Date: November 26, 1998
Present: Anastasia Cheetham, Lake Porter, Jutta Treviranus, Joseph
Scheuhammer
Regrets: Karen McCall
We discussed some principles that were used/will be used to choose sound effects. These represent the base rationale when choosing sounds to represent different aspects of the UI:
We discussed the list sound. Joseph noted that Dena's original idea was to have three tones ascending (descending?) in pitch. The three tones indicated multiple items. Their rising in pitch indicated that the items were ordered. The current list sound does not do this -- it is multiple tones rising and falling.
We discussed what the tree sound should be. Jutta suggested that it could be an extension of the list sound. First, a single sound is heard to represent the root of the tree. This is followed by a couple of sounds to indicate the branches at the first level. This is followed by more sounds to indicate the branches at the next level. Overall, this sound indicates a structure that has few items at the top, and a growing number as one goes down. Still to be resolved: how many levels are needed to communicate the "branchiness"? What can be done under one second duration? What is the actual sound? Tones, as in the original list sound? If so, the tones should descend in pitch as one goes down the levels.
We discussed the general navigation sound. It was decided that it was too long and should be shortened.
We discussed the button identifier sounds:
Jutta suggested that of all these buttons, only push buttons actually have three states: up (normal), down (depressed), and up again. Hence, it should be represented by three tones. However, it is clear that this same sound cannot be used both to identify the button as well as provide feed back when the button is "pressed". I guess the middle tone could be higher when the button is up (identifier), and lower when pressed (activated). The other types of buttons have two states at any given time: on going to off or off going to on, and so should be represented by two tones.
We discussed "warping" to the menu bar. Joseph explained that the "wee-woo" sound was meant to convey that focus has leapt up from its current location and landed on the menu bar. He also noted that this sound was the also used when warping to the tool bar. We decided that there should be a sound that identifies the menu bar qua menu bar, and that communicating the warping of focus was not as important. In a similar vein, there should be another sound to identify the tool bar.
There was a brief discussion of the submarine ping sound being used as both a general disabled sound and the identifier for the desktop. It was decided that using it for both was confusing, and that there needs to be two different sounds.
The meeting ended with the following take home exercise: Menu bar, tool bar, and desktop are all containers that can be navigated. One can move about and select menus on the menu bar. One can navigate and select tool buttons on the tool bar. The desktop can be explored in terms of its windows and icons. How do we communicate the "container-ness" of each? Personal plug: I think the submarine ping is good for the desktop. It suggests that one is underneath and can rise to the surface by selecting a window or icon. Note that the desktop is, in fact, behind/beneath all of its windows and icons. Is this a stretch or what? If the ping is the identifier for the desktop, then we need another sound effect for disabled controls.
Joseph Scheuhammer.