PRODUCT SOUND DESIGN:
HOW ANIMATION LEADS THE WAY
by
Todd Brunner
© 2005 Todd Brunner
A thesis
submitted in partial fulfillment
of the requirements for
the degree of Master of Industrial Design
School of Art and Design
Pratt Institute
February 2006
PRODUCT SOUND DESIGN:
HOW ANIMATION LEADS THE WAY
by
Todd Brunner
Received and approved:
______________________________________________ Date_______________
Thesis Advisor – Bruce Hanna
______________________________________________ Date_______________
Chairperson – Matthew Burger
______________________________________________ Date_______________
Dean – Frank Lind
Thanks:
To Rob Miller – for introducing me to the world of animation sound design
To Bruce Hanna – for keeping me on course and being one of the exceptions
To my wife, Kate – for loving me, for supporting me, and for pretending it’s cool
to have a husband who talks about cartoons all the time
Table of Contents
Preface................................................................................................................................. 1
Introduction......................................................................................................................... 3
A Brief History of Product Sound Design .......................................................................... 5
A Brief History of Animation Sound Design ..................................................................... 9
The Role of Sound in the Design Process......................................................................... 15
Sound as Information........................................................................................................ 18
Sound and Emotion........................................................................................................... 22
Sound and Exaggeration ................................................................................................... 27
Sound and Branding.......................................................................................................... 29
Sound and Environment.................................................................................................... 32
Sound and the Kitchen: A Case Study............................................................................. 36
Conclusion ........................................................................................................................ 43
Bibliography ..................................................................................................................... 44
Attachment A: Multimedia CD
Note to reader: Each figure in this paper has an accompanying sound or video on the multimedia
CD (Attachment A). Open the file that has the same number as the figure being referenced.
i
Preface
I haven’t always been interested in sound design. In fact, I’m pretty much as
guilty as the next person of looking at animation and product design as primarily visual
media. It wasn’t until I enrolled in some animation classes at a local Wisconsin college
that my perceptions began to change. For the first time, I was introduced to the process
of “audio sweetening” – the addition of sound effects. Sound is obviously a part of most
animations, but I never stopped to consider the many ways it contributes to the final
product. The right sound can add to the realism of a scene, direct the viewer’s attention
to a specific action, create a mood, and more. One of my instructors, professional
animator Rob Miller, talked in detail about the importance of paying attention to the
“language of sound” in everyday life in order to ensure that we could produce an
immersive audio environment for our audience. He described how an action as simple as
setting down a glass of ice water required not only the obvious sound of the glass hitting
the table, but also the sound of the liquid in the glass sloshing around and the clink of ice
cubes hitting each other and the glass. Miller mentioned that while most people may not
realize which of the sounds was missing, they would notice if a layer of sound was left
out.
Outside of class, I began to pay closer attention to the countless ways sound
affected my own life: my cell phone ring changes depending on who is calling me, the
click of the latch lets me know I’ve closed my apartment door all the way, the noise of
my car engine indicates it’s time to shift to the next gear, barking outside my window in
the morning tells me it’s around 7:00 a.m. (when my neighbor usually takes her noisy
dogs for a walk), and the sound of a motorcycle conjures up happy memories of a past-
1
time I gave up when I moved to Brooklyn. During my first semester at Pratt I started to
think about how my interest in sound related to design. I was being taught how to make
my designs visually and tactilely pleasing, but not how to appeal to the other senses.
Since sound plays an important role in so many products, I wondered how I could ensure
that these sounds fit the experience evoked by the rest of a design. I discovered this
question was starting to be asked by other industrial designers, too. My own search for
the answer led to this thesis and the surprising discovery that part of the answer might lie
in the experiences I had in that local college classroom years before.
2
Introduction
About eight weeks after conception, the
structure of the human ear begins to form. Hearing
is the first of the senses to be “switched on” and
pretty much the only sense in use until birth, when
sight takes over the primary role.1
Our world
becomes mostly about what we see, while the audio
is little more than an accompaniment. This same
Figure 1 – Hearing is the first
sense to be “switched on”
reliance on sight above sound can clearly be seen in
the field of Industrial Design. As Industrial Designers, we spend most of our time
thinking about the look and feel of the products we create. The auditory aspects, if they
are even considered, are typically left until the end of the design process.
Animation is an industry that once shared this same ignorance of the power of
sound, but those days are long past. Now, sound design is an important part of every
production and the results are clearly better because of it.2 Carefully selected audio cues
convey everything from the power of the pistol fired by the hero, to the distance a coyote
falls after stepping off a cliff, to the danger facing a mouse unaware that a crafty cat lies
just around the corner. If used correctly, sound has the potential to play an equally
important role in product design. But where does an aspiring product sound designer go
to learn the tools and tricks of this new trade?
1
Walter Murch, “Sound Design: The Dancing Shadow,” Projections 4: Film-makers on Film-making
(London: Faber & Faber, 1995) 237-251
2
Max Lord, “Why Is That Thing Beeping? A Sound Design Primer,” 31 August 2004, Boxes and
Arrows, 13 September 2005,
<http://www.boxesandarrows.com//archives/why_is_that_thing_beeping_a_sound_design_primer.php>.
3
A handful of designers worldwide are starting to venture into this area, but the
field is still clearly in its infancy. Those of us interested in product sound design may
have to look outside our industry to find the information we seek. One of the better
places to look could be Saturday morning cartoons. While the animation industry may
seem far removed from the world of product design, they share many similar concerns.
Since the early 1900s, animation sound designers have been refining their skills at
everything from conveying emotion to enhancing brand image. This thesis will show
how the same techniques apply to the field of product sound design.
4
A Brief History of Product Sound Design
Most people currently working with product sound design share similar thoughts
about its history. Until now, the main way to deal with sound was to make a product as
quiet as possible.3 This occured for a number of reasons, but primarily because the
technology to design sounds simply didn’t exist. Products still made plenty of noise,
mainly as a result of the mechanical components inside. Since much of this noise was
inadvertent, it was often viewed as annoying by the designer and consumer alike. When
the only other option is an environment filled with products emitting repetitive
mechanical noises, the desire to simply keep them silent becomes understandable.
One scenario where annoying mechanical
sounds were useful, however, was in the case of
warning noises.
When the need arose to alert
someone for one reason or another, a mechanical
noise was the perfect solution. The sound simply
needed to be loud enough to be noticed. Time was
spent designing these noises, but the concerns were
only that the sound could be heard and reliably
produced with the available technology.
telephone ringers are a good example.
Early
The
Figure 2 – An early wooden
telephone, 1902
mechanism involved a tiny hammer striking a metal bell. The energy for this action came
in the form of a small electric current supplied by the phone line. The bulk of the sound
3
Heleen Engelen, “Sound Design for Consumer Electronics,” Soundscapes Lecture, Ed. Michael
Fahres, Soundscapes, 4 August 2005,
<http://www.omroep.nl/nps/radio/supplement/99/soundscapes/engelen.html>.
5
design involved ensuring that the bell would produce a sound that our ears could easily
hear.4
Until the late 1800s, the idea that sounds could be recorded and played back was
impossible to imagine. In fact, sound was often used as an
example of impermanence; a noise once emitted would
never be heard from again.5
In 1877, Thomas Edison
revealed his latest invention, the phonograph, which
recorded sound for playback on a cylinder of tin foil.
Sound was finally given a life of its own apart from its
visual counterpart. Soon after, the talking doll industry
was born. Each doll (Figure 3) had a tiny phonograph
inserted in its chest with a prerecorded cylinder that
allowed it to recite nursery rhymes.
The technology
continued to progress in the following years, but remained
Figure 3 – Edison’s first
talking doll, 1890
bulky and fragile, making it impractical for use in other
consumer products.
There were many more advancements in sound technology in the early 20th
century, but none as important to product sound design as the piezoelectric buzzer.
Piezoelectric devices were used in many ways during the first and second world wars.
Research for these tasks eventually led to the discovery of low cost materials for their
manufacture. As a result, after World War II it was economically feasible to start using
piezoelectric devices in consumer products.
4
5
One such device was the piezoelectric
Lord.
Murch 237-251.
6
buzzer (Figure 4), a disk of sheet metal laminated with ceramic that was capable of
emitting simple electronic sounds. Finally, product designers had an efficient, low-power
way to make any device emit a tone.
More
importantly, it was so cheap to manufacture it could
be included in a toy robot.6
It was during the 1950s that the science of
psychoacoustics began to gain prominence.
Its
father, Dr. Alfred Tomatis, began looking at the
psychology of acoustical perception – how humans
perceive sounds. He gathered data on how the ear actually worked, what sounds could be
heard, which ones were painful, and more. Unnamed
sensations were given names and descriptions. A
Figure 4 – Piezoelectric buzzers
provide cheap, low power sound
sound could now be measured and described as
rough, sharp or loud. Psychoacoustics was primarily a scientific field of inquiry, though,
and its relevance was not seen by the product design community even though they were
simultaneously conducting their own less formal
research.
The theory that “a quiet product was a
quality product” was being challenged.
Designers
were encountering situations where the noise a product
made was important to the consumer.
In some
products, such as motorcycles, sound meant power
Figure 5 – A dishwasher’s
sounds signal it is operating
6
and, to many buyers, the noise of the engine was as
Lord.
7
essential as the look of the vehicle. In other products, such as dishwashers, the sound of
the device in action was the only signal that it was turned on and operating. Silence was
unnecessary and even hurt the acceptance of designs in these areas.
It wasn’t until the 1980s that digital technology allowed designers to use recorded
sounds in their devices.
Yet the constraints of weight, size, battery power, and
manufacturing costs continued to delineate the sound design possibilities for many
devices. In addition, the speakers used in most products were still better suited to beeps
and chirps than more complex sounds.
Nowadays we need only look to the latest
cell phone to see that the technology is available to
produce any sound a product designer can imagine.
Yet with all this freedom, sound design continues to
be overlooked as an important part of the product
design process. Considerable time has passed since
the days of the piezoelectric buzzer, yet the average
beep of a microwave oven sounds no different than
the warning signal issued as a garbage truck drives in
Figure 6 – Samsung SCH-a950
cell phone, 2005
reverse. Select companies, such as Philips and BMW, have realized the importance of
sound in their products, but for the product design industry as a whole, sound design is a
new discipline.
There are enormous opportunities for designers to enhance their
product’s brand identity as well as its functionality through the use of sound.7
7
Engelen
8
A Brief History of Animation Sound Design
In February 1914, Winsor McCay stunned
audiences at the Palace Theater in Chicago, Illinois
by climbing on stage and announcing he was about to
reveal the only dinosaur held in captivity. After a
crack of his whip, the stage curtains parted to reveal
Gertie the Dinosaur (Figure 7). Although she reacted
Figure 7 – An animation cell
from Gertie the Dinosaur, 1914
to McCay’s commands and whip cracks as if made of flesh and blood, Gertie was
actually composed of over 10,000 hand-drawn pages of ink on rice paper. Many consider
that night to be the debut of the first fully-animated cartoon and, though the film itself
was silent, it’s not hard to imagine that the sound of McCay’s voice and the sharp crack
of his whip were an essential part of the whole experience.
Fourteen years later, Walter Elias Disney, a then unknown animator, released his
latest creation to the public. The cartoon, Steamboat
Willie (Figure 8), not only featured the debut of
Disney’s now-popular character Mickey Mouse, but
was also the first widespread release of an animation
with a synchronized soundtrack. For the first time
Figure 8 – Steamboat Willie was
the first sound animation, 1928
audiences could see as well as hear the action that
was taking place on the big screen.
In 1929, realizing a new era of cinema had begun, Carl Stalling quit his job and
joined the Disney studio. Formerly a musician who provided live piano accompaniment
to silent animated films, Stalling understood that the success of Steamboat Willie meant
9
there would be a new demand for animated films with sound. In his new role at Disney,
Stalling would provide musical soundtracks for nineteen of Disney’s next twenty sound
cartoons.
More than just background color,
Stalling’s compositions were also used as sound
effects. The music changed styles depending on the
action occurring on screen. A drunk would swagger
down the street to the tune of “How Dry I Am”
while a beautiful woman later appeared to the strains
Figure 9 – A cell from Disney’s
Flowers and Trees, 1932
of “Lady In Red”. Stalling is credited as the inventor of the click track, a series of audio
cues used to synchronize sound recordings to an animated image. This invention led to
Disney’s early Silly Symphony cartoons in which Stalling first provided a musical score
that Disney then handed off to his animators.8
The sprocketed 35mm optical soundtrack was also developed in 1929. Prior to
this technology, sound was recorded as it would be presented on film – linear in time.
Now, sounds could be put in different synchronous relationships with the animated
image. Animators could seek out the individual sounds that would best enhance the
animated experience they were trying to create for the audience.
Until 1930, sound in animated films was limited to real-life recordings. Since the
early days of radio, Foley artists, named for sound effects pioneer Jack Foley, were
skilled at finding real-life sounds to match, augment or substitute the sounds required to
produce an audio script. For example, recording someone walking on cornstarch was a
popular replacement for the sound of a person walking in snow. Shaking a pair of gloves
8
“Carl Stalling,” Wikipedia: The Free Encyclopedia, 10 September 2005,
<http://en.wikipedia.org/wiki/Carl_Stalling>.
10
was often used to represent the flapping of a bird’s wings. With the advent of sound
cartoons, Foley artists were finding new work creating all the sounds necessary to breathe
life into the animated world. Their potential sound pallet consisted of whatever sound
they could dream up for the microphones to record. However, once captured the sounds
had to be used as recorded.
In the late 1930s, an inventor named Rudolf Pfenninger introduced synthetic
sound to the animation community. An aspiring animator, Pfenninger lacked the money
to provide a traditional soundtrack for his films.
Instead, he sat down with an oscilloscope (Figure
10) and experimented until he was able to figure out
the graphic symbol needed to produce a specific
tone. Equipped with this knowledge, he hand-drew
Figure 10 – Pfenninger used an
oscilloscope for his experiments
a soundtrack for his films and photographed them for
use with the recently developed optical soundtrack
technology.9 The result was an animated film accompanied by sounds that were never
previously recorded. Using the techniques that Pfenninger developed, the animation
industry was given new freedom to alter, and even create from scratch, the audio of their
cartoons.
Having harnessed the power of music and sound effects, it was only logical that
animators would begin to experiment with another important audio component: the voice
of their characters. The mid-1930s saw the release of several cartoon characters as
9
Thomas Levin, “’Tones from out of Nowhere’: Rudolf Pfenninger and the Archaeology of Synthetic
Sound,” Grey Room, Ed. Branden Joseph, et al (12 (2003)) 32-79.
11
unique in voice as they were in appearance. Most notable were Disney’s Donald Duck,
whose barely intelligible voice dissolved into meaningless squawking during the
character’s frequent fits of anger, and Warner Brothers’ Porky
Pig (Figure 11), who shared his trademark stutter with the actor
who voiced him. Porky’s voice would eventually be performed
by versatile character actor Mel Blanc. Blanc would go on to
create the voices of some of the industry’s more memorable
characters, including Warner Brothers’ favorites Bugs Bunny,
Sylvester the Cat and Yosemite Sam. In each case, Blanc’s
Figure 11 – Warner
Brothers’ Porky Pig
voice acting heard alone was enough to conjure up images of the
characters portrayed.
Animators continued to push the boundaries of sound.
Another important
milestone was reached in 1940 with the release of Disney’s feature-length animated film,
Fantasia (Figure 12).
This cartoon involved several animated vignettes created to
accompany an orchestral soundtrack conducted by the famed Leopold Stokowski and his
Philadelphia Orchestra. After falling in love with the rich sound he experienced during
live performances of the orchestra, Disney commissioned one of his sound engineers to
devise a better solution than the standard sound recording and playback equipment used
in the animation industry. He thought the sound it produced was too tinny and undynamic. The result was “Fantasound”, an early multi-channel sound process that was
the precursor to the surround sound used in movie theaters today.
The same year as Fantasia was released, Disney built the world’s first animation
studio, complete with departments for sound dubbing and scoring effects. It was in this
12
studio that Disney technicians invented many of the
stock animation sound effects that are still used
today. While useful for feature films, stock sound
effects gained greater importance in the late 1940s
Figure 12 – A cell from Disney’s
Fantasia, 1940
when animation began to appear in television shows
and commercials.
The quick turnaround time
required for a weekly series required concessions by animators in both the audio and
visual content of their cartoons. It was much easier to use a stock sound effect rather than
create new sounds for each episode. Animation continued to become more prevalent in
television and the 1960s saw the debut of the first prime-time animated television show,
The Flintstones.
The 1960s also found some animators playing around with the traditional roll of
sound in animation. One such animator, Robert Breer, used sound in a more ambient
fashion, featuring soundtracks full of machinery noise, muffled music, random effects
and even silence.
Other animators revisited Pfenninger’s technique of hand-drawn
sounds and used those same hand drawings as the visuals for their cartoons.
Though not an animated film, the release of
Star Wars in 1977 is worth noting because film crew
member, Ben Burtt coined the term “sound
designer” to describe his role in creating the many
new sounds necessary to bring George Lucas’
science fiction feature to life.
Burtt essentially
defined the role of sound designer as a person
Figure 13 – Burtt created the
sounds of this TIE Fighter
13
responsible for directing the soundtrack of a film, whether animated or live-action. In the
future, the job of designing sounds for an animated feature became a sole person’s unique
role rather than another responsibility for the animator.
In the decades that followed, computer graphics began to appear in animated
films and the industry entered the digital age.
Along with visual advancements,
computers also changed the field of cartoon sound. Digital technology provided new
tools for easily editing sounds as well as providing unprecedented control over the
reassociation of image and sound. Now, whether synthetic or real, animation sound
designers are truly free to pursue the best sound/visual combinations for their projects.
14
The Role of Sound in the Design Process
"The common perception is if you can do
sound effects for animation, you can do it for
anything,"
says
Glenn
Oyabe,
sound
effects
supervisor for a number of animated projects at
Burbank's Glenwood Editorial.10 Unlike live-action
projects, animation sound designers have to create
Figure 14 – Thom designed the
sound of Mr. Incredible’s Car
every sound for a project from scratch, from natural sounds to sound effects to ambient
noises. Fortunately, sound designers are usually incorporated from very early on in a
project. This allows them the time and access to a director necessary to ensure that the
aural elements they create will completely mesh with the visual elements of a film. This
was not always the case, however. In 1999, sound designer Randy Thom (a veteran of a
number of animated films including Pixar’s recent The Incredibles) wrote an article
entitled “Designing for Sound” that highlighted some of his frustrations within the sound
design industry:
“Many directors who like to think they appreciate sound still have a pretty
narrow idea of the potential for sound in storytelling. The generally
accepted view is that it’s useful to have ‘good’ sound in order to enhance
the visuals and root the images in a kind of temporal reality. But that isn’t
collaboration, it’s slavery. And the product it yields is bound to be less
complex and interesting than it would be if sound could somehow be set
free to be an active player in the process. Only when each craft influences
every other craft does the movie begin to take on a life of its own.”
10
Christine Bunish, “Audio for Animation,” Post Magazine, 1 August 2004, Post Magazine, 14
September 2005,
<http://www.postmagazine.com/ME2/dirmod.asp?sid=&nm=&type=Publishing&mod=Publications%3A%
3AArticle&mid=8F3A7027421841978F18BE895F87F791&tier=4&id=772A4DE178CC454F873DF98C6
A259EF9>.
15
Thom spoke of one of the most common challenges faced by an animation sound
designer. While there were exceptions, such as popular Warner Brothers’ director Chuck
Jones who often wrote sound effect ideas in the margins of his key frame pencil sketches,
most directors just didn’t appreciate the contribution of sound.11 Often this problem
manifested itself in the final days of the film-making
process when the finely crafted visuals were
expected to be matched up with a comparable audio
experience. At best, the unfortunate sound designer
was able to pull things together at the expense of
sleep and sanity. At worst, a potential masterpiece
ended up an uncoordinated mess of audio and visual
Figure 15 – Philips’ Sonicare
Elite 7500 toothbrush, 2005
information. No good director, if given the choice,
would opt to sabotage his or her masterpiece in the
final stages, so why did so many of them share the same attitude about the role of sound?
According to Thom, in virtually all film schools, sound was taught as if it were simply a
tedious and mystifying series of technical operations – a necessary evil on the way to
doing the important stuff.12
If schools presented animation as a primarily visual
experience, then it’s hardly surprising that the effects of audio were minimized or
ignored.
The parallels between the past experiences of animation sound designers like
Thom and the current experiences of industrial designers are many. Currently, there are
no design schools in the United States that offer a class in product sound design or a
11
Randy Thom, “Designing for Sound,” Filmsound.org, Ed. Sven Carlsson, Filmsound.org, 14
September 2005, <http://www.filmsound.org/articles/designing_for_sound.htm>.
12
Thom.
16
similar subject. Either the role of product sound design is considered insignificant or is
ignored all together. However, there are a handful of designers, such as Heleen Engelen
of Philips, who are starting to speak out about the challenges facing product sound
designers today. In a 2001 brochure from Philips, Engelen wrote about the importance of
sound in products that purport to address a total user experience. Although, historically,
product sound was considered undesirable noise, current consumers are used to
multimedia and interactive technology where sound plays a vital role.
To these
consumers, sound is a positive thing. But, as in the animation industry, the effective use
of sound in product design will require changes in the way the system currently operates.
If sound is to be more than a decoration on a product, sound designers will need to be
included in the product design process from the beginning. Beyond simply changing the
point at which they become involved, however, product sound designers also face the
challenge of educating the design industry as whole on the use of sound. Everyone
involved in the creation of a product needs to understand the use of sound and how it can
be beneficial.13
13
Stefano Marzano, “”A few words with… Heleen Engelen, Operational Manager Trends and Identity
at Philips Design Groningen,” New Value News, 10 October 2001: 24-25.
17
Sound as Information
A frequent joke on the animated television show The Simpsons, involves the
father, Homer (Figure 16), racing off to take care of some neglected task. As he exits the
scene, the audience hears the sounds of Homer running
down the stairs, slamming the front door, starting his car,
and driving off in a frantic attempt to take care of his
forgotten business.
There’s no on-screen action to
accompany these sounds, yet, because the sounds are
familiar to us, we know exactly what is going on. Sound
Figure 16 – Homer,
father of The Simpsons
designer Rob Miller spoke in an interview about how his
goal with each project was to ensure that the audience could tell what was occurring in an
animation even if they heard the audio track without any visuals. To do this, Miller
explained, he had to pay close attention to the “language of sound” that surrounded him
in everyday life.14
Humans are designed to absorb information through hearing.
The ear can
perceive a wide array of sounds through alterations of timbre, loudness and pitch. Based
on the scenario in which we hear a specific noise, our brain can associate the sounds with
objects, events, ideas or a combination of the three. The difficulty for animation sound
designers arises in determining exactly what meaning has been assigned to a certain
sound since everyone has had different experiences in life. Fortunately, most people who
have grown up in similar environments have been exposed to many of the same things.
For instance, those of us raised in the United States are probably familiar with sounds
14
Rob Miller, Telephone interview, 11 November 2004.
18
such as traffic, police sirens, and dogs barking. Thus, in animation, if a character is
robbing a bank and police sirens are heard off screen, the audience will most likely
comprehend that the character’s misdeeds have been discovered and authorities are on the
way.
Another facet of the “language of sound” comes in the form of feedback. When
we walk, we hear the sound of our feet striking the floor. The noise of a door hitting the
door frame tells us it’s closed. Sound lets us know that an action has occurred, but
feedback noise can provide even more information. As sound designer Walter Murch
describes, the slam of a door “can indicate not only the material of the door and the space
around it but also the emotional state of the person closing it.”15 In my earlier example
from The Simpsons, the sound of Homer slamming the front door tells the audience the
door is not only closed, but also that he was in a hurry.
It is inevitable that an animation sound
designer will eventually be faced with the task of
creating sounds that fall outside the common
exposure of the audience. In these instances, it is
important to have an explanation accompany the
sound the first time that it’s debuted in order to
Figure 17 – Robot-in-disguise,
Gir, from Invader Zim
define the meaning of that sound for the audience. This explanation can be as simple as a
visual or as complex as exposition through dialogue. In the Nickelodeon cartoon Invader
Zim, one of the main characters, a mischievous robot named Gir (Figure 17), travels
around disguised in a dog suit that squeaks with each step. In the pilot episode, the
audience is introduced to the sight of Gir in his dog suit at the same time as the sound of
15
Murch 237-251.
19
his footsteps. From that point forward, the sound of this particular squeak conveys the
information that Gir is nearby and in disguise regardless of whether he is visible or not.
What does this mean for product sound design? If sounds are to be useful at
providing information, they need to be generated intelligently.16 The sound designer
needs to be aware of the “language of sound” and
use this knowledge to determine if a sound conveys
the intended message.
As with animation sound
design, if the meaning of a particular sound is not
part of most consumers’ common exposure, some
indication of its purpose must be provided initially.
In the unique case of Richard Sapper’s Espresso
Figure 18 – Richard Sapper’s
Espresso Maker, 1978
maker design (Figure 18) the advertising campaign
played this role. Unlike past Espresso maker designs
that required components to be manually screwed
together, Sapper’s design, as the advertising
campaign stated, closed with “simply a ‘click’.”17
This served the dual purpose of informing
consumers of Sapper’s design innovation and
educating them about the meaning of the Espresso
maker’s “click”.
History is full of examples of
Figure 19 – Callaway Golf
Company’s driver, 2002
16
Tara McGinn, “A Soundtrack to Life – The Role of Sound in Industrial Design,” Thoughtlines, Ed.
Christa-Maria Lerm Hayes, The National College of Art & Design, 15 September 2005,
<http://www.ncad.ie/faculties/hadcom/research/thoughtlines/tmcginn.shtml>.
17
Kathryn Hiesinger and George Marcus, Landmarks of Twentieth-Century Design: An Illustrated
Handbook (New York: Abbeville Press, 1993) 271.
20
designers who failed to realize the signals conveyed by their product’s sound. In 2002,
the Callaway Golf Company redesigned their popular golf club driver (Figure 19). The
new product featured a carbon-composite head to replace the original titanium one.
Despite its cutting edge design, the product was a failure. The company didn’t realize
that golfers had come to equate the particular ping of the titanium head hitting the golf
ball with a proficient golf swing. The softer sound of the new club made it appear to be
of lower quality than the original design.18 Sound has the potential to inform the user of a
product’s functionality, its condition and even possible defects, but in each case the
sound designer needs to ensure that the consumer is aware of the meaning behind the
sound.
18
Peter Morrice, “The Search for Feel: You Know It When You’ve Got It, But What Is Feel, Really?”,
Golf Digest, June 2005.
21
Sound and Emotion
In a recent interview, Jim McKee, an
animation sound designer, described a project where
he was searching for a sound effect to use as a
vampire’s bite. He eventually selected the sound of
oil tossed on a hot frying pan.
Not only did it
somehow fit with the on-screen action, but the sound
Figure 20 – Frying oil provided
the sound for a vampire’s bite
had the added effect of creating an emotional sense of dread in the audience. As McKee
explained, most people are familiar with the sound of oil hitting a frying pan, as well as
the dangerous aftermath where hot oil spatters in every direction. Even though the sound
was used out of context, McKee believed it subconsciously registered in the minds of the
viewers and enhanced the frightening scene he was trying to create.19 This process of
reassociation – pairing recorded audio with new visuals – is at the heart of animation
sound design. Since cartoons are completely fabricated, all of the audio content is either
created from scratch or taken from other sources. But, beyond simply adding audio to
correspond to the on-screen actions, sound designers have the opportunity to choose
sound effects that have a visceral psychological connection with the audience and, as a
result, enhance the dramatic narrative of the project.
We’ve all probably experienced the ability of sound to trigger emotional reactions
within ourselves. Everyday examples abound, whether it be our annoyance at a barking
dog outside our window or our joy at hearing a loved one’s car pulling into the driveway.
As a result, the language we use to describe sounds is often filled with expressive
19
Jim McKee, Telephone interview, 5 October 2005.
22
adjectives such as happy or irritating.
Animation sound designers have long been
capitalizing on the emotional aspects of sound. According to Paca Thomas, a sound
designer for Advantage Audio, sound should be treated as another character in the
show.20 Every sound is used for a purpose and should provide support for the story. For
this reason, most sound effects in animation are not created from scratch. While it is
theoretically possible, the world is full of unique and inspirational real sounds, each with
its own potential to add to the emotional impact of an animated narrative.
Sound designer Walter Murch takes things a bit further. In his opinion, it is the
duty of animation sound designers to stretch the reassociation of real sounds with the
images in a project. A purposeful and fruitful tension should be created between what is
on the screen and what is kindled in the mind of the
audience. Every successful reassociation is a kind of
metaphor, and every metaphor is seen momentarily as
a mistake, but then suddenly as a deeper truth about
the visual and our relationship to it – the greater the
stretch between the visual and the audio, the deeper
Figure 21 – Heimlich from
Pixar’s A Bug’s Life
the potential truth.21 One example of Murch’s theories
in practice can be seen in the work of sound designer
Gary Rydstrom on the Pixar film A Bug’s Life. The sound of motorcycles underscored
the other sounds that described the flight of the film’s villainous grasshoppers, accenting
their appearance as a wicked biker gang; a Huey helicopter engine enhanced the sound
effect of one larger bug, augmenting the powerful beats of his large wings; and a jiggling
20
21
Bunish.
Murch 237-251.
23
bowl of Jello provided a playful noise for a humorous scene involving a caterpillar
emerging from a cocoon.22
The French car manufacturer Renault is one
of the few companies to experiment with using
product sound design to evoke an emotion in the
consumer. Each sound in their cars is intended to
produce
a
specific
emotional
response,
one
determined to be ideal based on their market
Figure 22 – Renault Clio v6
sports car, 2005
research. With the aid of musicians and psychologists, everything from the hum of the
engine to the “swish” of the windshield wipers is designed and then handed over to
engineers to be reproduced mechanically.23 Like animation sound designers, Renault has
recognized that the sounds they utilize should support their other product aesthetics and
enhance its emotional bond with the consumer.
It is surprising that Renault stands with only a handful of companies who pay
attention to the role of sound design in their products, since the ability of sound to create
an emotional response in consumers can be seen in
many places, and the effect is not always positive.
In the 1950s, designers of early jet aircraft were
surprised by public annoyance at the sounds
produced by their new product. Since the jet engine
wasn’t any louder than the piston engine it was
22
23
Figure 23 – Early jet engine
noise was poorly received
“Sound Design,” A Bug’s Life, DVD, 1999 ed. (Burbank: Buena Vista Home Entertainment, 1999).
McGinn.
24
replacing, they assumed its sound would be acceptable.24 Recently, a similar mishap
occurred when a popular leaf blower manufacturer presumed a new quieter design would
be more appealing to their customers. In actuality, because the new design was perceived
as having less power, sales were poor.25
One particularly important lesson product sound designers should learn from
animation is the preference for real sounds instead of synthesized ones. Since the process
of synthesizing complex sounds from scratch is so involved, not only does using real
sounds save time, but also results in a more believable sound. The familiar aspect of the
sound convinces us that what we hear is real. We experience sound almost every waking
second and, as a result, are often able to determine if a sound is authentic or synthetic.
Even if it is on a subconscious level, real sounds are more likely to produce a favorable
emotional response. In the words of Gary Rydstrom, “there's no real synthesizer like the
real world.”26
Every sound a product makes has the ability to influence how a customer thinks
and feels. In the same way the sound of oil in a frying pan added to the suspense of Jim
McKee’s animated horror film, the sound made by a product can affect how we relate to
it. An effective sound can enhance our perception of a products quality, power or safety,
while the “wrong” sound can produce negative impressions. Our emotions can determine
whether we purchase or avoid a product. As product designers, it is essential that we use
24
Richard Lyon, “Product Sound Quality – from Perception to Design,” Sound and Vibration, March
2003.
25
Trevor Cox, “Making Products Sound Better,” Sound Quality Assessment, Ed. Trevor Cox,
University of Salford, 13 September 2005
<http://www.acoustics.salford.ac.uk/research/arc/cox/sound_quality/index.htm>.
26
Gary Rydstrom, “Jurassic Park,” Big Movie Sound Effects, Motion Picture Sound Editors, 2
September 2005 <http://www.mpse.org/education/bigmovierydstrom.html>.
25
all the tools at our disposal to ensure that our designs are met favorably by consumers.
Sound has the potential to be an important part of our arsenal.
26
Sound and Exaggeration
Though a component of sound and emotion,
the technique of exaggeration is worth mentioning on
its own. In a scene near the end of the animated film
Toy Story, the two main characters, children’s toys,
are chased through the house by a small dog (Figure
24). Though threatening to the toys, the sights and
Figure 24 – Scud, the toychewing dog from Toy Story
sounds of a small dog would most likely instill little
fear in the audience. To counter this fact, sound designer Gary Rydstrom chose to use
ferocious animal sounds for the character. So when the two toys are first confronted by
the dog, it opens its mouth and lets forth a bellow that combines both tiger and elephant
noises.27 Thanks to this exaggeration of the typical dog bark, the audience is as shocked
and scared as the two toys.
This type of amplified reality is often used in action sequences where the
emotional quality of the sound is virtually all that matters. If the audience needs to
believe that the race car in a scene is really fast, the
animation sound designer will identify and record
sounds to create that feeling such as rocket launches
or jet airplanes.
Figure 25 – Harley Davison
mufflers amplify engine noise
Then they’ll finally bring in
recordings of an actual car engine and mix the
components together.
Even if the exaggerated
sounds are only barely audible, their presence will nevertheless be felt.
27
“Sound Design,” Toy Story, DVD, 1995 ed. (Burbank: Buena Vista Home Entertainment, 1995)
27
Harley Davidson provides a classic example of the benefits of exaggeration in
product sound design. While most exhaust systems serve to muffle the engine noise, the
exhaust system of Harley Davidson motorcycles (Figure 25) amplifies the engine noise,
creating an exaggerated sense of power. This has helped cement their image as creators
of the country’s “toughest” motorcycles.
Riders will conceivably feel they have
enhanced strength or toughness as a result and likely not consider a quieter motorcycle.
Researchers
at
Delft
University
of
Technology in the Netherlands recently worked with
Philips to improve the sounds of Philips’ popular
Senseo Crema Coffee Maker (Figure 26). Several of
their experiments involve exaggerating the sounds of
the product in action. In some cases this enhanced
the perceived power of the product, while in others it
served to exaggerate a warm and homey feeling
created by its use. Based on feedback from focus
groups, they were eventually able to design a more
preferred and qualitative sound in the coffee maker.28
Figure 26 – Philips’ Senseo
Coffee Maker, 2005
Using similar exaggeration
techniques, product sound designers can ensure their products will have the strongest
emotional connection possible with consumers.
28
Faculty of Industrial Design Engineering, “The Design of Product Sounds,” About Us, TU Delft, 10
April 2005 <http://www2.sounddesign.io.tudelft.nl/Printing/About_Us.htm>.
28
Sound and Branding
In animation, every sound created for a cartoon has the opportunity to become a
unique representation of a character, scene, or even the project as a whole. As animation
sound designer Gary Rydstrom describes, “sounds can
give a sense of character so that everyone [in the
cartoon] has a unique sound.
Everyone has their
believable, but still unique to them, feeling.”29
Rydstrom’s work on the animated film Toy Story is a
good example.
Though the cast of talking toys was
large, each character was given its own distinct set of
sound effects. Besides aiding the audience in telling
the toys apart, these sounds also enhanced the
Figure 27 – Warner Brothers’
Road Runner character
individual personalities of the characters.
Most people who grew up in the United States can probably identify the Warner
Brothers’ character, The Road Runner (Figure 27), from its signature “meep meep” or the
sound of the Jetsons’ futuristic car (Figure 28)
zooming around. Some might even hear a particular
sound effect and recognize the animated show or
film where it originated. In essence, these sounds
are a form of branding. The sound effects used in
Figure 28 – The cast of Hanna
Barbera’s The Jetsons
29
Looney Tunes cartoons, for example, all share the
“Sound Design.” Toy Story.
29
same whimsical nature and, even when heard alone, still serve as a reminder of the
qualities of the animations for which they were created. Besides serving their immediate
purpose in the cartoon, the sounds eventually take on additional meaning in the minds of
the audience. In many cases, just hearing the sounds again is enough to conjure up
mental images of the manner in which they were used, the project they were used in, and
even the parties involved in the creation of the animation.
There is great potential for product sound designers to use these same techniques
in their field, and there are some current success stories. BMW, for instance, spent
considerable effort designing the sound of their car
doors in order to appeal to consumers. Many car
lovers can recognize their brand by this sound alone.
Another example is the original Nokia cell phone
ring. A piece of classical guitar music written in the
Figure 29 – BMW designed the
sound of their car doors closing
19th century, it’s
probably one of the most often played pieces of music
in the world, though few people know it as anything
but the sound of a Nokia phone.30
In general,
however, product sounds are a missed branding
opportunity.
The German word for “earworm”, ohrwurm, is
often used to refer to the ability of sound to enter the
ear and get caught in the brain. This phenomenon is
Figure 30 – Nokia has a widely
recognized sonic logo
30
“Ringing the Changes,” Nokia – Breaking Through the Sound Barrier, November 2003, Nokia, 13
September 2005 <http://www.nokia.com/nokia/0,6771,69480,00.html>.
30
one of the reasons for the popularity of sonic logos, short musical pieces that are the
audio equivalent of a visual trademark. Sonic logos are arguably more powerful, though,
since sound can be perceived almost subconsciously and deliver a message without
requiring the full attention of the listener.31 It’s surprising, then, that many designers
ignore the fact that the sounds a product makes will “get caught in the brain” alongside
these sonic logos and can end up creating just as powerful a brand image. Unfortunately,
this may not be the intended brand image since so little time is spent designing the sounds
of many current products. Braun probably didn’t intend for the obnoxious noise of their
coffee grinder (Figure 31) to represent their company, yet on a consumer survey I
conducted it was one of the most consistently mentioned examples of bad sound design.
Whether the designer realizes it or not, every sound a product makes has the potential to
represent that product, as well as its producer, in the mind of the consumer.
To effectively use sound design as a branding
tool, product sound designers can take a cue from
animation sound designers and make sure the sounds they
choose are representative of the qualities and emotions
they want their product to convey. Like Warner Brothers
wants its sound effects to convey a sense of silliness and
whimsy, BMW wants the sound of its car doors closing to
represent a feeling of quality and safety.
As with
animation, by integrating sound design with the rest of
the creative process, designers have the best chance of
Figure 31 – Braun coffee
grinder, 2005
ensuring a consistent, and therefore strong, brand identity.
31
McGinn.
31
Sound and Environment
The final step of the animation sound design
process involves the mixing of the sound track. The
process is all about choices. Although the sound
designer has probably amassed a large number of
sound effects for the project, they will not all be
used.
As sound designer Randy Thom explains,
Figure 32 – A typical sound
mixing station
“The goal in mixing is not to attempt to ‘mix’ the largest number of sounds possible
together. In fact the goal probably should be to eliminate as many of them as you can.”32
Three or four sounds heard at once become only meaningless noise, so the designer must
assign priorities to sounds on a scene-by-scene basis. This takes the form of volume
control – important sounds will be loudest, while others will be relegated to the
background or even eliminated all together.
The
volume level of the loudest sounds also might change
from scene to scene. While the audience will tolerate
deafening sound during an action scene, sounds at the
Figure 33 – An alarm clock
should wake the average sleeper
same level will only produce annoyance if they are
used during a less frenetic part of the cartoon.
Another concern of the animation sound designer is balancing the sound of the
film for the listening environment of the audience. Projects viewed in the home on a
television will have different speaker arrangements and acceptable volume levels than a
32
Randy Thom, “The Machinery Aimed at the Ear: Shaping Sound Effects for Sci Fi and Action
Adventure Films,” Filmsound.org, Ed. Sven Carlsson, Filmsound.org, 14 September 2005
<http://www.filmsound.org/randythom/machinery.htm>.
32
project created for the cinema screen. A successful final mix depends on a sound
designer who makes choices only after considering the environment of the listener.
Questions about environment
are also important to the field of
product sound design. A vacuum used
in a noisy machine shop will have a
greater acceptable volume level than a
vacuum cleaner used in a living room.
An alarm clock should be loud enough
Figure 34 – Operating room alarms are misidentified 66% of the time
to wake the average person from a deep sleep. Product sound designers need to be aware
of the environment where their products will be used so they can ensure that the sounds
will be produced at an acceptable level. A recent study of twelve children’s toys found
that eight of the twelve were louder than rush hour traffic on a nearby interstate, a volume
that could potentially damage a toddler’s ears. Based on these findings and numerous
complaints from parents, the Consumer Product Safety Commission is developing
regulations to address the loudness of toys.33 In this case, the sound designers’ lack of
concern for acceptable sound levels might unfortunately result in litigation.
Part of understanding the environment in which the product will function is
understanding the other sounds it will interact with. A striking example of why this is
necessary is a current discussion in the medical device industry. There are a number of
devices with alarms in an operating room, and recent studies suggest that
anesthesiologists, operating room technicians, and operating room nurses correctly
33
“Noisy Toys: Annoying or Harmful,” Sights & Sounds Newsletter, Winter 2005, Sight & Hearing
Association, 20 September 2005 <http://www.sightandhearing.org/news/sands/pdfs/nl_winter06.pdf>.
33
identify the source of those alarms only 33 to 54% of the time. The sheer number of
alarms can make it difficult to tell one alarm from the next and even discern which alarms
are high priorities and require immediate attention.34 To solve this problem, designers of
medical devices are working on standards to govern the design of alarm noises,
regardless of who produces it. To be effective, a product’s sound needs to be heard and
discerned. Understanding and designing for the environment where the product will be
used is one way to help ensure this will happen.
The ergonomics of sound are another
environmental concern. In the animation industry,
the term “mickey mousing” refers to a technique in
early animations where every movement a character
made was coordinated with the musical soundtrack.
Figure 35 – Canon Powershot
SD400 digital camera, 2005
It has also come to refer to the overuse of sound in
animation. It can be annoying for the audience to have too much going on sonically.
Once sound becomes noise, the soundtrack can only hurt the animation.
“Mickey
mousing” can occur with product sound design, as well. We’ve all probably experienced
a digital camera (Figure 35) or car radio that beeps with every button pressed. Overuse
of sound in our products can be just as annoying as overuse of sound in our
entertainment.
Our world is already a pretty noisy place. Adding sound to products will add to
that noise, but this doesn’t have to be a bad thing. Just as sounds in animations work
34
Harvey Murff, John Gosbee, and David Bates, “Chapter 41. Human Factors and Medical Devices,”
Making Health Care Safer: A Critical Analysis of Patient Safety Practices, Ed. Amy Markowitz, July
2001, Agency for Healthcare Research and Quality, 4 August 2005
<http://www.ahrq.gov/clinic/ptsafety/chap41a.htm>
34
together to create a coherent soundscape, the same can occur with product sounds.
Groups such as UK Soundscape Community and the National Society for Clean Air are
working with professionals like architects, artists and city planners in an attempt to start a
dialogue about the sonic environment. As Heleen Engelen claims, “the sound a product
makes can be used in a positive way so that it is not noise pollution.”35 Unfortunately,
one person’s idea of a pleasant sound may be another’s idea of offensive noise. But, in a
future world where a product’s sound says something about its quality, there is a better
chance that designers will spend the time necessary to ensure that the sound of their
products isn’t offensive to their customers.
35
Anders Emilsson, “Talking of Household Appliances…”, Form, Vol. 2, 2001: 38-41.
35
Sound and the Kitchen: A Case Study
Note to reader: All sound files referenced in this chapter can be found in
the “Kitchen Case Study” folder on the CD provided as Attachment A.
The kitchen is one area of the home where there is great potential to reap the
benefits of sound design. From microwave to dishwasher to kitchen timer and more,
there are countless products that coexist in this one
environment, each with its own sounds. Often, the
noise from these products heard simultaneously is
not unlike that encountered during rush hour traffic:
loud, discordant, and without meaning. Is that the
beep of the microwave finishing its cooking or the
sound of the kitchen timer having finally reached the
end of its countdown? To a product sound designer,
Figure 36 – A typical kitchen
these sounds might better be compared to those of an
out of tune orchestra. With some work, the kitchen might become more sonically akin to
a night at the symphony, rather than one spent gridlocked on the interstate.
In this case study I used the techniques of animation sound design discussed in the
earlier chapters to design sounds of products for the home kitchen. Specifically, sounds
were created for four kitchen products marketed by popular food-service manufacturer,
OXO: a kitchen timer, a microwave, a dishwasher and a coffee maker (Figure 37). With
the
exception
of
the
kitchen
timer,
all
the
products
are
36
12:13 pm
timer
clock
timer
12:13 pm
1
2
3
4
5
6
7
8
9
6 Cups
cle
ar/
me
5 Cups
0
mory
4 Cups
stop
rt
/sta
3 Cups
2 Cups
1 Cup
Kitchen Timer
12:13 pm
Dishwasher
1
2
3
4
5
6
7
8
9
start
0
stop
Coffee Maker
Microwave
Figure 37 - OXO Kitchen Products
hypothetical, though they share OXO’s existing design language. I designed the sounds
with the help of a focus group made up of consumers from various age groups and
backgrounds.
Sonic Logo
First, the core beliefs of OXO were identified
and used to inspire the design of a sonic logo. This
sonic logo will represent the company in its
advertising, as well as play a role in each of the
products.
According to their mission statement,
“OXO International is dedicated to providing
Figure 38 – OXO products are
innovative, easy-to-use and fun
innovative consumer products that make everyday living easier.”36 OXO also identifies
“universal design” as one of their distinguishing philosophies.
In addition, their
corporate website is light-hearted and fun, containing many humorous facts about their
products and employees. Based on the information provided by OXO, a few themes
became apparent: their products were designed to be innovative, easy-to-use, and fun.
I developed three sonic logos (sonic logo 1-3.wav) and one was selected by the
focus group (oxo logo.wav). The winner, a 4-note sonic logo, was created to be playful
yet familiar. Customers may not have heard the composition before, but it is simple and
easy-to-remember. A flute was used to create the sonic logo because it is a widely
recognized musical instrument with a light and cheerful sound.
36
“About OXO,” OXO International, Ed. Gretchen Holt, OXO International, 7 October 2005
<http://oxo.com/about.php>.
38
Primary Alarms
A goal from the start of the case study was to use the OXO sonic logo in each of
the products. To reinforce the positive consumer response to this sound, it was used only
as the primary alarm in all of the designs. The term “primary alarm” refers to the alarm
that indicates the OXO product has completed the task it was designed for. In the kitchen
timer, the primary alarm signals the timed countdown is over. Kitchen timers are often
used to prevent items from burning in an oven, so it is imperative this sound can be
heard. To help ensure this happens, the alarm will continue until turned off by the user.
In order to stave off some of the annoyance that repetitive noises can produce, several
additional musical phrases were added to the alarm along with the OXO sonic logo (oxo
timer.wav).
The microwave uses the OXO sonic logo in a similar fashion to the kitchen timer.
When done with its cycle, the microwave’s primary alarm will sound for twenty seconds
and then sound a reminder once every two minutes for the next six minutes. As with the
kitchen timer, an additional musical phrase was introduced. Besides adding variety to the
alarm, it also helps differentiate the sound of the microwave from the alarms in the rest of
the products (oxo microwave.wav).
The primary alarms of both the coffee maker and dishwasher are for non-urgent
conditions. When the coffee is done, the coffee maker will continue to keep the liquid at
a constant temperature and the dishwasher’s completed load can remain inside and
unharmed indefinitely. In both cases, the primary alarm was designed to signal only
twice. To differentiate their alarms from those of the other products, the coffee maker
increases the interval between signals and adds an additional note after the sonic logo
39
(oxo coffee maker.wav), while the dishwasher increases the interval between signals and
drops the sonic logo by one octave (oxo dishwasher.wav).
Feedback Sounds
There are a number of feedback sounds in the four OXO kitchen products.
Electronically generated sounds inform the user a certain button has been pressed, while
mechanical noises indicate a door has been opened or closed. I created two sets of
feedback sounds. The first set (feedback1 *.wav) was mechanical in quality and kept the
volume at a minimum so that there was only a subtle hint that an action had taken place.
Musical sounds were used only for the start button and the error/stop button. For the
second set, I took pieces of the OXO sonic logo and modified them so that a consistent
theme bridged all of the kitchen product sounds. The focus group preferred the musical
quality of the second set and the fact that it related to the OXO sonic logo, so I chose to
develop those sounds further to produce the following:
A general button press sounds the last note of the sonic logo, lowered by an
octave (oxo general button.wav). This keeps the sound similar in quality to the sonic
logo, but differentiates it from the primary alarm.
The sound of the start button, used to initiate a task, is a combination of the
general button sound with the first note of the OXO sonic logo (oxo start button.wav).
Adding a few notes from the start of the sonic logo helps imply that a primary task has
begun.
40
If an error occurs or a cycle is stopped, the sound played is the general button
sound followed by a lower, discordant note (oxo stop button.wav). The last, jarring note
is an indicator that something negative has occurred.
Finally, based on focus group feedback, the sound of the doors opening and
closing was modified to produce enhanced feelings of security and quality (oxo
door.wav). The sound of an existing microwave door was lowered and then modified to
reduce the rattling noise of colliding parts. The lower sound implies the use of sturdier
materials, while eliminating the rattle gives the perception that parts with higher
tolerances, and therefore higher quality, were used in the product.
Operating Sounds
The coffee maker, microwave and dishwasher all make noise when operating.
While the focus group preferred to hear their products operating, the microwave (oxo
micro operate.wav) and dishwasher sounds (oxo dishwasher operate.wav) were
considered unfavorable and were considerably reduced in volume compared to typical
competitor’s models. The sound of coffee brewing, however, was considered pleasant by
the focus group. I kept that sound at the same volume level as competitive products (oxo
coffee operate.wav).
Case Study Conclusion
Compare the sounds of a typical microwave (Figure 39) to those of the new OXO
microwave (oxo microwave running.wav). Instead of a single, piercing beep used for
everything from a button press to a primary alarm, the new sounds inform the user of
41
each unique event. They also support the aesthetics
and themes of the OXO brand. Though different for
each design, once a customer has used one OXO
kitchen product they will be familiar with the
Figure 39 – A typical microwave
sounds, and their meanings, in the rest of the product
line. In addition, since the sounds are all built off of the OXO sonic logo, they all share
similar characteristics and will sound together in harmony when used collectively in a
kitchen.
42
Conclusion
Product sound design is an emerging issue. Examples of how industrial designers
can use product sound to enhance their final products are starting to appear, but for the
most part no guidelines exist for those professionals who want to incorporate sounds into
their projects. Forging ahead through trial and error alone may produce as many failures
as successes. One way for designers to avoid missteps is to apply knowledge and
techniques from other related fields where sound has been effectively utilized, like
animation. By observing the methods used by animation sound designers, product sound
designers will learn important ways to successfully utilize sound to convey information,
create an emotional bond with consumer, help designs stand out in a crowded sonic
environment, and enhance a products brand identity. The ultimate challenge will be to
use this knowledge to create useful products that will delight consumers and sound
together in harmony.37
37
Engelen.
43
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