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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Ed Martinez and Patty Wang.
1997. Modeling Analog Synthesis with DSPs.
Computer Music Journal</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Beyond a Skeuomorphic Representation of Subtractive Synthesis</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Martin Lindh</string-name>
          <email>martin.lindh@ju.se</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computer Science and Informatics, School of Engineering, Jönköping University Jönköping</institution>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>1997</year>
      </pub-date>
      <volume>21</volume>
      <issue>4</issue>
      <abstract>
        <p>This proposition paper wants to raise the issue of design ideology within the field of music software that recreates vintage analogue synthesizers using subtractive synthesis. There is a clear dominance of a skeuomorphic design ideology regarding the Graphical User Interface (GUI) within this field. The suggested study aims to research if this is a correct choice in terms us usability, accessibility and intuitiveness. The suggestion is to conduct a series of A/B tests of custom prototype UIs on three predefined groups of users. Group A, with a previous knowledge of analogue hardware synthesizers, Group B, with a knowledge of music software but limited experience with analogue hardware synthesizers and finally Group C, with a limited knowledge and experience of both music software and analogue hardware synthesizers. The prototype GUIs will be made using a skeuomorphic design paradigm as well as a flat design paradigm that also incorporates a couple of new ideas in terms of input controls. The A/B tests will be complemented with semi-structured interviews with the participants.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>subtractive
interface;
synthesis;
graphic</p>
      <p>music
design;
INTRODUCTION
Apple, in large part influenced by Steve Jobs, brought the
skeuomorphic design ideology to the large digital audiences
in the early 21th century. The style has lost a little bit of
ground every year since then. Today most web pages and
many mobile and desktop applications has abandoned the
realistic style for a more clean and simplified look, often
referred to as flat design. A development accelerated by the
demands of responsive web design. There is however one
area within Graphical User Interface (GUI) design where the
© 2018. Copyright for the individual papers remains with the authors.
Copying permitted for private and academic purposes.</p>
      <p>MILC '18, March 11, Tokyo, Japan.
skeuomorphic design view still thrives and that is digital
software versions of vintage music gear. This study will
specifically focus on digital software versions of vintage
synthesizers that use the classic subtractive synthesis.
French company Arturia has for instance recreated classic
synthesizers like the Arp 2600, Prophet 5 and Roland Jupiter
8 keeping every rotary knob, patch cable and wooden detail
in the synthesizers digital incarnations.</p>
      <p>While this makes sense from a nostalgic standpoint this study
aims to find out if it also makes sense from a usability and
accessibility standpoint. One argument for this is that users
who are acquainted with the original hardware immediately
know their way around the software.</p>
      <p>Or is it a good idea to incorporate flat design philosophy and
also new kinds of input controls in the world of subtractive
synthesis software synthesizers the same way it has now
come to dominate web design?</p>
      <p>
        There exist some examples of flat design within GUI design
for software synthesizers. The Floppytron Synth from
Sampleso [
        <xref ref-type="bibr" rid="ref8">13</xref>
        ] is one such example. Another interesting
example, especially concerning the visual cues found in the
input controls (e.g. value visualized by colors filling the up
the actual control) is the Aalto Semi-Modular Software
Synthesizer from Madrona Labs [8].
There is no doubt though that when recreating classic
subtractive synthesis in the computer, the realistic approach
is far more common in terms of the GUI.
      </p>
      <p>DEFINING CONCEPTS
The study will be centered around three key concepts. And
although skeuomorphism and flat design might be public
knowledge by now there is a need to define how they will be
used in this particular study. For readers not well acquainted
with subtractive synthesis, this is defined as well. Both
regarding physical hardware and in the digital format that
will be used and tested in the study.</p>
      <p>
        Skeuomorphism
Oxford Living Dictionaries defines skeuomorph [
        <xref ref-type="bibr" rid="ref5">10</xref>
        ] as “an
object or feature which imitates the design of a similar
artefact made from another material”, and for computing in
particular as “an element of a graphical user interface which
mimics a physical object”. The graphic designer
accomplishes this by using tints and shadows, perspectives
and textures imitating physical objects. The idea is to make
the interface easier to use for people already familiar with the
objects that are pictured.
      </p>
      <p>
        Flat design
The general idea concerning flat design is that it is simpler,
more streamlined and lacks the perspectives, textures and
lighting effects found in skeuomorphism. Flat design
approaches the concept of stylization and functional
minimalism. Focus is ease of use, scalability and fast
download speed/minimal use of the Graphics Processing
Unit (GPU). Tuner (2014) describes flat design as removing
stylistic characters such as drop shadows, gradients, textures,
and any other type of design that is meant to make the
element feel three-dimensional [
        <xref ref-type="bibr" rid="ref10">15</xref>
        ]. It’s worth pointing out
though that flat design can still keep skeuomorphic elements
in the sense that it uses visual metaphors for real life objects.
It just doesn’t aim for a realistic graphic style.
      </p>
      <p>
        Subtractive Synthesis
Subtractive synthesis is a method to produce an audio signal
found in early hardware synthesizers of the 1960s and 70s. It
is still used in a majority of modern analogue synthesizers as
well, and often recreated digitally in software synthesizers
[6]. The audio signal/sound that is generated is attenuated by
a filter, subtracting frequencies and altering the timbre. In
essence, the sound will usually have three main elements
present: the sound generator (usually an oscillator), the filter
(to shape the tone) and the envelope (to control the volume
over time) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. In addition to this most analogue synthesizers
also include a Low-frequency Oscillator which produces
pulse for modulation of the audio signal. There is generally
also a Voltage-controlled amplifier to amplify the audio
signal.
      </p>
      <p>
        PREVIOUS STUDIES
There exist several studies on skeuomorphism vs. flat design
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref6">11</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">12</xref>
        ], and there has been an ongoing debate
concerning especially Apple’s former fondness for the
skeuomorphic philosophy for a couple of years [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. To my
knowledge though, no one has yet focused on software
versions of classic subtractive synthesis in regards to this
aspect of the GUI.
      </p>
      <p>METHOD
The study will be conducted through a series of A/B tests on
users from three clearly defined groups of users. The
members of the groups will be observed as they solve given
tasks using prototype software synthesizers with custom
GUIs. One prototype will be designed in a skeuomorphic
style with visual metaphors reminiscent of vintage hardware
synthesizers and another will be done with a flat design GUI
replacing the rotary knobs with new kinds of interactivity
(described under the section “Designing the Prototypes”).
Eventual differences in workflow between the prototypes is
of particular interest. After the A/B test the participants will
be interviewed using a semi-structured interview format. The
questions will be of qualitative nature and the participants
will be asked to explain why a certain workflow where
chosen or preferred. The aim is to answer questions
regarding usability, intuitiveness, accessibility and general
User Experience (UX). There will be focus on differences
between the three groups of users as well as experiences of
individual users regardless of group affiliation. Pure
aesthetic preferences will also be of interest.</p>
      <p>
        THE USER GROUPS
These are the three groups of users that will participate in the
study:
Group A: Previous experience of both music software
and analogue hardware using subtractive synthesis
This group of users will consist of persons that has
knowledge and experience of music software and also
previous experience with analogue hardware. This group
would appear to be a key target audience for skeuomorphic
software synthesizers since they are the ones who would
benefit most from the software resembling vintage hardware.
As an interesting paradox though, there exist at least one
study [
        <xref ref-type="bibr" rid="ref9">14</xref>
        ] suggesting they are sometimes convinced
nonusers of software synthesizers, believing they lack the quality
of the original hardware.
      </p>
      <p>Group B: Previous experience of music software, limited
experience of analogue hardware
In this group, the users are familiar with music software and
producing music in general. They are however not
experienced in vintage or modern analogue synthesizer
hardware, and their experience with subtractive synthesis
should be very limited. Ideal participants would be musicians
working outside the field of electronic music.</p>
      <p>Group C: Limited experience of both music software and
analogue hardware
This group will be made up of beginners in the realms of
music production and synthesizers. They have to have a fair
amount of computer literacy but no previous or limited
contact with music software or analogue hardware
synthesizer.</p>
      <p>DESIGNING THE PROTOTYPES
The software synthesizer prototypes for the study will be
built using Native Instruments Reaktor 6, a modular Digital
Signal Processing (DSP) lab [9]. The prototypes will recreate
a classic subtractive synthesis-signal path using two
Voltagecontrolled Oscillators (VCOs), one highpass/lowpass filter
(VCF), one Low-frequency Oscillator (LFO), an Envelop
Generator (EG) and a Voltage-controlled Amplifier (VCA).
For clarity, the traditional names using VC as a prefix is used,
even though a digital version of subtractive synthesis isn’t
technically voltage controlled.
The components of the prototypes will be layered with
custom skins designed in Adobe Illustrator.</p>
      <p>Prototype 1 (P1) will be made in a traditional skeuomorphic
design drawing inspiration from classic vintage hardware
synthesizers like the Minimoog Model D and Korg
Mono/Poly. The majority of the input controls will be made
up of digitally recreated rotary knobs. The design will
incorporate 3D perspective, artificial lighting resulting in
tints and shadows and textures recreating wood, metal and
plastic details. Since the purpose of the study primarily is to
investigate different visual design paradigms, the general
layout will be based on the very traditional oscillators &gt; filter
&gt; envelope generator workflow. A layout presumably
recognized by the participants in Group A. If initial tests
prove confusing to this group, to use an actual digital
recreation of for example the Minimoog Model D might be
an option.</p>
      <p>Prototype 2 (P2) will be designed using a minimalistic flat
design ideology with clear solid colours. In addition to this
some changes will be done in terms of input controls. It will
however keep the layout of components and elements found
in P1, making the visual paradigm and the input controls the
key differences between the two prototypes. One of the
skeuomorphic design choices the study aims to challenge is
the digitally recreated rotary knob. Virtual rotary knobs
present a physical challenge for linear input devices like the
computer mouse or the trackpad which aren’t naturally built
for rotation. However, some interfaces apply a hidden linear
input which lets the user drag up or down vertically to change
the value. In P2 this vertical linear input will get visual
signifiers in the form of sliders/meters that fills up showing
the value of the specific functions.</p>
      <p>Presented here are some suggestions for changes in terms of
input controls for the specific components of the subtractive
synthesis signal-path. An initial sketch of Prototype 2 can
also be seen in Figure 5. There are good arguments for the
graphic designer to also take interest in the technical aspects
of the software [5]. Taking this into account, the design and
layout may change if technical aspects, especially related to
the actual synthesizer build in Reaktor 6, deems it necessary.
Voltage-controlled Oscillators (VCOs)
The key feature for the oscillators is the choice of
waveforms. Traditionally this is done with a rotary knob. For
the flat design prototype this will be changed to illuminating
buttons giving more space to showcase images of the
waveforms. The selected waveform will light up when
chosen. Choice of octave range will be done with a slider
instead of a rotary knob.</p>
      <p>Voltage-controlled Filter (VCF)
Taking in account interesting technical studies [4], [7]
regarding the relation between oscillators and filters, the
VCF of the flat design version will get a placement with a
close proximity to the oscillators. If it checks out well in
initial testing, the VCF controls might even be included in
the same component box as the VCOs. The traditional rotary
knob will be avoided here as well, exchanged for a more
visually clear representation of value. A suggestion is to use
two vertical meters that fills up with the amount of Cutoff
and Resonance applied to the signal.</p>
      <p>Low-frequency Oscillator (LFO)
For the LFO the visual representation would be the same as
for the VCO, adding an extra slider for the frequency control.
Illuminated buttons to choose the waveform. It would also
be interesting with an actual visual display on how the LFO
modulates the signal path.</p>
      <p>Envelope Generator (EG)
For the control of the Attack Decay Sustain Release (ADSR)
EG there already exists some good examples of visual
representation of the sound. The four stages of the EG can
easily be converted to node points that the user can affect
directly inside the actual visualization. This takes away the
need for rotary knobs in the EG component as well.</p>
      <p>Voltage-controlled Amplifier (VCA)
You could argue that for a simple subtractive software
synthesizer the controls for the VCA could be dropped
altogether. To get good alignment with the skeuomorphic
design though, controls for gain and output will be included
in the flat design as well, but converted to horizontal sliders
reminiscent of what you would find in an ordinary digital
music player.</p>
      <p>Controllers
While using the prototypes an external MIDI keyboard will
be used to control the pitch/key. There will however be no
other forms of external physical controllers, for instance for
rotary knobs. Everything else in the synthesizers User
Interface (UI) will be controlled using a standard computer
mouse.</p>
      <p>CONCLUSIONS TO BE MADE
The study aims to find some evidence as to whether the
dominating skeuomorphic paradigm in designing software
synthesizers has merit outside of the obvious nostalgic
connotations. Does the resemblance to classic hardware have
the suggested positive effect on usability, accessibility and
general user experience? How well does the argument hold
up that if the user already knows how to use the hardware,
they will know how to use the software as well. And how
does this affect users who actually hasn’t that kind of
previous knowledge? It’s also interesting to find out how the
different groups of users respond to changes in the design of
interface and input controls. What kind of difference in
preferences can be found? Which group of users responds
best to taking a flat design approach.</p>
      <p>In terms of visualizing the audio signal and testing new input
controls there are also much that can be done by extending
the study to include more ideas and prototypes. One
interesting continuation of the study would also be to try and
find new visual representation of more complex modular
synthesizers with far more components using a variety of
different input controls.</p>
      <p>John Lazzaro and John Wawrzynek. 2001. Subtractive
Synthesis without Filters. Computer Science Division,
UC Berkeley.</p>
      <p>Madrona Labs, 2018. Aalto Semi-Modular Software
Synthesizer. Retrieved February 1, 2018 from
https://madronalabs.com/products/aalto
Native Instruments GmbH. 2017. Reaktor 6. Retrieved
December 12, 2017 from
https://www.nativeinstruments.com/en/products/komplete/synths/reaktor6/</p>
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