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Performing Sonic City: Situated Creativity
In Mobile Music Making
by Lalya Gaye and Lars Erik Holmquist
Future Applications Lab
Viktoria Institute
Hörselgången 4, 417 56 Göteborg
Sweden
lalya [@] viktoria [dot] se
leh [@] viktoria [dot] se
http://www.viktoria.se/fal/projects/soniccity/
KEYWORDS
mobile media, ubiquitous computing, interactive
music, mobile music making, everyday creativity,
situated interaction.
ABSTRACT
*Sonic City* is a mobile music application that
turns the city into a musical interface. A study
with participants using our prototype in their
everyday settings showed how *Sonic City* mediates
a new type of personal experience of urban space
and embeds electronic music making in the everyday.
This paper sets *Sonic City* and the notion of
mobile music making into perspective, describes
how the characteristics of this type of systems
affect user behaviour and experience, and discusses
implications for this emerging field.
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1. INTRODUCTION
*Sonic City* is a wearable system that
turns the city into an interface for real time
electronic music making. It enables its user to
create a personal soundscape of live electronic
music by walking through and interacting with
urban environments. The prototype consists of
a small laptop computer, a microphone, headphones,
a micro-controller, a MIDI interface, and a number
of sensors (sensing light, metal, movement, proximity,
sound level, etc). The system gathers information
about the user’s actions and surrounding
context with sensors worn on the body and a layer
of context and action recognition. This data controls
the audio processing of live urban sounds collected
by the microphone. Resulting music is output through
headphones in real time and in the context in
which it is created, as the user is walking. Mobility
through shifting urban context becomes a large-scale
musical gesture. (For more details, see [8]).
*Sonic City* is one example of *mobile music making*.
This paper sets this project and the notion of
mobile music making into perspective, describes
how the characteristics of this type of systems
affect user behaviour and experience, and discusses
implications for this emerging field.
2. MOBILITY AND AESTHETIC CREATIVITY
IN THE EVERYDAY
When new technologies emerge and infiltrate society,
they often enable new forms of aesthetic practices
for artists and everyday people. Ubiquitous and
mobile technologies situate computing into the
real world with features such as context and location
sensitivity, merging the physical and the digital
realms. This gives new dimensions to everyday
activities and settings, and invests them with
new social meaning and aesthetic values. Thus,
mobile computing can give rise to new types of
creative behaviours and aesthetic practices in
people's everyday life and allows new types of
media - mobile media - to develop.
2.1 Aesthetic Mobile Practices
Although the field of mobile media is relatively
new, practices embedded in the everyday where
mobility becomes a creative act have existed for
a long time.
Walking is the most ancient form of aesthetic
mobile practice. Because of the relation it creates
between body and space, the art of walking can
become an act of introspection, a critique of
public space, a political act, or an aesthetic
practice [3]. In Aboriginal walkabouts, a system
of routes mapping the whole Australian continent
is connected to song-lines and tales of the origins
of mankind; walking reinterprets these narratives,
bringing them to life. In the situationist dérive
- an aimless, explorative and playful drifting
through city, or "technique of rapid passage
through varied ambiences" [4] - walking becomes
a means of shaking one's perception of everyday
urban space and creating new meaning within it:
one walks to get lost in the city and break from
the monotony of usual everyday paths, exploring
unknown urban areas and one's awareness of own
mental maps.
In other mobile practices, such as the urban
sports of parkour or skateboarding, mobility turns
the urban environment into a physical resource
for aesthetic performance. In street skateboarding,
people repurpose and interface with urban space
through their decks, giving new meanings to pavements
and architecture through their physical use [2].
In the discipline of parkour [15], an extreme
French artistic urban sport making use of architectural
infrastructures and urban furnish, practitioners
('traceurs') use urban space in a creative way
by climbing buildings with their bare hands, jumping
over fences or across staircases. Traceurs and
skateboarders transform what most of us would
consider obstacles or barriers (such as walls
or fences) into resources for movement, attaching
great importance to mobile aesthetics: while moving
through the city or exploring one particular spot,
they approach urban space in terms of how it can
be used, what resources are available at hand
for jumps, climbing, etc.
2.2 Mobile Music Making
Mapped to the physical world with ubiquitous
and mobile technology, mobile media differs from
other types of new media by its strong connection
to place and its active awareness of location
or context. It resituates media contents and interaction
into the real world and thus into the everyday,
encompassing fields such as augmented (e.g. [7])
and mixed-reality (e.g. [1]). Interactive music
is another exciting field where users also break
out from desktop settings and the 'computer screen
- mouse' paradigm, and that puts the focus of
electronic music back into real-time music making
and physical interaction in live performances.
Mobile music making can be considered to be at
the intersection of these two fields. In its own
turn, this new field breaks out of the desktop
and music performance settings, and situates the
act of making electronic music into the real everyday
world. Enabling to making music on the go, mobile
music devices can make use of their physical context
(e.g. *Sonic City*), social context (e.g. [18])
or be portable devices without sensing capabilities
that are easily used in mobile settings (e.g.
[16]). Various projects have been dilating the
space of possibilities that everyday people have
grown accustomed to since the Sony walkman: already
in 1969, Wodiczko created the *Personal Instrument*
[19], a wearable that filters sound in headphones
based on the intensity of light hitting the user's
palms; more recently, *Sound Lens* [10] is a portable
device converting flickering of artificial light
into sound. Other projects enable collaborative
mobile music making in the city: in *Sound Mapping*
[13] - a site-specific outdoor interactive music
event, co-located people interacted and created
music with a set of portable suitcases equipped
with sensors and GPS; in *CosTune* [14] users
are connected by a network of wearables that can
be explicitly played with touch; in *Malleable
Mobile Music* [18] - a collaborative proximity
and location-based music remixer, each user contributes
with a track to the music. Local soundscapes can
also be reinterpreted on the move: *Noiseman*
[6] and *Sonic Interface* [11] filter and remix
urban sounds with pre-programmed audio units carried
in backpacks, while *Nomadic Audio by Mazé*
[12] retrieves local radio frequencies for individual
train commuters. Locative soundscape projects
such as *Trace* [17] connect music to location
with the help of GPS, in a way reminiscent of
the aboriginal walkabouts.
3. *SONIC CITY*: MOBILE MUSICAL INTERACTION
WITH URBAN SPACE
In the mobile music application *Sonic
City*, mobility itself becomes the main interaction
vector: the user's movement through shifting urban
context and her interaction with the physical
environment creates new music in real time. By
relying on everyday mobile settings and actions,
and creating a link between the constructed space
of the city and the constructed time of music,
*Sonic City* mediates a new type of relationship
between the user and her surrounding physical
urban space that embeds electronic music making
in the everyday. The following characteristics
of *Sonic City* imply interesting interaction
properties that can hint on the future potentials
of mobile music making. The music produced with
*Sonic City* is created based on the surrounding
context, as well as experienced in context, as
it is being created. The user only interacts with
her local context, not with the city as a whole.
This brings a dimension of immediacy to the interaction
and makes the musical experience situated. Because
the system is wearable, the space of enabled interactions
is also user-centric and non site-specific. This
interaction space is however scaled to the dimensions
of a city: the musical time-line is matched to
the user's path and the time it takes to travel
certain distances. This implies a certain scale
of musical gesture. In terms of musical gesture,
mobile interactions relying on everyday, normally
non-musical embodied actions such as walking are
devoid of a specific gestural language for music.
In terms of musical interface, the city itself
was obviously not either designed for the specific
purpose of making music. However, *Sonic City*
projects a space of designed interactions on the
urban space: the city is repurposed into a musical
interface. *Sonic City* provides entry points
to apprehending the city's everyday settings,
objects and actions at hand as music makers, and
to repurposing them as resources for musical interaction,
resources to physically *use* and interact *with*.
In the city - a constructed and familiar, yet
dynamic and unpredictable interface - the user's
immediate surroundings shift in time and along
her path: the interface is in constant transition,
dynamic and heterogeneous.
4. MOBILE MUSIC MAKING WITH SONIC CITY
What do the characteristics of *Sonic
City* imply for the notion of mobility as a musical
act, in terms of user experience and behavior?
To explore this question, we conducted a user
study with five participants using our prototype
in their own everyday environments, within the
city of Göteborg. (For more information about
the user study, see [9]).
4.1 User Experience and Behaviors
The user experience alternated among different
states: immersive rediscovery of everyday urban
space; background music listening while managing
other mobile factors such as traffic and social
contexts; and active engagement into the music
creation. Using *Sonic City* enhanced the users'
perception of and engagement with their everyday
settings. They felt more aware of details highlighted
by the system, of things that they had stopped
paying attention to or never even noticed. However,
they also perceived that the city was more in
control of the music than they were, due to unpredictable
and uncontrollable factors encountered in urban
environments that had more effect on the music
than their own actions. This pushed the users
to actively regain control over the music, which
they would do through various ad hoc tactics,
both on a path level and on a local immediate
level. The users modified their planned paths
in order to search for unusual urban contexts
(electrical chamber, etc), and engaged in local
interactions with shifting resources at hand,
directing sensors with their body towards sources
of input (such as metal) or modulated the city's
input by shadowing sensors from noise or light
with their body posture. Paths could be seen as
scores articulated by ad hoc local bodily interactions.
4.2 Augmented Walks: Interweaving Activities
of Walking and Music Making
The experience alternated between being active
and passive, going back and forth from an immersive
experience to background music listening, to active
interventions in the music. During active phases,
users looked for sources of input and interacted
with them. The experience would become passive
when the activity of dealing with the city had
higher priority or when the users wanted to simply
hear what the city did musically, at which point
the experience would become more introspective
and intimate. Navigation through space alternated
as well between being motivated by intentional
musical actions (such as suddenly getting closer
to a wall) and by normal everyday mobile behaviours
(crossing a street, avoiding a dog...) Sometimes,
users even made musical actions pass as everyday
activity, pretending for example to be looking
at a shop window when actually aiming to hide
the microphone from loud traffic noises. Mobile
music making in real world settings can therefore
alternate between a foreground and background
activity, something that should be supported in
the design of mobile music applications.
4.3 Situated Creative Behaviours
Due to the shifting and repurposed nature of
the city as musical interface, users wishing to
regain control over the experience had to make
the effort of adapting their interactions in situations,
to dynamic, heterogeneous and sometimes unpredictable
resources at hand: they looked for interesting
context and local interactions to engage into
in a rather ad hoc way and often found some by
accident. The resulting music was a reflection
of these situated actions and was highly contextual:
the more dynamic and complex the context, the
richer the music. This type of situated improvisation
in mobile music making can be related to the practice
of 'bricolage', a form of everyday creativity
and inventiveness: making do with what is at hand
in a particular situation, either to find a solution
to a problem, or as in our case to create something
new with available materials [5]. Therefore, even
when implying a loss of control from the user's
part, heterogeneity and unpredictability are interesting
aspects of urban interactions to embrace in the
design of mobile music applications, as they enrich
the experience during passive phases and stimulate
user participation during active ones.
5. CONCLUSIONS
At the intersection of mobile media and
interactive music, the aesthetic practice of mobile
music making mediates a new type of personal experience
of urban space while embedding electronic music
making in the real everyday world. *Sonic City*
in action showed that mobility could become a
new and original type of technology-mediated experience
that alters between rediscovery of the everyday
and creativity in situation with shifting physical
everyday resources at hand. With the current explosion
of mobile technology, could such new types of
practices become widespread in the near future?
ILLUSTRATIONS
Figure 1. Mobile music making with Sonic
City: a user in action

Figure 2. Sonic City user
study participants
All images copyrighted ©
Gaye and Holmquist
ACKNOWLEDGMENTS
*Sonic City* is a collaboration between
Future Applications Lab, Viktoria Institute, and
Re:Form studio, Interactive Institute, funded
by the Swedish Foundation for Strategic Research
through the Mobile Services project, and by the
European IST project ECAgents (IST-1940). Thanks
to the study participants, to Anne Galloway, Chris
Salter, Barry Brown, and project partners Ramia
Mazé, Daniel Skoglund, and Margot Jacobs
for inspiration and valuable comments and discussions.
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AUTHOR BIOGRAPHIES
LALYA GAYE is a researcher and Ph.D student
at the Future Applications Lab, Viktoria Institute
(Göteborg, Sweden), working in multidisciplinary
projects at the convergence of art, technology,
and design. She has a B.Sc in physics from the
University of Geneva, Switzerland, an Msc.Eng
in electroacoustics from the Royal Institute of
Technology KTH in Stockholm, Sweden, and is currently
a Ph.D candidate in informatics at the University
of Göteborg. Her prototyping-based research
explores new territories of personal expression
and everyday creativity enabled by ubiquitous
and mobile computing, focusing in particular on
mobile media for urban space and on computational
repurposing of everyday objects. She is also a
member of the newly started Pervasive and Locative
Arts Network (PLAN), and of sound-art and new
media collectives in Göteborg, Sweden.
LARS ERIK HOLMQUIST is the leader of
the Future Applications Lab, Viktoria Institute,
in Göteborg, Sweden. Before this, he founded
and led the PLAY research group from 1997-2001.
He received his master’s degree in computer
science in 1996, and his Ph.D in informatics in
2000, both at the Göteborg University. His
research interests include human-computer interaction,
information visualization and ubiquitous computing.
He has been member of many international conference
committees and published extensively in these
research fields. He chaired the international
conference on ubiquitous computing UbiComp 2002,
and is an associate editor of the Springer journal
Personal and Ubiquitous Computing.
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