Archive for April 2012

GDC 2012 audio report by Sander Huiberts – Utrecht School of the Arts

GDC 2012 logoOn behalf of the Utrecht School of the Arts – School of Music & Technology I visited the Game Developers Conference (GDC) 2012 audio tracks. For colleagues and peers, I’ve made an overview that can be found below.

Utrecht School of the Arts - School of Sound & Music - Muziektechnologie - Creative Design Practices


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Ever wondered how blind users use the iPhone 4s?

It’s been a while since we’ve seen an accessibility-related post here…but I came across this great video. you should see. Have you ever wondered whether blind users can use the iPhone and how that works? In that case, have a look at this explanation by Tommy Edison who shows that Apple actually did a great job making the visually oriented interface of the iPhone accessible in the auditory domain!


Documenten samenwerken:

  • Luister – Nederlands (alleen intern op HKU verspreiden!): link
  • Listen – Engels artikel: link
  • Improving communication with your sound designer: link


Zie ook:

Austin Wintory & Robin Hunicke – Samenwerken voor Journey (Indievelopment):

The video below, kindly sent to me by Tom, shows a panel discussion featured at Casual Connect Seattle (July 2012) about exactly this topic. I just love the word handshake in this context, as it’s spot on for the ideal collaboration. Might be a video just for you, dear Captivating Sound reader!

Communication between developer and external audio team has never been more important. This discussion will highlight the materials needed to properly execute a project, our process as audio designers, why it’s important for the developer to understand this, and how we can improve the audio experience. The panel features a cross-section of audio designers, all with a unique perspective on interfacing with the developer.

Respawn 2017 • Markus Schmidt: “Communiceer duidelijk met een componist”

Sound vs. Vision & Time vs. Space (Gaver, Buxton, Bly)

If you’re designing interfaces, this small table that summarises the chapter contents by Buxton, Gaver & Bly (1991) concerning the use of sound and vision in interfaces might be handy.

Time Space
  • sound exists in time
  • good for display of changing events
  • available for a limited time
  • sound exists over space
  • no need to face source
  • a limited number of messages at once
  • vision exists over time
  • good for display of static objects
  • can be sampled over time
  • vision exists in space
  • user must face source
  • messages can be spatially distributed

Refer to: Buxton, W., Gaver, W. & Bly, S. (1991). The use of non­speech audio at the interface. Tutorial no. 8. In CHI’91 Conference proceedings, Human Factors in Computing Systems, ‘Reaching through technology’ (pp. 85‐90). New Orleans, ACM Press: Addison‐Wesley.