD
SØG GO
AVANCERET SØGNING
dropdown menu
TAGS - KATEGORIER (POETISKE)
TID - STED
BITRATE - KVALITET
KUNSTNERNYESTE
MEST DOWNLOADEDE
MEST AFSPILLEDE
FLEST KOMMENTARER
FLEST POINTS
2c
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NAVIGATION
AFSPILLER
NAVIGATION
AFSPILLER
NAVIGATION
AFSPILLER
TAGCLOUD
SØG GO
SØGNINGEN HAR GIVET X RESULTATER
NAVN
ANTAL UPLOADS
ANTAL AFSPILNINGER
ANTAL DOWNLOADS
SEND BESKED
REDIGER PROFIL
UPLOADS
søgning og database efter søgning
prolside
2d
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a b c d e f g h i j k l m n o p q r s t u v x y z æ ø å
A B C D E F G H I J K L M N O P Q R S T U V X
Y Z Æ Ø Å
a b c d e
f g h i j k l m n o p q r s t u v x y z æ ø
å
A B C D E F G H I J K L M N O P Q R S T U V X -
Y Z Æ Ø Å
a b c d e f g h i j k l m n o p q r s t u v x y z æ ø å
A B C D E F G H I J K L M N O P Q R S T U V X Y Z Æ Ø Å
a b c d e f g h i j k l m n o p q r s t u v x y z æ ø å
A B C D E F G H I J K L M N O P Q R S T U V X
Y Z Æ Ø Å
a b c d e f g h i j k l m n o p q r s t u v x y z æ ø å
A B C D E F G H I J K L M N O P Q R S T U V X Y Z Æ
Ø Å
a b c d e f g h i j k l m n o p q r s t u v x y z æ ø
å
A B C D E F G H I J K L M N O P Q R S T U V X Y Z Æ Ø Å
b r ø d t e k s t
o v e r s
k r i f t
i k o
n e r
t e k s t o p
s æ t n i n g
K o r t
L y d b ø l g e r
3
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4
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Site description
The navigation bar contains the following icons: home, info, library, upload, login and a simple
search bar with a search icon that doubles as a submit button. All links in the navigation bar have a
hover text explaining what they lead to. The current location on the web site is indicated by adding
a drop shadow to the relevant icon. The icons link to different sections of the website, additionally
the login icon rst shows a login pane that then leads to a prole page.
Entering text into the simple search eld and submitting it (or clicking on the search icon), will
show a search result page. As this is a mockup of a real site, the search results shown will be for the
term “Amagerbrogade” no matter what is entered into the original search eld. The Library page
contains a more advanced search form allowing to customize search results. Again, submitting that
search will lead to the same mockup search result page for “Amagerbrogade”. On the search result
page, one can click on the prole icons for each search result, which should link to the prole page
for the user that uploaded the given sound clip. (The mock up always links to the same user prole,
Jakob.)
There are in total 7 different pages. For simulating different pop ups and changes without using
Javascript, Flash or server side scripting, each page have one or more variants in separate html
les. For instance, the categories selectable on the front page link to versions of the page showing a
different map image. The player at the bottom also has a comment button that opens a drawer un-
derneath the player containing the comment eld and comments from other users. In the mockup
this is implemented as a link to an identical page with the comment drawer folded out. With all
variations representing different states, this brings the total number of html les to 18. For a func-
tioning site the separate states would not be implemented as separate html les, but it’s a way to visualize parts of the functionality given the constraints set by the static nature of the mockup.
During the development of the site we encountered the following issues:
* The search elds already contain a value explaining what to enter in them. We had originally
planned to use the “placeholder” attribute which only shows the text in the search eld when it’s
empty, but it is not a valid XHTML 1.0 strict attribute. It is possible to implement similar function-
ality without using the placeholder attribute, but that would require some Javascript coding, which
we decided not to use. Thus we decided simply to enter the text into the “value” attribute.
* We have replaced the background and frame of some form elds with a custom image. This
causes a problem on the upload page in the larger text area tag, as Safari and Chrome by default
allow resizing the eld by dragging in the lower left corner. If this is done on our site, the form eld
will resize, but the background will not. It is possible through CSS to disable this behaviour, but it
is not available in CSS level 2.1 which we validate our design against.
* The pages link to a favicon, or a sortcut icon. But since the pages will be viewed from a CD
ROM or a local lesystem, the icon will not show up, as both Chrome and Safari ignore favicons
comming from the le:// URI scheme.
5