Using Auditory Displays in Public Places Eoin Brazil Auditory displays allow us to make a better use of our auditory sense. Auditory displays are particularly suited to mobile and ubiquitous applications as they can free up the visual modality. Sound has been used in interfaces to draw attention to events and to support peripheral awareness [1, 2]; to give users confirmation that their actions have succeeded or failed [3]; to monitor processes [4, 5]; and for notification [6]. Auditory icons are representations of everyday sounds (environmental sounds) designed to convey information from computer events [7]. Auditory icons represent distinct events or items, as the relationship is a mapping from an event in the everyday sound to a computer event. The identification of an auditory icon directly relates to the analogy used between the everyday world and the model world. This metaphorical association to the interacting object is built on our everyday listening skills. Gaver has described and investigated auditory icon comprehension in an ecological sense [8, 9]. Auditory icons can be parameterised as discussed by Gaver [10] to reflect the relevant dimensions of the interacting object. An example would be a large file would sound large. This parameterisation allows for an auditory icon to be accessed by a number of dimensions and greatly increases the amount of information that can be conveyed perceptually rather than symbolically. The identification of an auditory icon is related to the interpretation of its metaphorical association and this identification becomes more difficult when concurrently presenting auditory icons as the more icons presented the greater the possibility of changing or damaging the metaphorical associations. Modification may be made to help improve auditory icon identification; but the modification is constrained due to the metaphorical association that must be preserved to maintain the mapping between the events and the sounds. These everyday sounds have an inherent meaning which has previously been learnt from our everyday activities, which should have an inherent meaning dependant upon the context, Mynatt [11] discussed the recognition problem of how choosing the right sounds for the interface is an art with many hidden dangers and is dependant upon the skills of the designer. These dangers can include sounds which are confusing when heard without context, or which create different scenarios by the simple rearrangement of the temporal sequencing of the sounds. Research from Ballas and Howard [12] found that semantic context in sound interpretation is a important factor and that auditory perception is directed towards awareness of the sources of sounds i.e. the events producing sounds. They also stated that the function of auditory perception is to recognise events rather than processing acoustic patterns. This has lead to some ongoing research in the IDC where we are investigating using interaction design and auditory display with a focus on mapping human activity to actions rather than objects. In order to further research this new approach we have conducted several investigations into the identification of everyday sounds. As part of this experience a listening test approach was used, as used by several other researchers e.g. [37-39]. Fernström et al [13] presented an analysis of a set of descriptions for the sounds within the framework of interaction design and auditory display. In analysing these descriptions Ballas’ method of causal uncertainty [14] was used, which determines a confusion metric for a sound with different possible identifications of the sound. Ballas et al found that the identification time for everyday nonspeech sounds was a function of the logarithm of the number of alternative interpretations of a sound [15]. Hcu is a measure of causal uncertainty for sound i, where pij is the proportion of all responses for sound i sorted into event categories j and n is the number of categories for responses to sound i. The process for evaluating this type of experiment involves analysing the collected responses, which are sorted and categorized as well as being checked for correctness. From the text responses, the action and object segments are extracted and categorized; these are concentrated on how the objects/materials interacted and what objects/materials were used in the interaction/s. The collected data set with all responses, categorizations, and measurements of causal uncertainty can also be used for suggesting the possible use of sounds in interaction design, somewhat similar to Barrass’ method of collecting stories [16] about when sound is useful in everyday life. From a designer’s point of view it’s interesting to note that the responses from the listening tests contain information about how people describe everyday sounds as well as measurements of causal uncertainty. With the results of the listening tests, we can begin to suggest possible auditory displays and metaphors for interaction design. Based on Barrass’ TaDa approach, we can do a task and data analysis that lets us select sounds that can communicate the dimensions and directions that give users adequate feedback about their actions in relation to a system as well as the system’s status and events. The measurements of causal uncertainty allows for the choice of sounds that are semantically distinct. Our earlier research concentrated on individual sounds, which were presented sequentially, but as designers may wish to convey more than the single event or message contained within a single auditory icon, our current investigations are investigating concurrently presented auditory icons. Peek [17] is an example of a concurrent auditory icon systems, it is used by network administrators for network monitoring. A typical scenario could involve the mapping of the number of users to the number of birds singing so you could directly hear how many users are on the network at any one time, serious events or negative events could be mapped to gun shots or thunder sounds. This shows a practical scenario for using concurrent auditory icons and it is equally applicable to any monitoring or notification task. Macrotemporal properties of sounds are also important for identification, e.g. the sound of a single isolated footstep can be heard as a book being dropped on a table, while if several footsteps are heard there is seldom any doubt about the source. Brian Gygi [18] investigated how people identify everyday sounds. He found that when all spectral (timbral) content was removed, the macro-temporal structures of the sounds still afforded identification (22-46%). Another factor that contributes to confusion is context, e.g. the sound of rain is often mistaken for being the sound of frying. These factors must also be taken into account when designing modifications to an auditory icon. In designing auditory displays it is possible to design sonifications and use auditory icons that are psychoacoustically correct and also quite efficient but which are unpleasant to listen to. Sound Design [19], Foley artists, theories from acousmatic music should all be drawn upon to further influence the work in auditory displays to help when designing auditory aesthetics into auditory displays. Our research into auditory interfaces aims to give users a direct experience of the activity they're engaging in, especially in ‘eyes busy’ Drawing on research into classification [20] and our earlier work on browsing [21 – 23] and allowing it to inform our approach as part of an activity-centric model of interaction. Our hypothesis is that users interact directly with the interface and by mapping users interaction to the action rather than the object would reflect a better mapping to their needs and understandings. We also believe that the event mapping should not be a discrete mapping but rather a continuous mapping. Man interactions are continuous processes but they also evolve and change so we must support a set of practices but we must also support the evolution of the process. This follows both Durish [24] and Schon's [25] views on the "conversation with materials" out of which will emerge new forms of action and meaning. Moving our focus of attention from "context" (as the set of descriptive features of a soundscape or auditory scene) to "practice" (forms of engagement with those sounds), we highlight the importance of the meanings that people find in the world and the meanings of their actions in terms of the consequence and interpretations of those actions for themselves and others. Increase our understanding as Designers of interactive sonfications we need a greater depth of empirical work under controlled conditions before this particular activity-centric model can be used in real world applications. References: [1] M. Barra, T. Cillo, A. De Santis, U. F. Petrillo, A. Negro, and V. Scarano, "Multimodal Monitoring of Web Servers," IEEE Multimedia, pp. 32-41, 2002. [2] B. S. Mauney and B. N. Walker, "Creating Functional and Liveable Soundscapes for Peripheral Monitoring of Dynamic Data," presented at International Conference on Auditory Display (ICAD-04), Sydney, Australia, 2004. [3] S. A. Brewster, P. C. Wright, A. J. Dix, and A. D. N. Edwards, "The sonic enhancement of graphical buttons," presented at Interact'95, Lillehammer, Norway, 1995. [4] M. C. Albers, "The Varese system, hybrid auditory interfaces, and satellite-ground control: Using auditory icons and sonification in a complex, supervisory control system," presented at Second International Conference on Auditory Display, Santa Fe, N.M., 1994. [5] J. Cohen, "Monitoring Background Activities," in Auditory Display: Sonification, Audification and Auditory interfaces, G. Kramer, Ed. Reading, MA, USA: Addison-Wesley Publishing Company, 1994, pp. 499-532. [6] W. W. Gaver and R. Smith, "Auditory icons in large-scale collaborative environments," presented at INTERACT'90, 1990. [7] W. W. Gaver, "Using and Creating Auditory Icons," in Auditory Display: Sonification, Audification and Auditory interfaces, G. Kramer, Ed. Reading, MA, USA: Addison-Wesley Publishing Company, 1994, pp. 417-446. [8] W. W. Gaver, "How do we hear in the world? Explorations of ecological acoustics," Ecological Psychology, vol. 5, pp. 285 - 313, 1993. [9] W. W. Gaver, "What in the world do we hear? An ecological approach to auditory source perception," Ecological Psychology, vol. 5, pp. 1-29, 1993. [10] W. W. Gaver, "Synthesizing Auditory Icons," presented at Interchi'93, 1993. [11] E. D. Mynatt, "Designing with auditory icons," presented at Second International Conference on Auditory Display (ICAD '94), Santa Fe, New Mexico, 1994. [12] J. A. Ballas and J. H. Howard, "Interpreting the language of environmental sounds," Environ. Behav., vol. 1, pp. 91-114, 1987. [13] J. M. Fernström, E. Brazil, and L. Bannon, "HCI Design and Interactive Sonification for Fingers and Ears," IEEE Multimedia, vol. 12, pp. 36-44, 2005. [14] J. A. Ballas, "Common factors in the identification of an assortment of brief everyday sounds," J. of Experimental Psychology, vol. 19, pp. 250-267, 1993. [15] J. A. Ballas, M. J. Sliwinsky, and J. P. Harding, "Uncertainty and response time in identifying non-speech sounds," Acoustical Society of America, vol. 79, 1986. [16] S. Barrass, "Auditory Information Design," in CSIS: Australian National University, 1997, pp. 306. [17] M. Gilfix and A. Crouch, "Peep (The Network Auralizaer): Analyzing your Network with Sound," presented at LISA XIV, New Orleans, USA, 2000. [18] B. Gygi, "Factors in the Identification of Environmental Sounds," in Department of Psychology. Indiana: Indiana University, 2001, pp. 187. [19] D. Sonnenschein, Sound Design: The Expressive Power of Music, Voice, and Sound Effects in Cinema, 1st ed. Studio City, CA, USA: Michael Wiese Productions, 2001. [20] G. C. Bowker and S. L. Star, Sorting things out: Classification and its consequences. Cambridge, MA: MIT Press, 2000. [21] E. Brazil, M. Fernström, G. Tzanetakis, and P. Cook, "Enhancing Sonic Browsing Using Audio Information Retrieval," presented at International Conference on Auditory Display, Kyoto, Japan, 2002. [22] E. Brazil and J. M. Fernström, "Audio Information Browsing With The Sonic Browser," presented at International Conference on Multiple Views in Exploratory Visualisation (CMV2003), London, UK, 2003. [23] M. Fernström and E. Brazil, "Sonic Browsing: an Auditory Tool for Multimedia Asset Management," presented at ICAD 2002, Helsinki, Finland, 2001. [24] P. Dourish, Where the Action Is: The Foundations of Embodied Interaction. Cambridge, MA: MIT Press, 2001. [25] D. Schon, The Reflective Practitioner: How Professionals Think in Action. New York: Basic Books, 1983.