Strategies for Sonic Interaction Design: from Context to Basic Design

Total Page:16

File Type:pdf, Size:1020Kb

Strategies for Sonic Interaction Design: from Context to Basic Design Proceedings of the 14th International Conference on Auditory Display, Paris, France June 24 - 27, 2008 STRATEGIES FOR SONIC INTERACTION DESIGN: FROM CONTEXT TO BASIC DESIGN Yon Visell Karmen Franinovic Zurich University of the Arts Zurich University of the Arts and Institute for Cultural Studies in the Arts McGill University CIM / CIRMMT [email protected] [email protected] ABSTRACT We advocate a new approach to the design of interactive and sonically augmented artifacts. It is aimed at enriching the con- text within which design takes place, while integrating the level of structured exploration that has been instrumental to formaliz- ing design processes for nearly a century. The proposed process combines the systematic approach of basic design with exploratory studies within an existing everyday setting. The approach is partic- ularly salient for auditory display in products, due to the relative lack of design examples and methods that exist for those work- ing in this area to draw upon. We describe a study undertaken in domestic kitchen, a setting that has long been recognized as ripe with expressive, sonic interactions. The results of this contex- tual research have been used for the design of sonically-augmented lamps. We analyze the relevant results, and describe plans for in- tegrating assessment methods. Figure 1: Everyday objects afford simple, yet causally and soni- 1. INTRODUCTION cally interesting interactions: Pushing the top part of the juicer leads to the deformation of an orange, the activation of a motor, The design of auditory displays for interaction with everyday ob- the rotation of a surface, the grinding of the fruit’s flesh, and the jects is of increasing relevance to product designers, and has al- dripping of the juice into the cup. ready exerted a palpable influence within a research community that is emerging around the subject of sonic interaction design [1], [2]. Economies of scale have contributed to an increased array of We discuss a process for the creation of sonically augmented products with intrinsic sensing and actuating capabilities that can artifacts that are highly responsive to physical manipulation. It be used to shape their interactive appearances and behaviors. Like- is grounded in the analysis of existing activities within a context wise, techniques for the interactive synthesis of sound, including of interest that has been identified as source material for creation everyday sounds, have advanced so as to provide new ways for au- of basic design studies. The studies concerned are constructed ditory displays in products to be seamlessly integrated into activ- from novel links coupling elementary actions and everyday sounds ities and to sonically mesh with diverse sonic environments. The found within the context of investigation. They result in concepts result is an increase in opportunity for the design of interactive for new, abstracted sonic artifacts affording simple actions and pro- sound in everyday products. This development is significant for viding continuous sonic feedback. research, because new challenges are certain to emerge that con- As an example, this process has been applied to the design of front both the design and engineering of auditory displays. One a set of interactive sonic lamps generated from the observation and area of already urgent need concerns the development of new cre- analysis of food preparation activities in a kitchen context (Figure ative strategies, as many existing design methods have not been 5). The resulting artifacts reflect features drawn from and inspired developed with interactive auditory displays in mind. by this context. They are significant for revealing potentially novel The generation of new interactive sonic products requires meth- links between action and sound in the physical manipulation of ods and tools suitable to the design task. There is a need for more artifacts, toward informing the design of computational artifacts knowledge about how to integrate creative practices with contex- that utilize sound in new ways. tual influences (users, environments, or activities) that are seen as key elements of situated design practices. This gap between cre- 1.1. Basic Design Practices for Sonic Interaction Design ative practice and situated practice is particularly acute in sonic in- teraction design, where far fewer design case studies can be found. Historically, Basic Design has combined educational practice with A primary aim of the work we report on is to take steps toward the theoretical and methodological foundation of design [3]. It bridging this methodological gap. originates in the kindergarden movement and was first taught as a ICAD08-1 Proceedings of the 14th International Conference on Auditory Display, Paris, France June 24 - 27, 2008 Figure 2: Overview of design process: Although it is represented as a linear sequence, the activities concerned were conducted on an iterated basis, in which stages or sequences were repeated several times. design practice at Bauhaus School of Art and Architecture, and at Similarly, everyday sound is created through physical interaction the Vhutemas school in Moscow, during the early part of the last that can be readily described in these terms: the sound of pouring century. The practice was based predominantly on visual experi- water, the sound of walking, of cutting, typing, and so forth. Rela- ence, and its analysis in terms of simple, abstract properties, such tions between potential abstract elements or properties of a design as forms, patterns, or colors. are more complex where interactive sonic artifacts are concerned The Bauhaus explored formal abstraction in relation to hu- than they are in the case of purely graphic design. man perception, with the aim of uncovering a universal visual lan- Basic Design’s methods, such as the reduction, translation and guage, independent from such cultural limitations as are present in morphological analysis, and its explorations of tactile properties alphabetical writing. In these experiments, researchers were not and movement, make it particularly suitable for design of every- interested in individual preferences, but in intuitive responses and day sonic interactions. In what follows we provide a case study in the most frequently occurring perceptual relations between ab- for what may be thought of as basic sonic interaction design, a stract properties – graphics, color, texture and so on – influenced practice focused on understanding and designing the relations be- by contemporary developments in psychology. tween sonic, formal and physically interactive, or movement-based Some Bauhaus members disassociated their aims from the quest proprieties of sounding artefacts. of universal language, and began to employ the manipulation of basic elements primarily for generating new design ideas. New artefacts were designed through experimentation with elements of shape, form, color, texture and others, while exploring the per- ceptual experiences they afford. For example, tactile charts and structures explored sensations of pressure, temperature, and vibra- tion, bringing relational complexity into abstract design (Figure 3). “If the same methodology was used generally in all fields we would have the key to our age seeing everything in relationship,” as Moholy-Nagy put it (Moholy-Nagy [4], p. 96). 1.1.1. Basic Sonic Interaction Design Figure 3: Moholy-Nagy’s hand sculptures, basic studies in design- ing for the hand. Applied to interaction design, Basic Design allows to study and to experiment with combinations of elements that contribute to an interactive experience with an artifact. As Mohonly-Nagy did, we 1.2. Situated Basic Design: Sound in Context see design affordances as arising from the interplay of artifact’s properties, rather than upon an understanding of these as separate An emphasis on understanding the situation in which action takes elements. As an extension of these ideas, basic interaction design place was first championed in human-computer interaction (HCI) can be thought of as a practice and theory focused on analyzing by Lucy Suchmann [6], who was inspired, in part, by develop- and designing the relationships between sonic, formal, haptic and ments in educational psychology. She argued against the interpre- behavioural qualities of interactive artefacts. tation of user behavior as a rational planning process, and against In the Bauhaus, an abstract element was linked to its dynamic the interpretation of actions and tasks as separable from their con- properties: “Line is a the track made by the moving point: that is, texts. The material and social circumstances of an experience its product. It is created by movement...” (Kandinsky, [5], p. 71). should be seen, she argued, as essential to intelligent action, and ICAD08-2 Proceedings of the 14th International Conference on Auditory Display, Paris, France June 24 - 27, 2008 interactive artifacts as an opportunity for enhancing situated ac- soundscape), but the object moreover acquires its cultural meaning tions. and patterns of use (i.e. interaction) through this embedding. For Within HCI there has been an increasing exploration of in- this reason, we propose to augment basic product sound design teraction within everyday situations, in part through the adoption practices with contextual elements. Although most of the basic of methods having their origin in ethnography [7]. This has been design exercises developed during the Bauhaus use predefined ge- particularly true of research areas such as computer-supported
Recommended publications
  • Game Level Layout from Design Specification
    EUROGRAPHICS 2014 / B. Lévy and J. Kautz Volume 33 (2014), Number 2 (Guest Editors) Game Level Layout from Design Specification Chongyang Ma∗z Nicholas Vining∗ Sylvain Lefebvrey Alla Sheffer∗ ∗ University of British Columbia y ALICE/INRIA z University of Southern California Abstract The design of video game environments, or levels, aims to control gameplay by steering the player through a sequence of designer-controlled steps, while simultaneously providing a visually engaging experience. Traditionally these levels are painstakingly designed by hand, often from pre-existing building blocks, or space templates. In this paper, we propose an algorithmic approach for automatically laying out game levels from user-specified blocks. Our method allows designers to retain control of the gameplay flow via user-specified level connectivity graphs, while relieving them from the tedious task of manually assembling the building blocks into a valid, plausible layout. Our method produces sequences of diverse layouts for the same input connectivity, allowing for repeated replay of a given level within a visually different, new environment. We support complex graph connectivities and various building block shapes, and are able to compute complex layouts in seconds. The two key components of our algorithm are the use of configuration spaces defining feasible relative positions of building blocks within a layout and a graph-decomposition based layout strategy that leverages graph connectivity to speed up convergence and avoid local minima. Together these two tools quickly steer the solution toward feasible layouts. We demonstrate our method on a variety of real-life inputs, and generate appealing layouts conforming to user specifications. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling—Curve, surface, solid, and object representations 1.
    [Show full text]
  • Textile & Fashion Careers Level 2
    Textile & Fashion Careers Level 2 Apparel Construction Demonstrate measurement skills, standard and metric. Select patterns. Follow written pattern directions. Demonstrate pattern layout and material cutout. Demonstrate pattern making. Operate machines, equipment and attachments in a safe and efficient manner. Use tools for construction, alteration and repairs. Demonstrate basic construction and alteration skills and techniques. Computer Technology in Textile/Fashion Industry Set up Computer Aided Design (CAD) tables. Grade and digitize patterns. Create models. Design and plot markers. Produce embroidery motif. Interior Design Research and use information to assess product needs. Determine solutions to design problems. Select fabric, considering patterns and textures, for visual effect. Demonstrate basic construction skills needed in product development. Demonstrate basic installation of window treatments. Apply basic techniques to strip and rebuild furniture. Use standard methods of upholstery for furniture and automobiles. Design and construct slipcover products. Fashion Merchandising and Retail Describe the dynamics of the fashion industry. Explain economic concepts. Explain apparel production, business strategy, sales and distribution. Analyze retail business fundamentals. Compare strategies for retail success. Evaluate principles and methods of advertising. Analyze the global perspectives of the textile/fashion industry. Entrepreneurial Skills Describe types of small business. Analyze components of success in business. Evaluate methods for meeting customer needs. Evaluate regulations and laws related to self-employment. Utilize handcraft and entrepreneurial skills to meet business objectives. PERSONAL QUALITIES Work Effort Safety Habits Work Area Organization On Task Behavior Responsibility Initiative Team Work Respect Interpersonal Skills .
    [Show full text]
  • Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 Pm Location: Pac 1815 - Clarice Smith Performing Arts Center
    Interaction Design Studio - 711 Instructor: Patrick Thornton Email: [email protected] Thursday 6-8:45 pm Location: Pac 1815 - Clarice Smith Performing Arts Center Course Description Interaction design is the process of defining products and the broad services built around them. When interacting with systems, people build expectations and mental models of how things work. They learn what they can and cannot achieve. This course is about how to design for interactions that will resonate with your audiences: How the features and functions of a product get translated into something people find usable, useful, and desirable. Through a series of lectures, discussions, in-class design practice, and projects, students will explore the role of interaction designers. Students will learn how to prototype interactive products, systems, and services, and how to defend their work through the cycle of brainstorming and shared critique. This is a studio class, focusing on production processes that are required to develop public-facing work. The studio is important both as a working space and a space for collaborative reflection. Studio practice also describes a working method. As such, the INST711 classroom will focus on two activities: ● Externalization: You will put your ideas and conceptualizations into tangible materials. ● Critique: You will both give and receive constructive feedback on your own work and the work of other students in class. Student Learning Outcomes On the successful completion of this course, students will be able to: ● Explain basic concepts, techniques, and knowledge of interaction design. ● Critically discuss common methods in the interaction design process ● Use visual thinking and communication techniques to develop design concepts ● Build prototypes at varying levels of fidelity and can evaluate them using appropriate methods ● Develop critiquing skills to analyze interaction design artifacts and concept design.
    [Show full text]
  • User Interaction Design for Secure Systems
    User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue.
    [Show full text]
  • Lmc 6313 Principles of Interaction Design
    Principles of Interaction Design – LMC 6313 Syllabus Course Number: LMC 6313 Location: Skiles 346 Times: T/Th – 3:00p-3:50p F (lab) – 11:15a-2:00p Instructor: Dr. Anne Sullivan Instructor Email: [email protected] Office Hours: By Appointment (Mondays are the best bet) Office Location: TSRB 317C TA: Takeria Blunt TA Email: [email protected] Course Website: http://canvas.gatech.edu Course Description: What is interaction, what is design, where did these notions come from, and where are they going? Through the activities in this course, you will return to questions of what kind of designer you are and wish to be, what you believe in, and how that will extend to your research and practice. You will also develop your own critical take on the material in the class and sharpen your voice and arguments about your perspectives. Interaction design wasn’t invented from scratch as a singular, monolithic practice. It was born out of the intersection of a number of disciplines from within design and human-computer interaction, and also from art, media, architecture, politics, and philosophy, and beyond. There are many different definitions of what it is and where we fit into it, and no two people we meet in this class will likely have the same definition. And that’s the way it should be. Through my suggestions and yours, we will also turn to design questions in digital culture, film, tv, fiction, gaming, music, art and beyond as we together frame our understandings. As you read, The syllabus, dates, times, assignments, and details are subject to change by instructor notification through Canvas or email.
    [Show full text]
  • How Interaction Designers Use Tools to Manage Ideas Preprint
    How Interaction Designers Use Tools to Manage Ideas NANNA INIE, Aarhus University PETER DALSGAARD, Aarhus University This paper presents a grounded theory-analysis based on a qualitative study of professional interaction designers (n=20) with a focus on how they use tools to manage design ideas. Idea management can be understood as a subcategory of the field Personal Information Management, which includes the activities around the capture, organization, retrieval, and use of information. Idea management pertains then to the management and use of ideas as part of creative activities. The paper identifies tool-supported idea management strategies and needs of professional interaction designers, and discusses the context and consequences of these strategies. Based on our analysis, we identify a conceptual framework of ten strategies which are supported by tools: saving, externalizing, advancing, exploring, archiving, clustering, extracting, browsing, verifying, and collaborating. Finally, we discuss how this framework can be used to characterize and analyze existing and novel idea management tools. CCS Concepts: • Human-centered computing~User studies KEYWORDS Idea management; design ideas; design process; design tools; ideation ACM Reference format: 1 INTRODUCTION The fields of HCI and interaction design are well-known for studying impacts of novel interfaces and tools, and perhaps less known for studying the impact of tools that are already used in professional practice (Smith et al. 2009; Pedersen at al. 2018; Dalsgaard 2017). In the words of Stolterman, this ofen leads to research outcomes that are difficult to apply in practice, because the research is based on an inadequate understanding of how design happens in professional setings (Stolterman 2008).
    [Show full text]
  • Toward Unified Models in User-Centered and Object-Oriented
    CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design William Hudson Abstract Many members of the HCI community view user-centered design, with its focus on users and their tasks, as essential to the construction of usable user inter- faces. However, UCD and object-oriented design continue to develop along separate paths, with very little common ground and substantially different activ- ities and notations. The Unified Modeling Language (UML) has become the de facto language of object-oriented development, and an informal method has evolved around it. While parts of the UML notation have been embraced in user-centered methods, such as those in this volume, there has been no con- certed effort to adapt user-centered design techniques to UML and vice versa. This chapter explores many of the issues involved in bringing user-centered design and UML closer together. It presents a survey of user-centered tech- niques employed by usability professionals, provides an overview of a number of commercially based user-centered methods, and discusses the application of UML notation to user-centered design. Also, since the informal UML method is use case driven and many user-centered design methods rely on scenarios, a unifying approach to use cases and scenarios is included. 9.1 Introduction 9.1.1 Why Bring User-Centered Design to UML? A recent survey of software methods and techniques [Wieringa 1998] found that at least 19 object-oriented methods had been published in book form since 1988, and many more had been published in conference and journal papers. This situation led to a great 313 314 | CHAPTER 9 Toward Unified Models in User-Centered and Object-Oriented Design deal of division in the object-oriented community and caused numerous problems for anyone considering a move toward object technology.
    [Show full text]
  • Interaction Design
    Interaction Design Do you want to design products that are easy to use? Through this course you’ll develop an understanding of the patterns and principles that govern interaction design. You’ll become familiar with a framework for assessing the success of interaction design, you’ll learn to structure the design of products around the goals of users, and you’ll learn to sketch and wireframe your design ideas. OVER FOUR WEEKS, WE WILL COVER Introduction Interaction design is a major component of the user experience. It incorporates information architecture and usability to define how a product will behave. Projects: Business Goals, Competitive Analysis, Context of use Scenarios Usability To create products that are easy to use, designers obey a set of usability guidelines. These rules of thumb are good points of reference for making decisions, and for communicating and justifying design decisions to others. Project: Usability Competitive Analysis Intro to Sketching Sketching is a fast and easy way for designers to get their ideas out and discuss them collaboratively with team mates. Project: Sketching Exercise Information Architecture Information Architecture is the structural design of an interface that allows a user to access the right content at the optimal time so that she can navigate the product most effectively. Projects: Card Sorting, Sitemap User Flows User flows are the paths that a user takes through a product in order to complete her tasks. Project: User Flows Wireframes Once a designer hashes out the overall structure and navigation patterns of a product, she draws up the product’s blueprints, or wireframes.
    [Show full text]
  • Design, Prototyping and Construction
    Overview • Prototyping and construction Design, prototyping and • Conceptual design construction • Physical design • Generating prototypes • Tool support Prototyping and construction What is a prototype? • What is a prototype? In other design fields a prototype is a small- • Why prototype? scale model: • Different kinds of prototyping • a miniature car low fidelity • a miniature building or town high fidelity • Compromises in prototyping vertical horizontal • Construction What is a prototype? Why prototype? In interaction design it can be (among other things): • Evaluation and feedback are central to interaction • a series of screen sketches design • a storyboard, i.e. a cartoon-like series of scenes • Stakeholders can see, hold, interact with a prototype • a Powerpoint slide show more easily than a document or a drawing • Team members can communicate effectively • a video simulating the use of a system • a lump of wood (e.g. PalmPilot) • You can test out ideas for yourself • a cardboard mock-up • It encourages reflection: very important aspect of design • a piece of software with limited functionality written in • Prototypes answer questions, and support designers in the target language or in another language choosing between alternatives What to prototype? Low-fidelity Prototyping • Technical issues • Uses a medium which is unlike the final medium, e.g. paper, cardboard • Work flow, task design • Is quick, cheap and easily changed • Screen layouts and information display • Examples: sketches of screens, task sequences, etc • Difficult, controversial, critical areas ”Post-it‘ notes storyboards ”Wizard-of-Oz‘ Storyboards Sketching • Often used with scenarios, bringing more • Sketching is important to low-fidelity detail, and a chance to role play prototyping • Don‘t be inhibited about drawing ability.
    [Show full text]
  • Gourmet Typography Training
    presents GOURMET TYPOGRAPHY TRAINING Take control of your type instead of letting it control you! Gourmet Typography Training teaches and demonstrates the expert-level typographic skills and aesthetics that are rarely taught in schools or fully understood by professionals. Fill in the gaps in your typographic know-how and learn how to “see” type like you’ve never seen it before. Why Gourmet Typography Training? Every creative professional, regardless of specialty, can benefit from learning to communicate more effectively with type. Whether you are a beginner or seasoned pro, Gourmet Typography Training will sharpen your eye and give you practical, usable skills that will visibly improve the beauty, clarity and effectiveness of all your typographic projects. Subjects covered include: Who will benefit? What makes a good typeface Visual communicators of all kinds, including: OpenType demystified Graphic designers Type crimes: Are you a type criminal? Art directors Fine-tuning type, including alignment, Creative directors hyphenation, hung punctuation, etc. Creative services directors Tracking, kerning, and word spacing Web designers Tips for more professional typography Package designers Type on the Web, Web fonts Production specialists Type in motion Typographers Keyboard shortcuts and time-saving tips Web programmers and developers Every creative professional regardless of specialty can learn to communicate more effectively with type! For more information, call The Type Studio at 203.227.5929 or email us at [email protected]. www.thetypestudio.com (page 1 of 2) What they are saying about Ilene’s Gourmet Typography Training... “Your course was great! Since taking it, “I recently attended your Gourmet “As a working professional in the advertis- I can’t help but look at every book title, Typography workshop and wanted to ing industry with 10 years of creative magazine headline, and even company thank you again for an amazing day.
    [Show full text]
  • Level Design Histories and Futures”
    Level Design in a Day: “Level Design Histories and Futures” Robert Yang @radiatoryang About this talk ● Concepts and language to help you be critical about “level design” ● Not about “how to do level design” ● Heavy bias toward 3D character-based games (like everyone else) (The PERFECT level designer?) (one can dream...) Four (4) possible dimensions of contemporary level design ● as a material, as data ● as industrial process ● as architectural space ● as community politics 1:1: LevelLevel designdesign asas MATERIALS,MATERIALS, CONSTRUCTION,CONSTRUCTION, andand DATADATA “LEVEL” = a bunch of data (asset) that references a bunch of other data (other assets) “LEVEL EDITOR” = software that enables human visualization and modification of this data LEVEL EDITOR HISTORY: text editor as level editor LEVEL EDITOR HISTORY: studying tool interfaces / workflow LEVEL EDITOR HISTORY: one 2D floorplan pane AutoCAD (1982) DoomEd (~1992?) LEVEL EDITOR HISTORY: the asset browser Hammer (2004) Hammer (2006?) LEVEL EDITOR HISTORY: 3 pane, 3D preview + floorplan + elevation QuakeEd (1996) (great ancestor of “Radiant” level editors) LEVEL EDITOR HISTORY: mouse-look / WASD more emphasis on 3D camera view, more emphasis on “wandering” as workflow LEVEL EDITOR HISTORY: 4 pane, 3D preview + 2D ortho views 3D Studio (1990) Worldcraft (Hammer) (1996-2012?) Unreal Dev Kit (UE3, 2009) LEVEL EDITOR HISTORY: (from left to right:) - Unity one big interactive 3D view - Unreal 4 - SketchUp to rule them all and in the darkness bind them - Trenchbroom (Quake 1) - CryEngine3
    [Show full text]
  • Resident Sound Designer Job
    Resident Sound Designer Job The Opportunity Laguna Playhouse, a professional LORT theatre company located steps away from the Pacific Ocean in the charming arts colony in Laguna Beach, California, seeks an experienced Resident Sound Designer. This employee will report directly to the Production Manager. Applicants should have Sound Design, Sound Engineering, and Sound Operator experience along with a comfort working in a fast-paced environment. This is a full time staff position. Responsibilities • Design, supervise, and execute the implementation of Laguna Playhouse Mainstage and Youth Theatre sound designs. • Act as Sound Engineer and Front of House Mixer for all Laguna Playhouse Productions. The Laguna Playhouse incorporates the “line by line” mixing style of many Broadway musicals. • Collaborate with electrics, wardrobe, and running crew. • Serve as Master Sound Engineer for all external and internal rental events. • Event related responsibilities: o Install speaker systems o Prepare consoles o Maintain and upkeep equipment o Troubleshoot and repair audio equipment o Prepare orchestra “pit” as needed o Install and troubleshoot closed circuit video and intercom systems as needed Required Skills and Experience • BFA in Audio/Sound design or equivalent experience required. • Minimum 2 years educational/professional theatre experience in sound design/audio department. • High level supervisory experience and ability to lead a crew. • Working knowledge of Yamaha line of audio consoles. • Working knowledge of QLab. • Ability to troubleshoot, repair and maintain all audio equipment including wireless mics, recording equipment and speaker systems. • Experience with “line by line” mixing style. • Excellent organizational and communication skills with the abilities to work well under pressure, make decisions, and represent the organization well.
    [Show full text]