The widespread use of personal mp3 players has isolated music listeners. Restricted to a set of headphones, people are effectively cut off from their surrounding environment.
Boomboxes attempts to solve this problem. The project was composed of five specially constructed seats that housed speakers, sensors, and lights. Mp3 players are connected to a central hub which activates each box with music. As more and more listeners occupy the seats, the lighting will respond to the music in an attempt to encourage its users to socialize.
The user generated interplay between audio and visual elements of the space creates a unique integration of music and social interaction.
Ethnographic Studies
While conducting research for the project, I observed people on the Carnegie Mellon campus and noticed the different ways they used their mp3 players. The vast majority of people simply walked to and from class listening through headphones. A handful of times, people were seen sharing earbuds in order to enjoy a song with another person. The latter type of social interaction was the problem we were trying to solve. How could we utilize mp3 players to have people unplug from their headphones and socialize?
Interaction Model
We wanted to design a user experience that encouraged people to socialize. We created states that would dictate how each seat functioned. We were able to keep track of the number of people sitting down. For example, if there was music being detected, every seat that was occupied would synchronize colors. When all five seats were occupied, Boomboxes entered a Party mode where the lighting and effects would become intensified. Below is our initial State Diagram.
Design & Fabrication
We designed each box to maximize durability, while also minimizing construction time. We used digital fabrication methods to create a template that was printed and easily reprinted. This also allowed us to create seats that were light, uniform, and thus easily stackable.
Hardware
Each individual box had wireless capabilities and this meant that they were in constant communication. Each box housed an Arduino and XBee module. There was one that was designated as the central unit and five others that were constantly broadcasting their states. The central unit not only outputted the music, but it also decided which mode each seat should enter.
independent work, 2008
Jesse Chorng, Paul Castellana
Funded by Small Undergraduate Research Grant (SURG)
Exhibited
+ Meeting of the Minds, May 2008
+ Making Things Interactive, May 2008
+ Robot Block Party at the Carnegie
Museum of Science, July 2008
B O O M B O X E S
Boomboxes: Music and Social Interaction
Boomboxes attempts to solve this problem. The project was composed of five specially constructed seats that housed speakers, sensors, and lights. Mp3 players are connected to a central hub which activates each box with music. As more and more listeners occupy the seats, the lighting will respond to the music in an attempt to encourage its users to socialize.
The user generated interplay between audio and visual elements of the space creates a unique integration of music and social interaction.
Ethnographic Studies
While conducting research for the project, I observed people on the Carnegie Mellon campus and noticed the different ways they used their mp3 players. The vast majority of people simply walked to and from class listening through headphones. A handful of times, people were seen sharing earbuds in order to enjoy a song with another person. The latter type of social interaction was the problem we were trying to solve. How could we utilize mp3 players to have people unplug from their headphones and socialize?
Interaction Model
We wanted to design a user experience that encouraged people to socialize. We created states that would dictate how each seat functioned. We were able to keep track of the number of people sitting down. For example, if there was music being detected, every seat that was occupied would synchronize colors. When all five seats were occupied, Boomboxes entered a Party mode where the lighting and effects would become intensified. Below is our initial State Diagram.
Design & Fabrication
We designed each box to maximize durability, while also minimizing construction time. We used digital fabrication methods to create a template that was printed and easily reprinted. This also allowed us to create seats that were light, uniform, and thus easily stackable.


Hardware
Each individual box had wireless capabilities and this meant that they were in constant communication. Each box housed an Arduino and XBee module. There was one that was designated as the central unit and five others that were constantly broadcasting their states. The central unit not only outputted the music, but it also decided which mode each seat should enter.
Jesse Chorng, Paul Castellana
Funded by Small Undergraduate Research Grant (SURG)
Exhibited
+ Meeting of the Minds, May 2008
+ Making Things Interactive, May 2008
+ Robot Block Party at the Carnegie
Museum of Science, July 2008
Recognition
Studio of Creative Inquiry Award
Hardware per seat
+ Arduino Diecimila (ATmega168 chipset)
+ XBee 802.15.4 wireless modules
+ RGB LEDs (12VDC)
+ Electret Microphone
+ cheap $5 FM radios
Documentation
Proposal (pdf)