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3.1   The   11   Criteria   for   Collaborative   Musical   Interface   Design   

A large part of the development of       ScreenPlay involved the incorporation into its design of        some key elements collated from a number of well established ICMSs, whilst simultaneously        aiming to address the deficiencies exhibited by these systems in relation to the theoretical and        conceptual approaches to ICMS design against which they were scrutinized. One concept        taken into consideration was Blaine and Fels' 11 criteria for collaborative musical interface        design   (2003),   for   which   below   has   been   provided   a   full   breakdown   and   explanation   of   each:   

1. Focus : The efforts made to increase the audience's "transparency" (Fels, Gadd &        Mulder, 2002) ­ i.e. the ease with which members of the audience are able to discern        the connection between the actions of the user(s)/performer(s) when interacting with        the system and the resulting musical output. 'Generally with novice participants, the        sound generated within collaborative musical environments is intended for the players'        (Blaine & Fels, 2003, p. 414), but Blaine and Fels also note that, if it is the intention        that the musical output should be such that it can be appreciated by a wider audience,        then   this   "transparency"   becomes   essential. 

2. Location : The impact had by the location of an ICMS's interface(s) on the ability of        users/performers to learn from each other how best to interact with the system in terms        of the relationships between certain gestures and their corresponding sonic events and        sequences ­ i.e. whether the UIs are 'co­located' (sharing the same performance­space)        or randomly distributed 'over a network [at] non­specific locations' (p. 417), as is often        the case with "Computer Network Music" systems (Early Computer Network        Ensembles, n.d.; Brown, n.d.) that are reliant upon the internet to connect multiple        players. 

3. Media : The use of audiovisual elements within the interactive system 'as a way of       

enhancing communication and creating more meaningful experiences … by       

reinforcing the responsiveness of the system to players' actions', as well as the        increased potential for '[distracting] players from seeing other players' actions, or from        attending to aural elements' (Blaine & Fels, 2003, p. 417), which can ensue as a result        of   overemphasis   on   the   visual   aspect   of   a   system's   response   to   the   user(s). 

4. Scalability : The constraints imposed upon the depth­in­control afforded to the        users/performers by the UI over the generated musical output of a system, resulting       

from the number of individuals by which the system is intended to be used        simultaneously and vice versa. 'An interface built for two people is generally quite        different   from   one   built   for   tens,   hundreds   or   thousands   of   players.'   (p.   417) 

5. Player interaction   : The effects of providing each participant in a collaborative        interactive system environment with either the same, similar or differing UIs. An        increased presence of identifiable similarities between the interfaces of all performers        can 'lead to a more relaxed environment and more spontaneous group behaviours' (p.        417) as a result of an improved collective understanding of what each individual is        contributing   to   the   overall   auditory   experience. 

6. Musical range   : The need to strike the correct balance when limiting the range of        freedom afforded to the player(s), in terms of melodic/harmonic chromaticism and the        authority of quantizing rhythmic input etc., so as to allow substantial room for        improvisatory expression, flair and embellishment while ensuring the resulting        musical output generated by the system is coherent, pleasurable, and provides a sense        of   satisfaction   to   novice   users   lacking   in   musical   knowledge   and   experience. 

7. Physical interface/sensor   : The importance of implementing a suitable means of        interfacing with the system, be it tangibly through touch and pressure sensors or        gesturally via motion capture and/or body­mounted motion sensors. This is what        defines   the   affordances   of   a   system. 

8. Directed interaction   : The decision whether or not to provide the user(s) with guidance        as to more effectively and efficiently interacting with the system and/or each other        through it by way of the presence in the performance space of a trained instructor or,        alternatively, more rigid performance structures, such as the implementation of a "call        and response" scheme with definitive roles for "leaders" and "followers" within the        group; as well as consideration of how enforcing such a system would impact upon the        overall   interactive   experience. 

9. Learning curve   : 'an evaluation of the tradeoff between speed of learning and musical        constraints' (p. 418). The task of fulfilling the requirements of providing an engaging        and satisfying musical experience for novices and first­time users, while leaving scope        for improved and more virtuosic interactions with practise in order to captivate the        player(s) beyond the point of initial intrigue and exploration of a system's functionality        and   architecture. 

10.Pathway to expert performance       : The advantages of providing the user(s) with        experience­dependent "modes" such as novice, intermediate and expert, which become        incrementally less restrictive and thus maximise the possibility for freedom of        expression in performance but also for user­input error and mistakes ­ a system very        much   like   that   of   selecting   the   difficulty   level   of   a   computer   game. 

11.Level of physicality between players         : The effect of requiring users/performers to        physically collaborate with each other by working together in order to fully exploit the        potentialities of the ICMS, and the impact this can have on the levels of engagement        with the system and sonic/performative experience felt by individuals within the        group. 'Most often, it is not the interface itself that makes for an engaging, satisfying        experience, but the group ambience and development of synergistic relationships        between   players   that   leads   to   positive   communal   experiences.'   (p.   419) 

 

The grid­based design of the playing surface on       ScreenPlay 's GUI (as seen in Fig. 2) is        inspired by that of the Ableton        Push  (2013) and, as such, allows users to "lock" the        pitch­intervals between individual "pads" on the button­matrix to those of a specific scale.        The notes of the scale are assigned to the "pads" of the input­matrix from the left to right; but        also so that, for every 3 notes ascending along the horizontal row, the 3 positioned directly        above continue that ascent, thus allowing for any standard triad within the chosen key        signature/scale to be formed using the same hand­shape anywhere on the grid. In addition, the        "pads" to which the root­notes of the scale are assigned are clearly displayed through the use        of a different background colour to that used by the rest of the "pads", providing the player(s)        with a frame of reference that enables them to orientate themselves with greater accuracy        when interacting with the playing surface (see Fig. 3). This is in coordination with the        guidelines for    musical range    as outlined in Blaine and Fels' 11 criteria, by ensuring a        pleasurable, satisfying and immersive experience for novice and first­time users lacking in        prior musical knowledge; while the ability to enable record quantization at a value of 1/4, 1/8        or 1/16 also serves to fulfil this criterion. Key selection is facilitated by way of a selection        matrix (Fig. 4), with the root­note of the key denoted by the position of the selection­marker        in relation to the x­axis and the scale/mode denoted by the marker's position on the y­axis ­        the scales/modes that are available for selection are: Major, Minor, Dorian, Phrygian, Lydian,        Mixolydian,   Aeolian   and   Locrian.