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Research & Development White Paper WHP 376 June 2020 Exploring audio device orchestration in workshops with young people J. Francombe, K. Hentschel, S. Clarke Design & Engineering BRITISH BROADCASTING CORPORATION
BBC Research & Development White Paper WHP 376 Exploring audio device orchestration in workshops with young people Jon Francombe Kristian Hentschel Suzanne Clarke Abstract When considering development of a new technology, it is important to account for the wants and needs of the target audience. Two day-long workshops were performed to explore the concept of audio device orchestration—using multiple connected, synchronized devices to create or augment a media experience—with 16- to 18-year-olds. The workshops utilized a variety of ideation techniques including warm-up exercises, idea generation exercises, and co-creation of prototypes. A thematic analysis was performed on the outputs to explore the participants’ attitudes to audio technology and device orchestration. The results suggested a strong desire for positive application of technology and content, focusing on issues such as wellbeing and togetherness. The results match closely with previous research on values for digital wellbeing. This paper was originally presented at the 148th Convention of the Audio Engineering Society (AES), June 2-5 2020, Online (AES Virtual Vienna Convention) and is also available from the AES’s electronic library at URL: http://www.aes.org/e-lib/browse.cfm?elib=20808. Additional key words: audio device orchestration, spatial audio, immersive, user experience ©BBC 2020. All rights reserved.
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BBC Research & Development White Paper WHP 376 Exploring audio device orchestration in workshops with young people Jon Francombe Kristian Hentschel Suzanne Clarke 1 Introduction When considering development of a new technology, it is important to account for the wants and needs of the target audience. It is prudent to have this focus as early as possible in a product or technology life-cycle, and there are a number of ways to achieve this, ranging from the ex- ploratory (focus groups and co-creation workshops) to the relatively controlled (e.g., formal user testing). In this project, an exploratory approach was applied to a new audio technology. Device orchestration describes the concept of connecting to and synchronizing a set of (potentially het- erogeneous) devices, understanding their capabilities, and using them in an optimal manner for reproduction of a media experience. The concept has previously been investigated through con- trolled perceptual experiments [1] and production, delivery, and evaluation of a trial production [2, 3]. The results have been generally positive, whilst suggesting areas for further development and exploration—particularly a requirement to focus on application areas beyond audio drama, and to target desirable features for young audiences. To continue evaluating and developing device orches- tration with these requirements in mind, an exploratory workshop was designed and conducted. The workshop provided an opportunity to work with young people in order to learn about their experience as media consumers and technology users, and their wants and needs with regard to audio technology (particularly device orchestration). This included co-creation of prototypes and a chance for the participants to see a range of technology in action. The workshops were designed to address the following research questions. 1. What are young peoples’ attitudes towards audio technology? 2. What experiences or topics demonstrate a compelling use of orchestrated audio or other audio technologies? 3. What are young peoples’ attitudes towards using their personal devices for shared experi- ences? The workshop process is discussed in Section 2. The outcomes were explored through thematic analysis (Section 3). In Section 4, the answers to the research questions are presented and discussed, the workshopping process is evaluated, and suggestions for future work are given. 2 Methodology Two workshops with 16–18 year olds were run at BBC R&D in Salford in June and November 2019. Participants were recruited from local colleges and attended from 10.00 am to 3.30 pm. Students and teachers participated in most of the activities. Ten students and three teachers attended the first workshop; twelve students and three teachers attended the second. The workshops were broadly structured in three phases: warmup, ideation, and prototyping. The activities used are detailed below1 . These drew on ideas in the literature [4] as well as the experience of expert practitioners in BBC R&D. In addition to these activities, the concept of 1 The timings include explanation of the activity to participants. Subscript numbers show which workshops the exercise was used in. ©BBC 2020. All rights reserved.
audio device orchestration was explained and a number of technology demonstrations were shown for further inspiration. Active listening1,2 (warmup, approx. 10–15 mins) Participants listened to a 22.2 surround sound reproduction of a forest soundscape and were promp- ted to attend to individual sounds, considering characteristics such as pitch, volume, timbre, loc- ation, and meaning. Participants discussed what they heard and felt (with prompts from the fa- cilitator as necessary). This exercise was intended to encourage thinking about sound in a deeper way than in everyday life. It drew on ideas from soundwalking [5], in which environmental sounds are actively attended. Circle filling1 (warmup, approx. 10–15 mins) Participants were provided with a pen and a worksheet containing a number of empty circles, and given one minute to fill as many circles as they could (with no additional guidance). Following each round, participants were asked how many circles they filled and how they approached the task. The exercise was used to encourage participants to write down many ideas without overthinking, and to think laterally about a problem. Mutation game1,2 (ideation, approx. 20–40 mins) A grid listing different elements that make up an experience (such as genre, devices, context, sounds, and interactions) was filled in on a whiteboard. The first column was populated based on a well-known experience, and participants were then asked to ‘mutate’ the idea by changing the element in each category, shouting out ideas for the facilitator to add to the board. This resulted in a board with rows containing prompts for different aspects of an experience. Participants were given a random combination of columns and instructed to quickly develop an idea combining those elements. Multiple rounds with a different random selection were completed, and after each round the ideas were shared with the room. A variation (scenario mapping) in which the categories were more steered towards different possible users, was also used in the first workshop. Round robin1 (ideation, approx. 10–15 mins) The round robin exercise was used for collaboratively developing an idea. In a limited time-frame (1–2 minutes), each participant in a small group (3–4 people) writes down or draws their initial idea. They pass the sheet to the person sitting next to them, who is tasked with adding to or modifying the idea. The sheets are passed on until every person in the group has contributed to each idea. Modeling1,2 (prototyping, approx. 30–60 mins) Participants were provided with a range of materials for physical prototyping, including Lego and other craft materials. They were asked to fashion a representation of their product or idea. Participants were also given worksheets with fields for capturing the idea. Presentation1,2 (prototyping, approx. 5–10 mins/group) Participants were asked to develop a short (~5 minute) presentation or pitch to explain their idea back to the group. This could include aspects such as role play or performance in addition to standard presentations. 2
3 Outcomes and analysis The workshop outcomes included artifacts such as prototype pitching worksheets and notes from the various idea generation and discussion activities (Figure 1). Ideas developed during the prototyping phase included: an augmented reality comedy festival; a smart assistant that works across devices; an application providing help to study or relax; an educational festival; and applications for sharing media between rooms or on public transport. (a) Mutation game grid (b) Model of media sharing app Figure 1: Workshop outcomes Outcomes from the audience workshops were analyzed using thematic analysis, in which text data are iteratively coded into categories to identify themes and patterns [6]. The input data consisted of notes taken by the authors when reading though the workshop outcomes and other material (such as feedback forms and facilitator notes). Salient features from the data sources were written on post-it notes and placed into categories. As the process continued, the categories were rearranged (e.g., merged, divided, or renamed). Finally, the categories were reviewed and put into a three-level hierarchy (the number of levels was determined from the data rather than defined in advance). The top-level ‘theme’ is divided into one or more ‘sub-themes’, each comprising one or more ‘items’. The process was performed individually for each of the two audience workshops before the results were combined into the final categorization. The themes are as follows: wellbeing, positivity, togetherness, identity, personalization, gamification, learning, technology, and interests. It was notable that the outcomes focussed primarily on audio, technology, and other wants and needs of the participants rather than particular use cases of orchestration technology. The themes align well with the values for digital wellbeing determined by Kerlin [7] , covering ten of the fourteen core values. The themes are discussed below (with sub-themes listed in italics). Wellbeing Advice, mental health, stress, mood, motivation, don’t like silence, daily routine. Various aspects of wellbeing were considered: the most common sub-theme was stress (using tech- nology to relax or destress), but using audio technology and content for mood management and motivation also featured. Audio was also considered to be a functional part of day-to-day life—e.g., to fill unwanted silence or to make a dull task more interesting. 3
Positivity Positivity. Participants were often interested in creating ‘nice’ things (e.g., comedy rather than horror). This does not mean that they shied away from challenging issues, but that the focus was often on positive interactions (including learning or togetherness). Togetherness Loneliness, shared experience, family, local, meeting people, giving/helping, diversity, age groups. Ideas around bringing people together with audio technology. Shared experience was a common sub-theme, with ideas around sharing content with strangers, family, or friends—in public or at home—and avoiding loneliness. There were a number of ideas related to getting out of the house and into the local area, linking to the anti- or low-technology ideas from the identity theme. Ideas around age were also referenced, particularly removing barriers between different age groups and changing negative stereotypes of young people. Identity Choice of content, discovery, identity and technology, identity and music, nostalgia, counter-culture, anti- technology. Using audio and technology to define identity. Sub-themes included: making content choices; discovering new content; using technology and/or content as part of an individual’s identity; using audio for nostalgia; and rebelling against norms by being part of a counter-culture or eschewing modern technology in some aspects of life. Personalization Personalization. Related to identity in that personalized content can better express an identity. Personalization ideas included: selecting a desired celebrity voice; being able to control the technology either explicitly or through up-front or background personalization; and personalized music playlists. Gamification Searching, reward, learning. The idea of using orchestration or other audio technology for gaming. Sometimes, game ideas were explicit—searching-type games were particularly notable. In other cases, a gaming mechanic was suggested—e.g., being rewarded in some way for completing a task (either with points or some kind of ‘real’ prize). Using gamification to make a task (such as learning) more interesting also featured. Learning Learning. Technology that could help with learning, make it more enjoyable, and moderate the learning process (i.e., track time spent and make suggestions such as “It’s time to take a break”). Some- times related to gamification. 4
Technology Form factor, cost. Insights around general technology-related considerations of the participants were noted. These centered on two main considerations: form factor (devices should fit naturally and seamlessly into everyday life); and cost (devices and supporting services such as data charges should be cheap). Interests Content, technology. Content and technology topics that the participants were aware of or interested in. Content ideas tended to include serious and thought-provoking topics, although as discussed above these were often handled in a positive manner. A wide range of past, present, and emerging technologies were discussed, serving different purposes. For example, using vinyl is an expression of anti-technology identity, whilst smart devices allow for community and togetherness. 4 Conclusions and discussion The workshops reported above were valuable and enjoyable for the participants. Analysis of the outcomes revealed a detailed picture of the audio technology wants and needs of a small group of young people. The outcomes did not focus strongly on device orchestration. There are a number of possible reasons for this: the technology may be hard to understand and think about in a short timeframe, not clearly explained, or not interesting or valuable to the participants. Further testing with developed prototypes could help determine which of these scenarios are true. The three specific research questions framed in Section 1 are addressed below. 1. What are young peoples’ attitudes towards audio technology? The analysis presented in Section 3 shows that young people would like to be able to use technology in a positive way. This is highlighted by themes such as wellbeing, positivity, togetherness, and learning. Young people use audio and technology to express their identity, whether that is as someone who keeps up with the latest trends, or as someone who eschews that to engage with a counter-culture or use low-technology solutions. The technology theme highlighted technological wants and needs of the participants, such as suitability of form factor (often meaning that it should fit in seamlessly with other aspects of life) and cost. The technology sub-theme of the interests theme highlighted a number of current technologies that participants were aware of and/or regularly interact with. These ranged from old technology (e.g., vinyl) to recent trends (e.g., 8D audio). 2. What experiences or topics demonstrate a compelling use of orchestrated audio or other audio technologies? The interests theme highlighted content areas that are of interest to the demographic. Content topics were often serious, though-provoking issues, but as noted above, would ideally be handled in a positive and informative manner. Such topics included space, the environment, and climate change. Music and politics were discussed during the workshops (although do not feature heavily in the captured outcomes or thematic analysis). Many different music genres were highlighted, reflecting the identity theme. It was notable that orchestral music was viewed positively. Aside from the interests of the participants, a number of themes indicate ways of using technology for compelling experiences. Personalization could improve the ability of audiences to use audio technology for identity—specific ideas included: choosing celebrity voices; technology that responds to needs, wants, and behavior; and personalized music playlists. Gamification was also a feature, with many ideas including elements ranging from a small amount of interactivity to fully playable games. 5
3. What are young peoples’ attitudes towards using their personal devices for shared experiences? As noted above, the outcomes of the workshops do not have a strong focus on orchestration, so it is challenging to draw direct conclusions to answer this question. However, the depth of the togeth- erness theme points towards a desire for shared experiences. Example mechanisms for this were captured in the shared experience sub-theme and included: sending media between individuals’ devices; being connected whilst physically distant; music for bringing people together; personal- ization in a shared environment; and sharing in public spaces. There was a general feeling that the participants expected and were happy for technology to form an integral part of day-to-day life. This came out in ideas such as relying on technology for advice or using it to access nostalgic experiences. 4.1 Workshop process As well as addressing the research questions stated in Section 1, it was useful to learn about using workshopping as part of a design cycle. Participants enjoyed the workshops, and the feedback was very positive. They particularly enjoyed the active listening activity and the technology demonstrations (notably the VR experi- ences). The workshops provided the facilitators a valuable opportunity to talk to young people, and were useful for getting ideas about topics of interest and their relationships with technology. It was difficult to get the participants thinking about sound and audio—although the active listening exercise helped with this and was good for encouraging conversation. It could be beneficial to ask more targeted questions as part of exercises and on worksheets; for example, always including a prompt to think about sound. In both workshops, the participants did not focus on device orchestration—even with more prompting built into the second workshop. However, the general responses are still valuable. Some ideas generated were fanciful, and they often suffered from ‘feature creep’—adding new functions or uses to an idea rather than refining a single strong use case. In the second workshop, the activities were tailored towards producing more, smaller ideas to help to mitigate this problem. It was hard to capture outcomes, so more structured worksheets were designed and used in the second workshop. It was also notable that some strong voices dominated discussions—to some extent, this is unavoidable, but it is something for group facilitators to bear in mind. Possible mitigation strategies include not always taking a response from the first person to raise their hand, and mixing up groups throughout the day. In the second workshop, the prototyping phase was mainly used for building models of ideas, rather than developing the ideas and using modeling to explore options and reasons. There was sometimes little dialogue within groups, with individuals working on their own aspects of the project. In the future, it would be beneficial to provide more structure and support for further development of ideas, as well as giving more advice on how to structure and deliver a successful presentation. 4.2 Summary and future work This work provides evidence that productions utilizing device orchestration (or other novel me- dia technology) and targeting young audiences should focus on themes around togetherness and wellbeing, tackling serious issues in a positive light, and making use of personalization and gamific- ation. In addition to developing relevant trial productions bearing in mind these guidelines, future research could also consider applying similar workshop methodologies to different demographic groups. 6
5 Acknowledgements The authors would like to thank the workshop participants for their valuable contributions. Marvin McKenzie helped greatly with practical arrangements and facilitation. The authors would also like to thank the many BBC R&D staff who assisted with workshop design, facilitation, and giving demonstrations. References [1] Jon Francombe et al. “Qualitative Evaluation of Media Device Orchestration for Immersive Spatial Audio Reproduction”. In: J. AES 66.6 (2018), pp. 414–429. doi: 10.17743/jaes.2018. 0027. [2] K. Hentschel and J. Francombe. “Framework for web delivery of immersive audio experiences using device orchestration”. In: ACM TVX, Salford, UK. 2019. [3] J. Francombe and K. Hentschel. “Evaluation of an immersive audio experience using question- naire and interaction data”. In: ICA 2019, Aachen, Germany. Sept. 2019. [4] D. Gray, S. Brown, and J. Macanufo. Gamestorming: a playbook for innovators, rulebreakers, and changemakers. O’Reilly Media, 2010. [5] H. Westerkamp. “Soundwalking”. In: Sound Heritage 3.4 (1974). [6] V. Braun and V. Clarke. “Using thematic analysis in psychology”. In: Qual. res. in psyc. 3 (2006), pp. 77–101. doi: 10.1191/1478088706qp063oa. [7] L. Kerlin. Human values: understanding psychological needs in a digital age. Tech. rep. https: //downloads.bbc.co.uk/rd/pubs/whp/whp- pdf- files/WHP371.pdf (accessed 23/03/2020): BBC R&D White Paper 371, 2020. 7
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