THE INTERVIEW STAGE SHOULD give you a good feel for what’s possible, and for the overall scope of the project. After this, you should be prepared for an audit of what’s already been built, and of expectations for the product. Performing this quick review of the problem space is essential for discovering a project’s constraints and time frame. From hardware, frequency range, and tone to schedule, scope, and user experience, each aspect of the project needs to be fully investigated.
Share knowledge, ask questions, and manage expectations. By identifying and clustering the problems that need to be solved through the removal or addition of sound, you’ll find that the nature of the design space as a whole starts to take shape.
If the product is new or if you’re working with a startup, not all of the interviewing process covered in this chapter will be applicable, but it should still be a useful guide to direct your work.
If you are creating interfaces for a product or service, you are obligated to find out what kinds of sounds it makes or will make. You will need to investigate and go deep. If you are not an engineer for the project, talk to someone who is and find out what they know. Take stock of the things you can influence, as well those you cannot, bearing in mind that other brands or corporate entities might be playing sounds through your device as well. In the end, sound for interfaces deserves at least as much scrutiny as its visual and interactive counterparts.
You’ll want to do interviews within the organization to see what’s needed. You’ll also want to do preliminary user studies. Together, these will give you enough information to create a deliverables document to use as the basis for product development.
Communication between groups is essential. A good interview feels like a conversation, and can be a powerful tool for creating shared expectations. Solicit not just the facts, but the dream as well. Have people tell you what their vision would sound like if money were no object. You may discover new use cases or get new ideas from your counterparts. Even if interviewees are uncommunicative, this alerts you to possible friction in getting buy-in from them or their team.
Not everyone in the room will share a background in audio or have time to understand audio-specific terminology. If they don’t have a vocabulary with which to describe sound, they might be cautious or defensive when discussing it. Communicate and define the terms that you’ll use, and let them do the rest. Use the definitions at the beginning of this book to help expand participants’ vocabulary.
Design projects can vary widely in terms of scope. You will find that your deliverables will fit into one of the following categories:
This is usually something like a sound trademark (see Chapter 5) or a single audio branding element such as a startup sound or alarm. This isn’t necessarily limited to additive sound design. You might be asked to take an existing design and make it fit the experience better. In some cases you might discover that a subtractive approach is best, as described shortly.
Working on a single design can be extremely rewarding. Not only do you get a chance to hone your skills, but these are also opportunities to try out new design ideas. Your experiments might not get selected for further development, but testing ideas within the initial client review can help you discover what processes are worth spending your time developing.
There are many different versions of this problem. However, they have one thing in common you can’t afford to ignore: you need to break up the problem into manageable pieces and commit to calling each of those pieces “done” as soon as you can. Instead of building something that you can’t test until after you have spent a lot of time and budget, distribute your risk by working on short, achievable goals. Then if something goes haywire, the sunk costs are low.
When you first meet with stakeholders, you’ll need to get as much information as you can. Try to get answers to the more general questions before you write your proposal. Even if you receive a detailed request for proposal, it’s helpful to ask some clarifying questions.
Interview internal partners, clients, and suppliers. This is also the stage where you will discover other people related to the project who are excited about the auditory experience of their product.
For more about working within hardware limitations, see Chapter 10.
Interviewing is important for understanding what’s possible in a project. It should help you understand who is responsible for different aspects, and who you might need to work closely with during the design phase. What you learn during the interview process can prevent unknown surprises linked to the overall scope, pricing, and duration of the project.
Interviews should feel like conversations. Your delivery type may be a single design, an entire experience for a product, or a family of auditory experiences. In some cases, you might find that the product needs subtractive sound design for mechanical noise, which could require the aid of a mechanical engineer. Interviews set your work up for the next step of the process, which is design.
In the next chapter, you’ll learn how to apply what you learned in the interviews to designing a successful product.
1 Albert Shum et al., “Inclusive Microsoft Design,” http://bit.ly/2CrYBgu
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