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Musical vs. Real World Feedback Signals


Cynthia A. Sikora, Linda Roberts and La Tondra Murray

AT&T Bell Laboratories
200 Laurel Avenue
Middletown, New Jersey 07748
Tel: (908) 957-6720
Email: csikora@holly.mt.att.com, lar@mtgzfs3.mt.att.com

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Abstract

Sound families comprised of either musical sounds (abstract musical signals), communications sounds (based on traditional electronic signals), or real world sounds (based on naturally occurring, nonmusical events) were designed to provide auditory feedback in a graphical user interface. Typical business users mapped the sounds to functions and rated their confidence in the functional mapping. The sounds which mapped well to functions were then tested within the context of a graphical user interface business communications simulation. Users rated the pleasantness and appropriateness of each sound and selected the best sound for each function. In general, real world sounds mapped most reliably to the functions. However, users consistently preferred musical sounds to the real world sounds. Of the eleven feedback signals selected for specific functions four were communications based and seven were musical. None of the real world auditory signals were acceptable.

Keywords:

Auditory Feedback, Auditory Icons, Earcons, Sound.

Introduction

Real world signals, also known as auditory icons, are based on naturally occurring, non-musical events[3]. The use of real world sounds as auditory feedback in graphical user interfaces has been advocated due to the functional mapping inherent in these sounds. This type of auditory feedback allows users to use pre-existing knowledge of the world to generalize to the auditory metaphor of the user interface[1,2,3].

One issue regarding the implementation of real world sounds concerns users' reactions to listening to them repeatedly over time in an actual business application. It has been speculated that users may perceive the real world sounds as annoying and trite. More abstract sounds may be less intrusive; providing appropriate feedback without being distracting to the user or others.

Abstract sounds that may provide a successful alternative include communications and musical sounds. Communications oriented sounds are musical tones traditionally associated with electronic tasks. Musically oriented sounds are abstract signals and there is generally no association between musical sounds and a given task or function.

A professional musician designed both communications and musical feedback signals. Real world signals were selected from sound libraries. Experiment I investigated how well these three families of feedback signals (i.e., musical, communications and real world) mapped to eleven different communications functions. Experiment II evaluated the sounds based on subjective ratings.

EXPERIMENT I

The experiment was designed to find any natural mapping of the sounds to the functions. The sounds were also evaluated for their overall pleasantness, and their appropriateness for a business environment. Thirty-eight computer literate office workers participated as paid subjects. The subjects were tested in four groups of approximately 10 per group. The 48 sounds evaluated consisted of 22 musical sounds, 14 communications oriented sounds and 12 real world sounds. The 12 real world sounds were selected from a proposed set of 30 real world sounds. Due to technical limitations of computer audio output devices, the real world sounds were limited to those that provided an adequate auditory representation of the real world referent. The subjects were familiarized with the 11 communications functions that require auditory feedback. The functions included ringing, confirmation and error signals, among others. Each group was presented the 48 sounds in a different random order. After each sound the subjects indicated which of the 11 functions the sound best mapped to, and then rated the sound for its overall pleasantness, appropriateness given the function chosen, and the confidence they had in selecting that sound for that function. After a intermediate task, the groups were presented the sounds again in a different randomized order and made the same mapping and rating judgments.

The data were analyzed to determine which sounds mapped most often to the functions. For each function, we derived three sounds that mapped best together with the highest pleasantness and appropriateness ratings. Overall, the real world sounds mapped most predictably to the functions. The communications sounds mapped to the functions with reasonable consistency. The musical sounds mapped least consistently to the functions, but had the highest ratings for pleasantness and appropriateness. Eleven real world sounds, 7 communications sounds and 15 musical sounds were selected for further evaluation in the second experiment.

EXPERIMENT II

The subset of sounds selected in Experiment I was based primarily on functional mapping. Experiment II was designed to test the sounds within the context of a simulated business communications application and collect subjective ratings. Twenty-two computer literate office workers participated as paid subjects. The subjects were tested in groups of two to four. The subjects were shown simulations that gave a context and scenario for each of the functions. Each group heard the three sounds within each scenario in a different random order. After hearing each sound, the subjects rated its pleasantness and appropriateness. The subjects then heard each sound in the scenario again before selecting the sound that they would most prefer for that function.

Eleven sounds, one for each function were subsequently selected based on the rating data. Seven of the sounds were musical sounds and four were communications sounds. None of the real world sounds were selected. The real world sounds were consistently rated poorly on pleasantness and appropriateness and were seldom chosen as the best sound for any of the functions. The musical sounds had reliably high pleasantness and appropriateness ratings and were most frequently selected as first choice. Communications sounds varied in subjective ratings and occasionally proved to be the best selection for a given function.

DISCUSSION

In Experiment I the functional mapping of real world sounds was very predictable. Subjects generally selected the function for which the sound had been intended. The communications sounds, whose abstract musical tones were based on learned pairings, had less consistent functional mappings. The musical sounds, which had no previous learned association, were poorly mapped to the functions. In Experiment II, the subjective ratings of the sounds were analyzed within the context of a business application. The more musically oriented sounds were most highly preferred. Clearly, the type of auditory feedback most preferred by subjects is not the same as those sounds that provided the best functional mapping. Rather, the users' reactions suggests that real world signals are less appropriate for actual applications relative to abstract musical feedback.

ACKNOWLEDGEMENTS

The authors would like to thank Mark Barasch of Mark Barasch Music Productions LTD for his creative musical contributions and Dan Teibel for his technical input and support.

References

1. Blattner, M., Sumikawa, D. & Greenberg, R. (1989). Earcons and icons: Their structure and common design principles. Human-Computer Interaction, 4, 11-44.
2. Gaver, W. (1986). Auditory icons: Using sound in computer interfaces. Human-Computer Interaction, 2, 167-177.
3. Mynatt, E. Designing with Auditory Icons: How Well do We Identify Auditory Cues?, in Proc. CHI'94 Human Factors in Computing Systems (Boston, April 24-28, 1994), ACM Press, pp. 269-270.