Blattner, M. M., Sumikawa, D. A., & Greenberg, R. M. (1989). Earcons and icons: Their structure and common design principles. Human-computer Interaction, 4, 11–44.
Added by: Mark Grimshaw-Aagaard 18/01/2016, 15:54
Earcons are "nonverbal audio messages used in the user-computer interface to provide information to the user about some computer object, operation, or interaction."
A personal communication from Buxton indicates that in video arcades "scores drop when sound accompanying video games is turned off."
Paraphrasing Kerman: "Even though timbre is difficult to describe and notate precisely, it is one of the most immediate and easily recognizable characteristics of sound."*
* Kerman, J. (1980). Listen. New York: Worth.
Three classes of earcons:
representational
semi-abstract
abstract
with grey areas inbetween.
Gaver, W. W. (1986). Auditory icons: Using sound in computer interfaces. Human-computer Interaction, 2, 167–177.
Added by: Mark Grimshaw-Aagaard Last edited by: Mark Grimshaw-Aagaard 08/01/2008, 07:51
"...Wagner's "Leitmotifs" and the use of sound in video games such as Pac Man, use metaphors based on similarities between the temporal progressions of the sounds and the events they are to represent. Other examples, such as the use of changing pitch to stand for changing heights, involve the use of a dimensional metaphor, in which one ordered dimension is used to represent another."
Manipulating parameters of the sound itself such as pitch and loudness (what are termed proximal stimuli), forces mappings between data and representation "to be either arbitrary or, at best, metaphorical. A nomic mapping can only be produced by manipulating the sound in terms of its source -- by using natural sounds." Although such sounds may of course be symbolic or metaphorical, "natural sounds should make possible a higher degree of articulatory directness than manipulating dimensions of the sound itself."
"an auditory icon is a sound that provides information about an event that represents desired data. Instead of using dimensions of sound to stand for dimensions of the data, dimensions of the sound's source are used"
"Auditory icons provide a natural and intuitive way to represent dimensional data and to represent conceptual objects in a computer system."
Metonymic auditory icons are those "in which a feature is used to represent the whole"
Gaver identifies three mappings between data and its representation which he applies to sound:
symbolic -- arbitrary mapping
Metaphoric -- similarities between data and representation which may be structure-mapped (structural similarities) or metonymic.
Nomic -- direct relationship between representation of the sound source and sound. Gavin terms these types of sound auditory icons.
Discusses the notion of articulatory directness which is the continuum on which symbolic (least), metaphoric and nomic (most) stand.
Having suggested that nomic sounds have greater articulatory directness than symbolic, Gavin warns that culturally-ingrained symbolic sounds are just as powerfully representative and should not be discarded as useless.