NIME - after the demo

So as noted on this here blog, last week I put everything together, and it worked much better than planned.  I demoed it in class shortly after, and got some wonderful feedback.  What I took away from it was as follows:

- It needs to reference the inspiration of architecture more in the sound of things.  The sounds need to be more about space and shape, which I wholly agree with.

- Running with that, the actions need to be mapped better.  I.e., if it’s pulled left, pan left.  If pulled right, pan right.  Pull up the top, make it less compressed (or bigger via delay).
- Stretchy material needs to cover the frame so it really shows how the shape changes.

- Lots of people wanted to see it bigger, so that the actions were more obvious.  Not sure I can pull that off in time, but I do agree.

- Light each point (as in put LED’s at the end of each pole), maybe?  That way you can see what I’m pulling and what it’s doing back.

I was really stoked to get these (and a bunch of other) great ideas from the class, and am even more convinced I have to (A) get back to work on this thing and (B) continue it past the NIME show.  However, I took this week to work on the audio side a bit more and really step back and think a bit — I’ll be back to the building side this week/weekend.

What I’m also thinking about is creating this as an installation for later, which I see going thusly:

- The object is in the middle of a room.

- There are mics in each corner of the room.

- People don headphones and start to mangle the sound in real-time, changing their experience of the space.

That idea, clearly, is half-baked still — I’m not sure there’s any reason to do it, really, but I’m going to tinker around a bit more.  Much more to come, of course.

Post a Comment

Your email is never published nor shared. Required fields are marked *