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Description
Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of

Achievement of many long-term goals requires sustained practice over long durations. Examples include goals related to areas of high personal and societal benefit, such as physical fitness, which requires a practice of frequent exercise; self-education, which requires a practice of frequent study; or personal productivity, which requires a practice of performing work. Maintaining these practices can be difficult, because even though obvious benefits come with achieving these goals, an individual's willpower may not always be sufficient to sustain the required effort. This dissertation advocates addressing this problem by designing novel interfaces that provide people with new practices that are fun and enjoyable, thereby reducing the need for users to draw upon willpower when pursuing these long-term goals. To draw volitional usage, these practice-oriented interfaces can integrate key characteristics of existing activities, such as music-making and other hobbies, that are already known to draw voluntary participation over long durations. This dissertation makes several key contributions to provide designers with the necessary tools to create practice-oriented interfaces. First, it consolidates and synthesizes key ideas from fields such as activity theory, self-determination theory, HCI design, and serious leisure. It also provides a new conceptual framework consisting of heuristics for designing systems that draw new users, plus heuristics for making systems that will continue drawing usage from existing users over time. These heuristics serve as a collection of useful ideas to consider when analyzing or designing systems, and this dissertation postulates that if designers build these characteristics into their products, the resulting systems will draw more volitional usage. To demonstrate the framework's usefulness as an analytical tool, it is applied as a set of analytical lenses upon three previously-existing experiential media systems. To demonstrate its usefulness as a design tool, the framework is used as a guide in the development of an experiential media system called pdMusic. This system is installed at public events for user studies, and the study results provide qualitative support for many framework heuristics. Lastly, this dissertation makes recommendations to scholars and designers on potential future ways to examine the topic of volitional usage.
ContributorsWallis, Isaac (Author) / Ingalls, Todd (Thesis advisor) / Coleman, Grisha (Committee member) / Sundaram, Hari (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Despite the growth of technology in music composition and performance, professional clarinetists maintain that air microphones are superior to piezoelectric pickups. Pickups offer increased mobility, isolation, and reduced feedback, but air microphones are used simply for the perceived sound quality. In this study a ported barrel pickup and a contact

Despite the growth of technology in music composition and performance, professional clarinetists maintain that air microphones are superior to piezoelectric pickups. Pickups offer increased mobility, isolation, and reduced feedback, but air microphones are used simply for the perceived sound quality. In this study a ported barrel pickup and a contact transducer pickup placed at various intervals on the clarinet were sampled and compared to a reference recording to determine how the sound differed for each method. In addition, the history of wind instrument pickups, the acoustics of the clarinet, and the basics of piezoelectricity were discussed to help examine the results. The pickups were examined in three ways: overall level in decibels, frequency cutoff, and overtone displacement. Through these results it was determined that the most accurate methods of clarinet pickup are the ported barrel pickup, contact transducers closer to the vibration of the reed such as the ligature or barrel surface, or a transducer placed at the end of the bell. These findings were consistent with the discussions regarding history, clarinet acoustics, and piezoelectricity. This study also produced a reference for the sounds associated with different pickup methods, as well as possible improvements for clarinet pickup design.
ContributorsEnglert, Patrick William (Author) / Spring, Robert S (Thesis advisor) / Gardner, Joshua T (Thesis advisor) / Caslor, Jason (Committee member) / Rogers, Rodney (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Electronic music, including the subgenre of interactive electronic music, has a century-old history and has established itself as a vital and important element of modern music cultures throughout the world. Acoustic musicians in the twenty-first century will be expected to perform and interact with electronic music. Currently, however, few resources

Electronic music, including the subgenre of interactive electronic music, has a century-old history and has established itself as a vital and important element of modern music cultures throughout the world. Acoustic musicians in the twenty-first century will be expected to perform and interact with electronic music. Currently, however, few resources are available to either the student or teacher to help advancing young musicians develop their skills working with electronic musical components. A considerable amount of electronic music is prohibitive due to cost, access to equipment, and degree of difficulty. Therefore, a set of works designed to specifically reduce these prohibitive costs seems necessary. As a performer/composer that plays clarinet and as an electronic musician that regularly utilizes the open-source programming software Pure Data (Pd), I feel my composing, performing, and technical experience uniquely positions me to create educational materials. For this project, I will compose/program a collection of electronic etudes for clarinet and electronics that: (1) utilizes Pd to provide electronic accompaniment, (2) is composed for clarinetists of varying experience levels, (3) and will be commercially available as electronic PDF and Pd files.
ContributorsBennett, Joshua (Author) / Spring, Robert (Thesis advisor) / Gardner, Joshua (Thesis advisor) / Moon, Barry (Committee member) / Arizona State University (Publisher)
Created2020