Abstract
Wearable audio-tactile devices can be evaluated not only in terms of the perceptual experiences they elicit, but also how they come to exist. In this project case study, we show how the industrial environment influenced the design processes that have structured both the purpose and the form of two wearable audio-tactile devices, here described as design artifacts. We elaborate two design artifacts in terms of speculative and product design processes: the speculative design artifact (the multimodal harness) which was conceived to challenge the user’s assumptions about hearing, and the product design artifact (Ryzm™) to bring the user an improved listening experience. In turn, we reveal the reciprocity of our speculative and product design processes: the creative interactions that bound the two artifacts’ development created a connection between otherwise distinct scientific and commercial objectives.
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Notes
- 1.
Bose SoundWear Companion speaker.
- 2.
Sony SRS-NS7 Wireless Neckband Speaker.
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Acknowledgements
This research is part of a CIFRE industrial PhD contract, funded by Actronika SAS and the ANRT. We thank James Auger, Frédérique Pain and Pablo Arias for their contributions through insightful discussion. We also thank all of our colleagues and our co-development partner Les Vertugadins for their continued partnership.
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Richards, C., Misdariis, N., Cahen, R. (2022). The Reciprocity of Speculative and Product Design Research in an Industrial Framework. In: Saitis, C., Farkhatdinov, I., Papetti, S. (eds) Haptic and Audio Interaction Design. HAID 2022. Lecture Notes in Computer Science, vol 13417. Springer, Cham. https://doi.org/10.1007/978-3-031-15019-7_8
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