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Accepted in Partial Fulfillment of the Requirements For the Degree of Master of Fine Arts

at The Savannah College of Art and Design

__________________________________________________________________/__/__ Stephen Legrand Date Committee Chair __________________________________________________________________/__/__ David Stone Date Committee Member 1 __________________________________________________________________/__/__ David Malouf Date Committee Member 2

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Cutting the Cables: Developing DAWs Beyond Analog Methods

A Thesis Submitted to the Faculty of the Sound Design Department in Partial Fulfillment of the Requirements for the

Degree of Master of Fine Arts Savannah College of Art and Design

By

Alan Hugh Koda

Savannah, Georgia May 2011

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Acknowledgements

 I  would  like  to  thank  my  thesis  committee  for  their  guidance,  direction,  and  assistance  in  exploring  this  thesis.    My  gratitude  goes  out  to  Stephen  LeGrand,  whose  words  of  enthusiastic  encouragement  pushed  me  forward;  to  David  Stone,  who  provided  a  wealth  of  wisdom  and  insight  on  postproduction  sound;  and  to  David  Malouf,  who  patiently  and  ardently  guided  me  through  the  frontiers  of  interaction  design.    I  also  thank  Charles  Dye,  Alexander  Brandon  and  Greg  Herman  for  their  advice  and  counsel  on  media  software  and  workflow  processes,  and  their  wisdom  on  ‘The  Big  Picture’.    I  thank  the  sound  department’s  faculty  for  the  ideas,  lessons,  discussions,  and  advice  that  have  been  so  generously  given  in  my  three  years’  tenure  at  SCAD.    Brandon  Brown,  Clayton  de  Wet,  and  Stephen  Fortunato  deserve  special  thanks  for  their  continued  moral  support  and  friendship;  their  encouragement  has  kept  me  working,  researching  and  writing  through  the  good  and  the  bad.    I  especially  wish  to  thank  my  parents  and  siblings  for  all  of  their  love  and  support,  without  which  this  thesis  would  not  be  possible.

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Table of Contents

ABSTRACT.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

INTRODUCTION.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3  

CHAPTER 1: BACKGROUND .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8  

A  Brief  History  of  DAWs  and  Postproduction  Audio............................................................. 8  

Audio  Attitudes  Towards  Technology.......................................................................................10  

CHAPTER 2: DESIGN FLAWS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13  

The  Signal  Flow  Model .....................................................................................................................15  

Busses  and  Tracks..............................................................................................................................21  

Parameters ............................................................................................................................................24  

The  Digital  Environment .................................................................................................................26  

Workflow ...............................................................................................................................................28  

CHAPTER 3: NEW TECHNOLOGIES .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .33  

CHAPTER 4: THE NEW GUYS .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37  

New  Benchmarks................................................................................................................................39  

CHAPTER 5: RESPONSE BY DESIGN .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42  

The  X-­‐Y  Mixer.......................................................................................................................................42  

The  Touch  Screen  DAW ...................................................................................................................46  

Shortcomings........................................................................................................................................56  

CONCLUSION .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58  

WORKS CITED .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60  

BIBLIOGRAPHY.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62  

 

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Cutting the Cables: Developing DAWs Beyond Analog Methods

Alan  Hugh  Koda  May  2011  

       

This  thesis  explores  the  development  and  design  of  the  modern  Digital  Audio  Workstation  in  the  context  of  film  postproduction  environments.    Through  analysis  of  the  various  processes  that  DAWs  address,  the  interface  through  which  these  processes  are  utilized,  and  the  development  by  comparison  of  other  media  software,  the  thesis  argues  that  DAW  design  relies  too  heavily  on  modeling  analog  audio  technology,  and  would  benefit  from  design  explicitly  focused  on  taking  advantage  of  current  digital  technologies  and  methods.    The  final  portion  of  the  thesis  posits  several  such  designs  and  examines  how  they  address  issues  with  current  DAW  design.

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“…at  every  screen  are  two  powerful  information-­processing  capabilities,  human  and  computer.    Yet  all  communication  between  the  two  must  pass  through  the  low-­resolution,  narrow-­band  video  display  terminal,  which  chokes  off  fast,  precise,  and  complex  communication.”        

-­  Edward  Tufte    

 

 

Introduction

In  The  Inmates  Are  Running  the  Asylum,  Alan  Cooper  analyzes  the  many  ways  that  

modern-­‐day  software  products  fails  users.    He  posits  a  key  issue  underlying  these  problems  

–  namely,  that  software  design  most  often  comes  from  software  programmers.    Because  of  

their  occupational  focus  on  issues  with  code  and  functionality,  Cooper  argues  that  

programmers  ultimately  design  software  from  their  own  point  of  view  –  what  he  calls  an  

implementation  design.    Software  is  presented  in  much  the  same  way  it  is  constructed,  and  

while  this  allows  for  easier  building  and  debugging,  it  ignores  the  needs,  desires,  and  

mindsets  of  the  end  users  and  their  workflow.  

 Digital  Audio  Workstations  are  in  much  the  same  way  designed  from  an  

implementation  point  of  view.    Created  to  fit  within  workflows  steeped  in  analog  processes,  

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DAWs  logically  emulate  the  look,  feel,  and  functionality  of  the  hardware  they  are  designed  

to  replace.    Postproduction  environments  in  particular  support  this  emulation,  as  it  creates  

a  fairly  minimal  learning  curve  –  something  of  great  importance  to  large  teams  with  

complex  multistage  tasks  to  accomplish.    However,  in  the  rush  to  fill  analog  gaps  with  

digital  solutions,  designers  lose  sight  of  the  greater  possibilities  that  digital  technology  

affords.    Systemic  design  flaws  could  be  corrected  with  solutions  disassociated  from  

hardware  needs,  and  new  media  production  paradigms  could  be  explored.    Analog-­‐based  

DAW  design  satisfies  the  short-­‐term  goals  of  successfully  introducing  new  software  

solutions  to  previously  hardware-­‐based  processes,  but  fails  at  the  more  general  aim  of  

making  the  trade’s  work  as  efficient  as  possible.  

The  current  ‘standard’  DAW  design  was  originally  a  great  breakthrough  –  much  like  

the  Graphic  User  Interface  provided  a  metaphor  for  the  average  consumer  to  easily  use  

computers,  DAWs  provided  a  visual  metaphor  akin  to  the  traditional  methods  and  

hardware  with  which  producers  and  sound  designers  worked.    As  software  technology  has  

replaced  older  hardware-­‐based  methods,  however,  the  disconnection  between  how  audio  

software  is  currently  designed  and  its  potential  becomes  more  obvious.    The  active  design  

choice  to  mirror  hardware-­‐based  methodologies  limits  the  actualization  of  DAW  software’s  

full  potential,  and  the  advancement  of  new  methodologies  and  workflows  for  audio,  in  

many  ways:  

1) Emulating  hardware  layouts  also  emulates  their  flaws.    While  direct  metaphors  

such  as  virtual  consoles  and  editing  bays  are  easy  for  professionals  to  grasp,  they  

also  inadvertently  carry  many  of  the  analog  world’s  shortfalls  into  the  digital  realm,  

such  as  obtuse  signal  flow  paths,  a  lack  of  robust  relational  models,  and  a  general  

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organizational  inefficiency.    Work  models  that  arose  out  of  technical  necessity  are  

now  canonized  as  standard  processes  and  functions  of  the  professional  audio  world,  

instead  of  being  reconstructed  as  something  more  direct,  communicable,  and  

effective.  

These  structures  lack  organizational  focus,  and  ignore  the  particular  needs  of  

a  computer  environment,  instead  importing  wholesale  mix  and  exchange  idioms  

from  consoles  and  other  analog  hardware.    The  work  model  requires  an  excess  of  

managerial  effort  from  mixers  and  editors,  and  the  effects  reach  farther  than  

complicated  individual  tasks.    The  reduction  and  concatenation  of  once  widely  

separated  tasks  into  a  single  software  package  blurs  the  overall  process  of  sound  

design.    Tasks  possess  ambiguous  boundaries,  and  require  the  user  to  tailor  each  

program  use  to  the  task  at  hand.        What  were  once  aesthetically  distinct  processes  

lose  their  form,  creating  more  mental  work  for  the  user  to  properly  delineate  the  

needs  for  each  task.    Integration  of  multiple  individuals’  work  is  cumbersome,  and  

bears  many  of  the  same  difficulties  that  the  analog  world  presents.  

The  digital  realm  is  meant  to  circumvent  practical  barriers  to  efficiency  and  

quality,  and  many  of  these  barriers  have  in  fact  been  surmounted.    However,  a  need  

for  improvement  is  still  evident,  and  better  functionality  lies  in  restructuring  the  

presentation  of  audio  workflow  for  the  digital  world.    

2) Emulating  hardware  technologies  ignores  possibilities  with  digital  

technologies.    One  great  advantage  that  analog  hardware  has  always  had  over  

digital  audio  software  is  the  performative  aspect  of  effects  creation  and  mixing  that  

it  enforced.    The  difficulties  inherent  with  cutting,  splicing,  and  syncing  reels  of  

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magnetic  tape  encouraged  the  usage  of  Foley  effects,  as  well  as  the  creation  of  

special  effects  live  to  picture.    It  especially  encouraged  the  use  of  the  mixing  console  

like  a  musical  instrument,  providing  speed  and  expressivity  to  mixers.    The  

exactitude  that  digital  technology  can  achieve,  on  the  other  hand,  means  that  

regions  of  sound  can  be  nudged  by  hundredths  of  frames,  effects  can  be  stretched  at  

just  the  right  points  to  exactly  match  an  action,  and  breakpoints  can  be  drawn  in  to  

crudely  mimic  volume  curves,  rather  than  resorting  to  any  faders  or  potentiometers.    

While  having  such  a  high  degree  of  precision  is  advantageous  in  many  ways,  it  often  

leads  to  hours  of  clicking,  cutting,  and  dragging  to  achieve  results,  and  in  the  process  

implicitly  encourages  detail-­‐oriented  tweaking  over  more  holistic  approaches.    With  

current  advancements  in  touch-­‐screen  technology,  as  well  as  efforts  to  create  more  

tactile  electronic  instruments,  digital  post-­‐production  technologies  could  achieve  

the  same  level  of  expressivity  and  spontaneity  that  their  analog  cousins  enjoy.    

Sound  design  is  most  successful  when  approached  as  performance  rather  than  

construction,  and  DAWs  in  postproduction  would  benefit  greatly  from  designs  with  

more  grace,  more  sensitivity  to  context,  and  more  opportunity  for  humanized  input.  

3) Emulating  obsolete  hardware  layouts  creates  a  barrier  to  new  entrants  into  

the  field.    While  the  software-­‐designed-­‐as-­‐hardware  metaphor  may  have  provided  

an  excellent  entry  point  for  seasoned  audio  professionals  into  the  world  of  

computer-­‐based  audio,  it  is  inadequate  for  communicating  functionality  to  

neophytes  with  little  to  no  hardware  experience.    With  the  usage  of  analog  audio  

hardware  slowly  eroding,  newcomers  have  much  greater  difficulty  acquiring  analog  

hardware  experience  as  a  learning  aid.    Meanwhile,  starting  the  road  to  

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postproduction  audio  fresh  on  a  DAW  means  learning  both  obsolete  analog  

practices  and  current  digital  versions  of  those  practices.    The  functionality  of  the  

hardware-­‐as-­‐software  metaphor  is  waning,  and  is  instead  protracting  a  system  of  

exclusion  and  redundancy.  

 

Some  DAWs  and  technologies  have  attempted  to  address  a  few  of  these  issues.    Most  have  

not,  and  continue  to  build  new  features  and  tweaks  into  the  same  problematic  structure,  

creating  feature  bloat  and  building  even  greater  difficulty  in  improving  the  structure  and  

usage  of  the  software  or  successfully  inviting  new  users.    This  thesis  argues  that  ultimately  

the  biggest  problems  with  current  DAW  utilization  are  systemic  –  they  are  built  deep  into  

the  design  of  the  software.    Effective  change  requires  a  thorough  remodeling  of  computer  

audio,  and,  implicitly,  an  even  greater  focus  on  aesthetic  and  artistic  possibility  over  

metrics  like  audio  fidelity  and  functionality.  

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Chapter 1: Background

A Brief History of DAWs and Postproduction Audio

  The  slow  but  steady  introduction  of  digital  editing  and  mixing  systems  into  

postproduction  audio  provided  huge  improvements  in  editing  efficiency  and  complexity  

over  counterpart  analog  systems.    Analog  sound  editing  for  film  is  particularly  time  and  

labor  intensive.    Editing  steps  included  procuring  magnetic  tape  transfers  of  sound  cues  

(taking  about  a  day  to  process),  physically  splicing  those  cues  into  reels  one  at  a  time,  and  

syncing  dozens  of  reels  for  all  effects  playback  (Stone).    Archiving  rooms  stored  sound  

effects  by  the  hundreds  (Yewdall  219).    A  small  staff  of  technicians  was  dedicated  to  the  

task  of  duplicating  archived  effects  cues  for  the  editorial  department’s  use  (Stone).    A  

digital  editing  medium  eliminated  the  need  for  archiving  rooms,  for  sound  cue  transfers,  

and  for  physical  splicing.    Digital  decisions  were  also  infinitely  more  malleable  –  an  editor  

could  tweak  a  cut  for  hours  without  having  to  worry  about  affecting  the  quality  of  the  

original  cue.  

  Regardless,  audio  professionals  were  reticent  to  make  the  transition;  DAWs  crept  

into  audio  workflows  slowly.    Practices  of  implementing  (or  not  implementing)  digital  

technologies  varied  widely  through  the  1990s.    Postproduction  houses  invested  in  a  myriad  

of  emerging  DAWs  –  WaveFrame,  Sonic  Solutions,  NED  PostPro,  and,  of  course,  DigiDesign’s  

Pro  Tools  –  which  were  then  adopted  in  different  ways  into  film  sound  editorial  

departments.    Postproduction  workflow  developed  into  a  hybrid  of  digital  and  analog  

technologies.    A  dozen  different  work  methods  attempted  to  accommodate  the  frequent  

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media  exchanges  that  arose  between  multiple  DAWs  and  analog  equipment.    Work  

frequently  shuffled  from  tape  to  digital  editing  sessions  and  back  to  tape.    Foley  was  often  

recorded  digitally  (usually  on  a  WaveFrame)  and  printed  out  on  24-­‐track  magnetic  stock  –  

meaning  that  the  24  tracks  had  to  be  transferred  back,  one  by  one,  into  another  editor’s  

DAW  for  editing  (very  often  an  entirely  different  DAW).    Hybridization  carried  onto  the  mix  

stage  as  well,  though  not  directly  to  the  console.    Digital  audio  provided  a  way  to  quickly  

edit  and  reprint  material,  and  so  stages  began  to  replace  their  offline  Moviola  editing  rooms  

with  small  DAW  edit  bays  right  near  the  mix  stage  (Stone).    

Businesses  built  on  racks  of  expensive  hardware,  however,  had  little  desire  to  

plunge  headlong  into  a  radically  different,  relatively  new  technology.    Many  professionals  

simply  didn’t  trust  the  sound  quality  of  digital  audio.    Digital  music  mixing  was  “something  

to  be  scoffed  at”  even  through  the  late  1990s  (Charles  Dye).    Production  audio  for  film  was  

likewise  apprehensive  about  making  the  switch  from  Nagras  to  DAT  recorders  (and  later  

from  DATs  to  file-­‐based  systems),  despite  the  need  for  reliably  and  efficiently  capturing  

hours  of  on-­‐set  dialogue.    Production  mixer  Jeff  Wexler,  one  of  the  first  to  use  hard-­‐disk  

recorders  on-­‐set,  began  his  transition  by  first  recording  with  a  Deva  alongside  a  DAT  

recorder  –  and  later  surreptitiously  leaving  the  DAT  machine  off  (Wexler).    Producers  and  

audio  teams  alike  simply  did  not  trust  new  technology  to  perform  the  job  as  reliably  as  old  

hardware  could.  

 

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Audio Att i tudes Towards Technology

  These  resistive  attitudes  are  indicative  of  the  deeper  technological  culture  

surrounding  audio  in  general.    Audio  work  consists  of  converting  acoustic  energy  into  

electricity,  and  so  is  inherently  based  on  the  technologies  that  enable  that  conversion.    This  

technological  base  ironically  makes  for  a  somewhat  technophobic  culture  –  while  the  

original  analog  technologies  make  up  audio’s  heritage,  newer  technologies  become  a  threat  

to  that  heritage.    Audio  culture  has  been  shaped  by  the  production  practices  of  the  analog  

world:    the  usage  of  large  mixing  consoles,  2-­‐inch  24-­‐track  tape,  complex  routing  between  

various  sources,  and  outboard  effects.    Digital  advancements  were  tellingly  first  

implemented  in  analog  fashion,  with  technologies  such  as  digital  outboard  effects,  

synthesizers  with  built-­‐in  editing  stations,  and  fader  automation  packaged  in  modern  

consoles.    All  of  those  technologies  assume  that  audio  manipulation  is  physically  modular  –  

that  each  piece  of  gear  functions  separately  and  must  be  routed  to  others.    Pre-­‐DAW  

technologies  continued  to  support  the  legacy  audio  model  in  which  signal  flow  is  broken  

into  somewhat  amorphous  stages,  each  collectively  made  up  of  disparate  pieces  of  

hardware  routed  together.  

Even  more  importantly,  no  developments  up  to  the  1990s  drastically  affected  the  

audio  recording  medium  itself1.    All  sounds  were  recorded  to  and  played  back  from  

magnetic  tape.      Wrapping  audio  as  a  file  fundamentally  altered  the  ways  that  audio  could  

be  approached,  and  combined  with  hard-­‐disk-­‐based  nonlinear  editing  and  mixing  systems,  

constituted  a  complete  paradigm  shift  in  terms  of  the  audio  production  chain.  

                                                                                                               1  This  is  true  for  editing  and  mixing  work;  playback  systems,  however,  began  their  march  towards  digital  

technology  in  the  late  1970s  with  Dolby  Lab’s  theater  sound  revolution  

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DAWs  were  bred  from  a  strain  of  audio  culture  much  different  than  analog  

production.    The  antecedents  to  the  DAW  grew  from  the  world  of  sound  synthesis,  music  

notation,  and  coded  instructions  for  computer  music  performances.    Collegiate  computer  

music  centers  stood  at  the  center  of  digital  audio  development  in  the  1970s  and  1980s,  

creating  large,  complex  audio  machines  like  the  Sal-­‐Mar  Construction  and  the  Samson  Box  

(Leider  61-­‐74).    Developments  stemmed  largely  from  universities’  efforts  to  explore  

computer-­‐based  synthesis  and  composition  tools,  and  from  hardware  companies  

facilitating  those  explorations.    The  commercial  markets  also  tended  heavily  towards  

holistic  systems  for  musical  synthesis  and  composition.    Fairlight’s  Computer  Music  

Instrument  [CMI]  and  New  England  Digital’s  Synclavier,  perhaps  the  most  recognizable  

DAW-­‐like  instruments,  were  designed  as  all-­‐in-­‐one  synthesizer  workstations;  New  England  

Digital  later  made  its  own  foray  into  DAWs  with  PostPro  (Leider  65).    Pro  Tools  itself  began  

as  Sound  Designer,  a  sample  editor  for  the  Emulator  sampling  keyboard,  rather  than  a  full-­‐

fledged  audio  workstation  (Cook  8).  

While  university  and  musician  interests  focus  on  the  individual  composer  or  

musician,  audio  postproduction  maintains  a  much  starker  focus  on  large-­‐scale  team-­‐based  

efforts  and  divided  work.    The  all-­‐digital,  all-­‐in-­‐one,  computer-­‐based  postproduction  

package  was  a  novel  idea,  but  almost  in  direct  opposition  to  the  working  methodology  of  

audio  in  general.    Rather  than  a  physically  disparate  set  of  hardware  and  processes,  nearly  

the  entirety  of  the  pipeline  could  be  concatenated  onto  one  platform.    The  potential  

workflow  proffered  by  the  likes  of  Pro  Tools  challenged  the  traditional  divisions  inherent  

in  audio  work,  and  even  posited  the  threat  that  a  single  user  would  be  able  to  accomplish  

what  was  once  the  province  of  an  entire  audio  team.      

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The  threat,  though,  was  illusory.    The  audio  workflow  that  DAWs  were  invading  was  

still  entrenched  within  the  confines  of  analog  audio  equipment.    The  inherent  restrictions  

of  such  a  technology-­‐based  industry,  working  with  long-­‐format  productions,  enforce  a  

modular,  task-­‐based  approach  spread  among  a  team  to  maximize  efficiency.    DAWs  found  

use,  then,  the  same  way  that  digital  reverb  and  wavetable  synthesis  found  use  –  as  one  

module  of  a  larger  workflow.    In  music,  Pro  Tools  in  particular  grew  as  a  tool  for  

compositing  vocal  tracks  from  multiple  takes,  and  as  an  easy  way  to  recall  rough  mixes  for  

tracking  purposes  (Dye).    In  postproduction,  editors  switched  from  literally  cutting  

magnetic  tape  to  metaphorically  cutting  audio  files  in  a  computer.    The  DAW’s  primary  use  

was  in  an  area  where  it  had  the  greatest  comparative  capability  –  editing.    The  Edit  Window  

has  since  become  an  archetypal  piece  of  any  DAW  software.  

  DAW  use  since  has  seen  piecemeal  growth,  gradually  extending  into  all  aspects  of  

professional  audio;  its  greatest  triumph  is  perhaps  its  now  universal  use  for  film  mixing.    Its  

greatest  shortcomings,  however,  largely  remain  unchanged  since  its  inception.    The  

problem  is  not  one  of  small  omissions,  or  a  lack  of  polish;  it  is  a  systemic  rendering  of  audio  

processes  from  a  decidedly  analog  point  of  view.    DAWs  still  attempt  to  mimic  the  look,  feel,  

and  functionality  of  legacy  audio  hardware,  and  in  doing  so  carry  a  number  of  issues  and  

concerns  into  the  digital  domain.  

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Chapter 2: Design Flaws

Emulating  hardware  layouts  also  emulates  their  flaws.    

  A  recent  AES  publication  focuses  on  a  hallmark  of  graphical  DAWs  since  their  

inception  and  their  failure  to  develop  as  a  robust  visual  model  of  audio  –  the  waveform.    

Waveforms  display  a  single  parameter:    an  audio  file’s  amplitude  along  the  timeline.    This  

allows  one  to  recognize  general  changes  in  level,  attacks  and  releases,  and  clipping  and  

distortion  issues,  but  is  otherwise  a  limited  visual  tool  for  analyzing  audio  content.    A  key  

issue  is  the  waveform’s  genesis  from  time-­‐domain-­‐based  data,  an  approach  based  on  the  

physical  qualities  of  sound  and  acoustics  rather  than  the  human  perception  of  sound.    As  

Giannakis  and  Smith  note  in  a  separate  study  on  visualizations  of  audio  characteristics,  

“[v]isual  representations  of  sound  such  as  time-­‐domain  and  frequency-­‐domain  

representations  are  based  on  physical  approaches  to  sound  understanding  and  cannot  be  

used  as  intuitive  conceptual  metaphors  for  sound  design”  (Giannakis,  Auditory  4).    

Consequently,  prototype  models  developed  in  the  study  strive  to  create  more  ‘natural’  

visualizations  of  audio  and  audio  properties,  by  “[removing]  most  of  the  clutter  and  

[providing]  the  user  with  a  mental  model  of  the  acoustic  content  that  is  easy  to  grasp”  

(Gohlke  9).  

The  study  clearly  touches  on  much  more  than  waveform  design.    The  multiple  notes  

and  cues  from  visual  design  and  modeling  principles  implicitly  impugn  DAW  software’s  

unwillingness  to  develop,  in  Gohlke’s  words,  “a  consistent,  easily  learnable…  and  effective  

mapping  between  sound  and  graphics”  (Gohlke  4).    The  study  stresses  that  the  waveform’s  

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biggest  shortcoming  is  its  lack  of  dimensionality  –  its  insistence  on  the  measurement  of  

only  volume  over  time  –  and  various  suggested  alternative  models  attempt  to  increase  the  

information  density  within  the  waveform  display.    These  prototypes  illustrate  how  

waveforms  could  provide  masking  information,  how  lenses  on  scrubbing  tools  could  lessen  

the  need  for  constant  shifts  in  viewing  scale,  how  individual  tracks’  contribution  to  overall  

loudness  could  be  mapped,  and  how  the  effect  of  a  plugin  could  be  visually  superimposed  

on  a  waveform  to  provide  feedback.    Readability  and  ‘natural  mappings’  are  stressed,  in  

contrast  to  more  typical  models  based  on  graphs  of  raw  amplitude  and  frequency  data  

(Gohlke  5).    Their  findings  echo  information  design  guru  Edward  Tufte’s  argument  for  what  

he  calls  ‘micro/macro  designs’  –  those  that  incorporate  dense,  extensive  data  sets  to  elicit  

broad  and  complex  patterns  –  and  his  assertion  that  “often  the  less  complex  and  less  subtle  

the  line,  the  more  ambiguous  and  less  interesting  is  the  reading”  (Tufte  51).      

 

 

Figure  1  -­  Several  of  Gohlke,  et  al's  waveform  prototypes  (Gohlke  8-­9).  

The  study  is  a  microcosm  of  the  issues  that  plague  DAWs  today.    As  Gohlke  and  her  

partners  find  for  waveform  views,  digital  audio  currently  employs  long  outdated  

visualizations,  and  is  sorely  in  need  of  better  methods  to  visually  relate  DAW  data  to  the  

user.    What  the  study  implicitly  advocates  is  higher  information  density  in  the  visualization  

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of  audio  data.    The  example  prototypes  affix  new  dimensions  to  the  otherwise  one-­‐

dimensional  waveform,  illustrating  how  many  opportunities  for  data  visualization  are  

missed  by  current  DAW  systems  at  even  the  most  basic  level.    The  extrapolation  of  these  

findings,  then,  is  to  apply  these  tactics  to  the  whole  of  DAW  design,  increasing  

dimensionality  and  information  density  along  all  possible  parameters.  

Because  of  the  current  design  paradigms  of  DAWs,  however,  those  metrics  are  

curtailed  by  the  limitations  manifest  in  imitating  the  analog  domain.    The  most  widely  

employed  application  designs  prioritize  the  creation  of  a  linear,  top-­‐down,  inline  signal  

flow  model,  with  all  other  subsequent  data  object  and  process  models  based  on  this  layout.    

The  inline  model  creates  two  master  axes  –  time  and  tracks  –  that  are  more  often  than  not  

disproportionately  weighted,  against  the  favor  of  other  data  such  as  project  structure,  

frequency  content,  processing  stages,  and  plugin  parameters.    Much  like  the  waveform  

itself,  this  model  is  incommunicative  and  data-­‐starved,  and  lays  the  brunt  of  organizational  

and  management  work  on  the  shoulders  of  the  user.  

 

The Signal Flow Model

For  the  importance  that  nearly  all  audio  professionals  place  upon  signal  flow,  it  is  

perhaps  the  most  poorly  implemented  concept  in  DAW  designs.    The  biggest  issue  one  finds  

in  beginner  audio  classrooms  is  almost  always  a  failure  to  grasp  signal  flow.    Student  

projects  are  rife  with  excessive  plugin  instantiations,  overused  volume  automation,  

gratuitous  mixing  decisions  on  nearly  all  tracks,  and  redundant  copies  of  audio  tracks  to  

achieve  effects  variations  –  problems  which  all  can  be  rectified  by  summing  tracks  together  

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and  then  applying  plugins,  parameter  mixing,  and  parallel  processing.    Students  and  entry-­‐

level  professionals  consistently  have  difficulty  in  learning  how  to  route  signals,  how  to  

locate  issues  and  their  points  of  origin,  and  how  to  effectively  utilize  routing  and  summing  

points  to  facilitate  their  workflow.  

  At  first  glance,  it  is  easy  to  see  that  signal  flow  has  not  adopted  an  appropriate  visual  

model  to  present  its  fundamental  concepts,  functions,  and  uses.    Though  various  software  

models  are  used  in  DAWs  to  provide  signal  flow  functionality,  nearly  all  of  them  hearken  

back  directly  to  the  analog  origins  of  signal  routing.    Interfaces  involve  sequences  of  inputs,  

outputs,  sends,  and  intermediary  tokens  that  route  between  them;  mixing  and  processing  

decisions  can  occur  along  any  level  of  the  signal  chain,  with  no  clear  representation  of  how  

either  subordinate  or  superior  tracks  are  affected;  and  no  system  clearly  visualizes  the  

relationships  between  tracks.    The  digital  version  of  routing  is  thus  very  much  like  its  

physical  counterpart:    the  rows  of  patch  bay  inputs  and  outputs,  full  of  dangling  patch  cords  

and  handwritten  labels,  have  become  rows  of  obtuse  digital  busses.  

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Figure  2  -­  The  Mix  view  in  Pro  Tools,  which  replicates  a  console.    Note  how  all  tracks  appear  as  peers.  

  But  this  problem  runs  deeper  than  a  lack  of  visual  representation.    A  common  theme  

with  misuse  of  signal  flow  is  that  offenders  often  err  on  the  side  of  track  overuse.    For  

example,  beginner  mixers  often  instantiate  multiple  inline  reverbs  on  each  track,  rather  

than  sending  parallel  signals  from  those  tracks  into  a  separate  track  with  one  reverb  unit  

(Charles  Dye  fingers  this  as  the  most  common  beginner  problem)  (Dye).    Because  of  the  

linear  method  that  mixing  consoles  utilize  to  process  signals,  the  track  becomes  the  key  

component  in  audio  processing.    The  proper  solution  to  the  reverb  example  –  routing  

through  a  summing  point  for  additional  processing  –  emphasizes  that  all  processing  

functions  occur  at  a  track  level,  and  that  tracks  and  busses  are  the  units  that  organize  the  

structure  of  any  mix,  no  matter  how  large  or  small.    The  problem  therein  is  the  decidedly  

implementation  oriented  viewpoint  that  this  design  assumes.    It  is  true  that  tracks  and  

busses  create  the  functionality  to  independently  mix  simultaneous  audio  sources,  but  that  

only  addresses  the  ‘nuts  and  bolts’  functionality  of  the  routing  system,  without  

consideration  for  the  end  user.    Track-­‐  and  buss-­‐based  routing  models  the  process  of  

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routing  signals,  but  turns  a  blind  eye  to  the  user’s  perception  of  the  process.    One’s  mental  

model  of  the  process  more  likely  than  not  is  much  more  concerned  with  the  structuring  of  

audio  into  practical  hierarchies  than  with  which  busses  should  be  connected  into  which  

series  of  inputs  and  outputs  to  achieve  that  hierarchy.  

From  an  audio  professional’s  standpoint,  however,  it  is  difficult  to  separate  the  

presentation  from  the  task  of  routing.    Signal  flow  defines  analog  audio  processes,  right  

down  to  the  very  creation  of  audio.    The  process  of  changing  sound  into  an  electrical  signal  

and  back  into  sound  involves  multiple  stages  of  signal  manipulation,  from  gaining  the  

initially  weak  microphone  signal  to  combining  multiple  signals  to  gaining  the  composite  

signal  to  a  strength  that  will  drive  speaker  cones.    All  of  this  is  achieved  through  signal  

routing  and  track-­‐based  processing,  whether  connecting  sound  sources  to  different  

channels  or  summing  those  channels  into  an  unused  track.    The  origins  of  signal  flow  are  

not  simply  a  way  to  composite  a  few  sounds  together,  but  describe  an  entire  process  of  

altering  signals,  both  in  series  and  in  parallel  to  other  input  signals.    In  short,  signal  flow  is  

not  part  of  the  process  of  electrifying  sound  –  it  is  the  process.    It  defines  how  source  

signals  are  made  into  usable  audio.  

 The  objectification  of  audio  as  physical  recordings  has  much  more  formally  

segmented  the  process,  transforming  audio  from  a  live,  continuous  procedure  of  shaping  

dynamic  inputs  into  a  series  of  stages  of  collecting,  processing,  and  mixing  sounds.    DAWs  

sustain  this  objectification  by  moving  sound  from  a  limited  physical  container  

(phonographs  or  magnetic  tape)  into  a  highly  malleable  digital  form  (audio  files).    The  

traditional  implementation  of  track-­‐  and  buss-­‐based  signal  flow,  however,  does  not  fully  

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accommodate  this  level  of  segmentation.    The  system  is  too  simple  to  provide  the  sort  of  

data  stratification  necessary  for  organization  and  comprehension  of  complex  mixes.      

Compare  it  to  Adobe  products’  methods  for  dividing  and  organizing  content.    Most  

programs  in  Adobe’s  Creative  Suite  utilize  ‘layers’  as  the  most  basic  organizer  of  visual  

content.    Individual  elements  within  layers  can  also  be  wrapped  together  as  ‘groups’,  which  

are  then  manipulated  as  a  single  element.    Layers  can  contain  other  layers,  and  groups  can  

contain  other  groups.    There  are  more  advanced  structures  as  well,  at  more  application-­‐

specific  levels.    Photoshop  can  create  ‘Smart  Objects’,  which  are  essentially  complex  

combinations  of  layers,  groups,  and  elements.    Illustrator  uses  ‘Symbols’  to  fill  the  same  

function.    Smart  Objects  and  Symbols  can  be  instantiated  multiple  times,  and  easily  resized  

and  oriented,  but  it  is  more  difficult  to  edit  their  constituent  layers  than  with  general  

Layers  and  Groups.    Both  applications  require  the  user  to  double-­‐click  the  Symbol/Smart  

Object  to  enter  a  special  editing  mode,  and  Photoshop  even  prompts  the  user  to  commit  

their  edits  when  finished.    This  distinction  between  basic  Layers/Groups  and  more  

complex  Smart  Objects/Symbols  both  assumes  and  enforces  a  workflow  division  –  namely  

that  the  user  will  have  a  greater  need  to  make  complex  object  iterations,  with  very  simple  

variations,  than  to  keep  full  control  over  every  individual  element.    The  distinction  

packages  the  basic  organizers  (Groups  and  Layers)  into  complex  ones,  reducing  the  time  

and  effort  it  would  otherwise  take  to  duplicate  similar  structures  throughout  the  

document.  

  It  is  this  kind  of  relational  structure  that  DAWs  are  lacking.    Current  grouping  

systems  hew  close  to  their  analog  antecedents.    Tracks  function  as  the  most  basic  

repository  of  mix  content.    Their  contents  are  combined  via  the  buss  system:    inputs  and  

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outputs  are  assigned  to  different  busses,  interconnecting  the  tracks  in  either  descending  

parent-­‐child  or  parallel  peer  relationships.    This  user-­‐created  system  of  interconnectivity,  

however,  provides  limited  functionality.    A  small  set  of  content  is  easy  enough  to  route  and  

comprehend,  but  large  mixes  quickly  become  a  confusing  maze  of  interweaving  busses,  

long  hierarchy  chains,  and  numerous  parallel  sends.    A  single  task,  such  as  applying  simple  

reverb  to  an  entire  mix,  maintains  a  simple  relationship  between  the  project’s  recorded  

tracks  and  one  summing  point  for  processing.    When  the  same  task  is  managed  within  a  

much  larger  mix  context,  however,  multiple  iterations  of  similar  processes  necessitate  

many  stages  of  summing  and  processing  –  and  analog-­‐style  signal  flow  becomes  onerous.    

Here,  the  mixer  must  manage  multiple  groups  of  tracks  and  their  relation  to  multiple  

processing  points.    Some  groups  may  simultaneously  be  sent  to  several  processors,  while  a  

few  of  the  processing  tracks  may  be  structured  to  flow  from  one  to  the  next.    The  

relationships  between  tracks,  groups  of  tracks,  and  processes  quickly  grow  complex  and  

interdependent.  

The  visual  feedback  that  DAWs  provide  for  these  relationships  replicates  structures  

from  the  original  analog-­‐world  metaphor.    I/O  modules,  groups,  and  parallel  sends  are  

borrowed  directly  from  their  implementation  in  live  and  studio  consoles  for  managing  

large  sets  of  input  and  output  needs.    Unfortunately,  the  analog  interface  through  which  

most  of  this  structuring  takes  place  is  the  mixing  console,  where  most  tracks  are  laid  in  one  

homogenous  horizontal  file.    The  console’s  layout  creates  an  excellent  tool  for  viewing  the  

levels  of  many  tracks  simultaneously,  but  a  terrible  model  of  the  relationships  between  

those  tracks.    DAWs  duplicate  the  analog  console’s  model  of  signal  flow  rather  faithfully,  

rendering  separate  sections  for  I/O  and  parallel  sends  that  simply  list  on  a  per-­‐track  basis    

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Figure  3  -­  Pro  Tools'  IO  strip  in  Mix  view,  showing  complex  and  unclear  track  relationships.  

the  buss  assignments  entering  and  leaving  the  track.    These  are  a  poor  visual  indicator  of  

the  entire  mix  structure;  too  often  mixers  must  chase  after  a  problem  sound’s  tail,  following  

the  meters’  trail  through  inputs  and  outputs  of  tracks  until  they  arrive  at  the  desired  sound  

source.    This  chase  destroys  the  boundaries  inherent  between  various  mixing  tasks,  and  

ignores  possible  structures  that  might  otherwise  define  separate  tasks  by  scale.    Unlike  the  

Layers/Symbols  model,  iterations  of  structures  involve  tedious  repetition,  enforcing  

otherwise  unnecessary  cognitive  work,  and  blur  differentiations  between  small-­‐scale  edits  

(such  as  the  right  combination  of  effects  to  produce  an  explosion)  and  more  holistic  mixing  

decisions  (such  as  finding  the  proper  level  in  the  mix  for  that  explosion).    The  track/buss  

system  is  overly  simplistic,  and  intensifies  work  on  the  user’s  part  to  organize  and  

differentiate  both  components  and  tasks  within  the  mix.  

 

Busses and Tracks

  In  the  analog  hardware  beginnings  of  audio,  busses  were  the  physical  paths  along  

which  electrical  signals  could  be  sent.    On  a  console  with  52  inputs  and  16  outputs,  for  

instance,  one  needs  the  flexibility  to  take  any  input  and  route  it  to  any  output;  therefore,  

inputs  and  outputs  are  mapped  not  to  one  another,  but  to  an  intermediary  –  the  buss.    The  

buss  becomes  a  hub  for  collecting  and  distributing  signals  in  a  flexible  and  reconfigurable  

manner.    Sends  provide  even  greater  flexibility  and  more  possible  routing  schemes  by  

acting  as  a  secondary  intermediary  –  one  sends  signal  through  one  buss  to  a  send,  which  

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itself  is  sent  through  another  buss  (or  busses)  to  an  output.    This  system  effectively  creates  

a  hierarchy  of  multiple  signal  flow  stages,  so  that  signals  can  be  independently  processed,  

grouped  into  submixes,  processed  further,  and  routed  to  whatever  output  is  necessary.  

  The  downside  to  this  approach  is  the  complexity  it  induces  –  most  of  the  data  

organization  and  management  tasks  are  forced  upon  the  mixer  to  sort  through.    There  are  a  

plethora  of  configurations  for  routing  tasks,  and  little  visual  feedback  for  the  resulting  web  

of  inputs  and  outputs.    Buss  structure  is  rarely  presented  in  a  unified,  easy-­‐to-­‐view  manner,  

making  track  labels  and  colors  infinitely  more  useful  in  communicating  logical  grouping  

and  global  structure  than  the  actual  routing  schemes  themselves.    The  large  and  intricate  

 

Figure  4  -­  Buss  setup  in  Pro  Tools.  

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bussing  configurations  that  emerge  are  often  rigidly  orchestrated  totems,  and  grow  more  

inflexible  to  changes  and  new  ideas  as  the  mix  progresses.  

The  actual  steps  it  takes  to  route  a  group  of  tracks  to  another  track  for  something  as  

routine  as  reverb  processing  seem  superfluous  in  software  form.    Fresh  developments  in  

DAWs  already  acknowledge  this  issue.    Reaper  and  Live  allow  tracks  to  freely  route  directly  

to  one  another,  without  needing  to  manage  busses.    The  latest  version  of  Pro  Tools  (version  

9)  even  builds  this  feature  into  its  existing  buss-­‐heavy  routing  scheme.    Software  bussing  

consistently  demonstrates  the  same  fundamental  problem  –  the  need  to  always  route  

through  a  middleman,  regardless  of  the  task  at  hand.  

  Like  busses,  tracks  were  created  as  vessels  for  signals.    Tracks  originally  functioned  

as  receptacles  for  either  individual  channels  or  composites  of  multiple  other  tracks  

(referred  to  variously  as  ‘bounces’,  ‘dubs’,  ‘prints’,  or  ‘comps’).    Individual  tracks  allow    

 

Figure  5  -­  A  Pro  Tools  mix  session  for  a  short  film,  utilizing  over  50  difficult-­to-­see  tracks.  

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simultaneous  playback  of  multiple  sound  sources  while  still  maintaining  independent  

parameter  changes  for  each  of  those  sounds.  

The  price  of  tracks,  however,  is  the  real  estate  involved.    If  a  mixer  wants  24  

independently  controllable  sound  sources,  then  she  needs  a  console  spanning  24  channel  

strips.    The  independence  that  tracks  provide  comes  at  the  cost  of  necessitating  huge  

multitrack  consoles.    This  unwieldiness  is  even  more  pronounced  in  DAWs,  where  size  is  

constrained  by  the  area  of  one’s  monitor.    DAWs  allow  scalability  up  to  over  200  tracks,  but  

the  user  will  be  able  to  effectively  view  no  more  than  15-­‐20  of  those  at  any  time  –  and  much  

less  if  complex  editing  work  needs  to  be  done.    Even  more  worrisome,  this  misuse  of  spaces  

creates  undue  cognitive  noise  for  the  editor  to  sift  through.    Tracks  not  only  take  up  space  –  

they  all  take  up  the  same  space,  regardless  of  their  relationships  to  one  another.    The  more  

tracks  that  are  present,  the  more  unclear  each  individual  track’s  relationship  to  the  full  mix  

becomes.  

 

Parameters

Organizational  structures  provide  a  broad  overview  of  the  various  parts  of  a  mix.    

The  fine  details,  however,  are  stashed  in  dozens  of  track-­‐level  parameters  –  volume,  

panning,  send  information,  and  plugin  settings.    Much  like  the  organization  of  the  mix,  the  

presentation  of  these  parameters  is  often  lacking.      Encapsulated  within  individual  objects,  

insert  effects  and  sends  emulate  their  linear  and  modular  implementation  in  mixing  

consoles.    This  method  provides  the  real  estate  for  a  great  number  of  plugins  and  sends  to  

be  instantiated.    The  cost,  however,  is  a  loss  of  control:    unlike  the  consoles  this  approach  

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emulates,  controls  for  level  and  other  parameters  are  encapsulated  within  the  insert  and  

send  objects.    Controls  often  appear  in  separate  plugin  windows  once  the  object  is  selected,  

and  there  is  no  visual  feedback  at  the  instantiation  level  as  to  how  the  insert/send  affects  

the  signal  other  than  the  resulting  meter  reading.  

Visual  feedback  of  these  changes,  then,  is  relegated  to  automation  breakpoints,  

displayed  laterally  along  the  edit  window.    The  red  lines  formed  by  these  points  have  been  

the  universal  answer  to  representation  of  all  sorts  of  parameters,  from  simple  volume  and  

panning  changes  to  complex  plugin  automation.    As  dynamic  manipulation  of  plugin  

parameters  has  become  more  widespread,  Pro  Tools’  (and  many  other  DAWs’)  answer  has  

been  the  Automation  Lane,  allowing  users  to  view  multiple  red  lines  simultaneously.    This  

is  an  approach  from  a  hardware  design  point  of  view  –  it  provides  more  information,  but  

not  better  information  –  and  as  such,  falls  short  of  the  potential  of  software-­‐based  data  

modeling.  

Breakpoint  automation,  which  has  quickly  become  the  de  facto  standard  for  

parameter  representation,  puts  undue  focus  on  each  parameter  individually,  rather  than  

their  relationships  with  one  another.    Automation  lanes,  while  allowing  the  user  to  view  

multiple  parameters  simultaneously,  still  frame  those  parameters  as  independent  

variables.    Effective  automated  processing  often  relies  on  creating  and  manipulating  

relationships  between  variables  so  that,  for  example,  as  a  delayed  signal  repeats  it  becomes  

increasingly  filtered.    The  interfaces  of  the  plugins  themselves  currently  provide  better  

environments  for  parameter  manipulation.    Each  plugin  is  modeled  as  an  object,  and  so  all  

of  its  constituent  controls  are  collected  together.    Ultimately,  however,  plugins  are  still  

flawed  for  various  reasons:    they  break  continuity  with  the  DAW’s  interface  and  controls,  

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they  open  as  self-­‐contained  window  modules  that  must  be  individually  managed,  they  lack  

contextual  responsiveness  and  automating  a  plugin’s  parameters  within  the  plugin  window  

still  provides  only  the  simplest  visual  feedback  (knobs  turning,  numbers  

incrementing/decrementing,  etc.),  instead  of  a  holistic  representation  of  changes  incurred.  

 

The Digital Environment

The  DAW’s  analog  origins  are  made  plain  in  its  lack  of  appropriate  accommodation  

for  a  digital  (versus  physical)  editing  and  mixing  environment.    DAWs  still  vastly  

underperform  in  general  presentation  of  data,  and  do  not  utilize  the  power  of  the  computer  

to  alleviate  many  organizational  shortcomings  that  become  much  more  evident  in  a  digital  

context.    This  extends  into  several  areas  of  organization:    displaying  pertinent  and  

contextual  information,  logically  grouping  content  and  display  items  together,  and  

organizing  and  rapidly  employing  source  sounds,  plugins,  and  routing  schemes.  

The  DAW  interface  of  information,  alerts,  and  options  is  a  prime  example  of  

inadequate  organization.    DAW  displays  still  function  like  console  displays  –  the  

notification  tools  available  to  the  user  don’t  extend  much  farther  than  channel  meters  and  a  

few  light-­‐up  buttons.    Issues  like  the  aforementioned  routing  structure  are  left  in  the  same  

model  established  by  physical  hardware,  with  little  obvious  effort  given  to  extend  

functionality  via  advanced  notifications  or  alerts.    For  example,  digital  audio  meters  have  

the  capacity  to  keep  the  topmost  red  bar  lit  after  the  track  overmodulates,  a  function  that  

many  consoles  also  share.    Unlike  consoles,  DAWs  also  work  with  the  dimension  of  time  –  

yet  no  system  has  yet  been  developed  to  indicate  when  a  track  clips,  only  that  it  clips.    

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Mixers  must  still  regularly  play  through  an  entire  mix  to  determine  at  what  point  that  red  

bar  was  lit  by  an  overly  hot  source.  

This  is  a  simple  example  of  the  sort  of  omissions  DAWs  present  regularly.    They  are  

designed  from  a  hardware  veteran’s  point  of  view  –  where  dozens  of  meters  must  be  

watched  in  a  row,  where  distortion  is  heard  but  not  seen,  where  fader  strips  are  all  the  

same  shade  of  gray,  and  where  solo  and  mute  buttons  often  don’t  even  light  to  indicate  

their  usage.    In  general,  the  type  of  data  that  DAWs  present  in  the  interface  is  not  as  

relevant  or  immediately  useful  as  it  should  be.    Information  is  often  presented  on  only  a  

track  level,  with  the  wrong  scope  of  detail.    Fader  and  pan  information  are  regularly  

displayed  as  numbers,  rather  than  easy-­‐to-­‐read  slider  positions.    Meter  readings  can  refer  

to  pre-­‐  or  post-­‐fader  levels,  with  little  to  no  indication  of  which  is  currently  being  shown.    

Most  data  pertaining  to  these  types  of  track  parameters  are  located  entirely  within  the  

input  module  at  the  head  of  each  track,  meaning  that  it  is  incredibly  difficult  to  track  

changes  in  any  of  those  parameters  when  attention  is  focused  to  the  edit  window.  

  Unlike  the  physical  world,  where  extra  space  on  a  product  for  another  meter  or  

potentiometer  is  a  luxury,  the  digital  world  has  no  problem  with  providing  as  much  

feedback  and  flexibility  as  possible.    That  freedom  is  paradoxically  the  biggest  design  

problem  with  digital  products  –  filtering  out  data  so  that  the  user  sees  only  the  most  

relevant  information  at  any  given  time.    This  is  difficult  in  many  digital  environments,  but  

especially  so  for  audio.    Audio  work  in  general  (and  mixing  in  particular)  requires  one  to  

monitor  a  large  amount  of  information  and  parameters  at  once.    The  tendency  for  digital  

audio  software,  then,  is  to  use  screen  space  to  provide  as  many  tools,  values,  parameters,  

and  controls  as  possible  simultaneously.    The  user  is  forced  to  sift  through  large  amounts  of  

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visual  noise  to  find  the  objects  or  parameters  that  need  to  be  adjusted.    The  brunt  of  data  

management  is  placed  upon  the  user,  dampening  the  efficiency,  fluidity,  and  aesthetic  

creativity  of  DAW  use  with  intensive  structuring  tasks.  

 

Workflow

A  key  historical  difficulty  in  DAW  integration  is  that  they  were  designed  to  replicate  

all  audio  functions  necessary  for  editing  and  mixing,  but  not  to  replicate  the  team  of  

individuals  who  perform  these  tasks.    Beginning  as  musical  audio  creation  tools,  DAWs  

were  built  with  the  individual  performer  or  composer  in  mind,  providing  them  with  the  

functionality  to  supposedly  obviate  the  needs  for  a  studio,  musicians,  producers,  or  

engineers.    DAW  precedents  like  the  Fairlight  CMI  and  Synclavier  clearly  support  this  one-­‐

man  studio  approach.    However,  functions  and  tasks  are  much  more  formally  segmented  

within  a  postproduction  environment.    One  person  cleans  and  edits  the  dialogue  track;  

another  records  and  integrates  ADR  loops;  another  cuts  a  set  of  sounds  (for  example,  all  

engine  noises)  into  the  soundtrack,  and  yet  another  is  responsible  for  a  different  set  of  

sounds  (maybe  tire  squeals  this  time).    A  small  group  is  in  charge  of  performing,  recording,  

and  editing  all  Foley  for  the  film.    All  of  these  people  create  work  to  be  integrated  into  a  

master  project  for  the  soundtrack  –  which  is  mixed  by  yet  another  individual.  

DAWs  attempt  to  address  such  a  wide  variety  of  tasks  with  a  plethora  of  options  and  

flexibility.    Nearly  all  tools  and  parameters  are  usually  provided  through  the  basic  main  

view,  so  that  the  composer,  the  dialogue  editor,  and  the  post  supervisor  are  each  given  

access  to  the  controls  they  need.    The  problem  with  this  is  that  it  amounts  to  a  ‘shotgun  

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approach’  to  information  layout  –  the  resulting  effect  is  that  the  composer  is  also  shown  

extra  playlists  and  spotting  tools,  the  dialogue  editor  can  see  click  tracks  and  silence  

strippers,  and  the  post  supervisor  can  view  a  multitude  of  complex  editing  tools  he  will  

never  use  to  preview  his  team’s  work.    To  best  use  the  software  to  their  specific  ends,  these  

individuals  must  learn  to  first  tune  out  information  and  tools  that  are  irrelevant  to  their  

workflow.    Additionally,  with  so  much  presented  at  once,  tools  and  commands  are  

invariably  placed  in  less  than  optimal  positions  –  some  parameters  are  prominent,  while  

other  controls  get  squished  into  corners,  written  in  tiny  type,  or  included  in  a  submenu  of  a  

submenu  of  a  set  of  tools.      

Currently,  saving  task-­‐specific  session  templates  serves  as  an  intermediary  solution,  

but  it  again  exemplifies  the  problematic  strategy  of  asking  for  too  much  effort  from  the  

user.    Pro  Tools’  ‘Windows  configurations’  are  another  example  of  this.    Rather  than  forcing  

the  user  to  create  his  own  custom  views,  DAWs  could  easily  provide  a  few  basic  

views/interfaces  that  one  could  switch  between  based  on  task.    Another  possibility  could  

be  to  simply  reduce  the  reliance  on  tools  in  general,  scaling  back  the  overall  complexity  of  

the  DAW’s  presentation.      While  many  specific  tools  and  features  add  powerful  

functionality,  they  also  invariably  increase  the  cognitive  load  of  every  user  who  has  little  

need  for  them.  

It  is  important  to  remember,  though,  that  audio  postproduction  is  not  a  single-­‐

individual  process.    The  process  is  made  of  many  tasks  spread  among  a  team  of  sound  

professionals.    Projects  regularly  change  hands  between  recordists,  editors,  and  

supervisors,  and  so  need  robust  processes  for  combining  or  rearranging  pertinent  data  

within  an  existing  project.    DAWs’  issue  with  the  exchange  and  concatenation  of  projects  is  

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currently  addressed  only  to  a  limited  extent2.    Interchange  is  by  and  large  still  print-­‐based:    

a  completed  section  of  audio  work  is  printed  in  real  time  as  a  single  file  to  one  track  (this  

process  is  variously  called  bouncing,  dubbing,  predubbing,  or  layback).    Prints  absolutely  

ensure  that  everything  the  editor  had  in  his  project  will  be  present  in  the  mixer’s  full  

session.    They  also  ensure  that  the  mixer  has  no  ability  to  make  changes  to  the  editor’s  

work  without  opening  her  project,  altering  the  content,  and  then  reprinting  that  stem,  in  

real  time.    They  are  reliable,  trustworthy,  widely  used,  and  utterly  inefficient  at  their  job.  

As  an  alternative,  one  can  import  parts  of  one  project  into  another  –  tracks,  groups,  

I/O  structure,  and  other  information.    Because  no  overarching  organizational  tools  are  

provided  within  DAWs,  however,  these  imports  frequently  need  extensive  reorganizing  to  

fit  within  the  current  project.    The  information  on  a  track  level  comes  in,  but  not  at  a  project  

level.    Individuals’  unique  working  styles  often  come  with  the  import,  as  well  as  a  host  of  

I/O  structures  that  often  clash  with  the  mixing  session’s  I/O.    Often,  pieces  of  one  project  

function  properly  only  within  their  original  context.    Time  markers  from  a  dialogue  edit,  for  

instance,  most  likely  note  issues  for  the  dialogue  editor,  and  have  little  function  within  a  

larger  mix  session.    Playlists  and  groups  are  likewise  context-­‐sensitive.    Of  course,  in  a  

modern  DAW  such  as  Pro  Tools,  one  can  choose  whether  or  not  to  include  these  options  

during  import.    As  emphasized  earlier,  though,  giving  the  user  more  boxes  to  check  and  

uncheck  is  not  the  answer.    In  Pro  Tools’  import  system,  for  instance,  a  much  more  elegant  

solution  would  be  to  simply  keep  imports  stratified.    Rather  than  merging  an  import  with  

the  current  open  project,  one  could  group  each  import  as  a  unique  set  of  data  within  the    

                                                                                                               2  OMFs/AAFs  are  not  addressed  here  because  they  mainly  facilitate  exchange  between  picture  editor  and  

sound.    This  section  is  concerned  with  exchange  between  audio  team  members  only.  

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Figure  6  -­  Pro  Tools'  'Import  Session  Data'  screen,  replete  with  dozens  of  options.  

project.    The  mixer  could  then  see  exactly  where  each  track,  marker,  group,  and  fader  

nudge  came  from,  in  organized  groups.    Instead  of  a  fresh  session  without  origin,  the  

project  is  now  clearly  the  sum  of  many  attributable  parts.  

The  most  glaring  error  committed  by  all  import  methods,  however,  is  how  static  

they  all  are.    In  the  days  of  highly  dynamic,  database-­‐fueled  content  for  web  and  business  

solutions,  the  importing  and  re-­‐importing  of  change  after  change  of  audio  work  is  archaic  

and  entirely  unnecessary.    The  ability  to  link  projects  together,  as  opposed  to  importing  

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data  from  one  to  the  other,  is  a  sore  omission  from  the  DAW  feature  set.    It  is  not  a  fault  of  

technology  that  holds  this  possibility  back  –  the  past  few  years  especially  have  seen  a  flurry  

of  web-­‐based  document  editing  applications,  with  features  such  as  histories  of  document  

changes  credited  to  whichever  editor  made  them.    It  is  most  likely  the  ingrained  workflow  

of  postproduction  audio,  where  frequent  exchanges,  changes,  and  reprints  have  been  the  

norm  for  decades.  

Tracking  changes  could  be  a  boon  for  team  projects,  but  it  could  equally  benefit  the  

single  user.    Even  a  simple  listed  history  of  processes  applied  to  individual  audio  regions  

would  be  immensely  useful  in  documenting  the  concoction  of  processes  that  might  create  

similar  audio  effects.    The  process,  however,  is  still  approached  linearly,  and  inflexible  

audio  prints  remain  a  fundamental  building  block  of  postproduction  audio.  

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Chapter 3: New Technologies

Emulating  hardware  technologies  ignores  possibilities  with  digital  technologies.    

  The  audio  mix  has  always  functioned  best  as  a  tactile  medium.    Faders  and  rotary  

potentiometers  provide  instant  humanized  control  over  mixes,  something  that  the  

introduction  of  digital  audio  could  not  change.    Mixers  work  best  with  a  tactile  surface,  and  

the  ambiguous  beginnings  of  DAWs  prove  that  audio  professionals  were  not  even  willing  to  

switch  from  analog  to  fully  digital  consoles  years  after  digital  editing  was  standardized.  

  Recent  advances  in  tactile  user  interfaces,  however,  have  been  significant.    The  

smartphone  revolution  is  proof  enough  of  even  the  general  public’s  acceptance  of  touch  

interfaces,  and  new  touch-­‐based  tablet  computers  are  quickly  becoming  the  next  high-­‐tech  

consumer  battleground.    It  seems  somewhat  strange,  then,  that  there  have  not  been  greater  

strides  in  implementing  touch  technologies  as  interfaces  for  existing  postproduction  DAWs.  

   Music-­‐  and  instrument-­‐focused  audio  has  certainly  explored  touch-­‐based  terrain  

since  at  least  the  early  millennium.    Even  more  so  than  audio  professionals,  musicians  and  

composers  crave  tactile  feedback  –  whether  through  keyboards,  MIDI-­‐capable  guitars,  

breath  controllers,  turntables,  or  X-­‐Y  pads  and  capacitive  ribbons.    The  ability  to  react  

immediately  –  to  emphasize  nuances  in  tempo,  pitch  or  timbre  –  to  play  one’s  chosen  tool  

like  an  instrument  –  directly  influences  the  aesthetic  mindset  producing  the  resultant  

music.    Indeed,  the  same  mentality  explains  a  mixer’s  preference  for  a  physical  console  –  it  

is  his  instrument!    In  the  past  decade,  however,  efforts  have  gone  towards  moving  beyond  

emulating  traditional  musical  instrument  controls  (like  valves,  frets,  and  keys)  and  towards  

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new  horizons  made  possible  by  touch  technology.    Tangible  user  interfaces  (TUIs)  such  as  

the  AudioPad  and  Reactable  use  computer  vision  to  identify  physical  tokens  placed  and  

manipulated  on  their  surface,  creating  a  tangible  but  quickly  modifiable  music  interface.    

Other  devices  like  the  Continuum  Fingerboard  or  Misa’s  Kitara  utilize  surfaces  that,  while  

designed  to  emulate  real-­‐world  instruments,  also  incorporate  touch  control  on  two  or  three  

axes  in  distinctly  electronic  ways.    Application  stores  for  smart  phones  and  touch  tablets  

have  become  fertile  ground  for  experiments  with  touch  controls  and  interfaces,  ranging  

from  basic  keyboard  emulators  and  MIDI  controllers  to  complex  beat  mashers.    These  

applications  are  largely  focused  on  music  creation  for  the  individual  or  small  studio.    A  

number  of  applications  exist  that  enable  basic  DAW-­‐like  features  such  as  recording,  

sequencing,  and  mixing,  but  few  of  them  include  complex  functionality.    Touch  screens  are  

finding  their  greatest  professional  audio  use  as  remote  control  devices:    products  such  as  

Neyrinck’s  V-­‐Control  Pro  and  PreSonus’  StudioLive  Remote  provide  connectivity  to  Pro  

Tools  software  and  PreSonus’  digital  audio  consoles,  respectively.  

  There  is  a  distinct  lack  of  audio  editing  and  mixing  software  specifically  designed  for  

a  touch  screen  interface.    The  controllers  that  do  exist  provide  new  touch  environment  

paradigms  and  controls  for  the  professional  audio  world  –  but  those  controls  still  must  

translate  onto  software  designed  for  keyboard-­‐and-­‐mouse  interactions.    The  analog-­‐to-­‐

digital-­‐interface  issues  that  plague  personal  computers  are  intensified  on  the  touch  screen.    

Space  is  even  more  restricted  with  touch  screens  than  with  typical  computer  monitors,  not  

only  by  size  but  also  by  necessity.    In  addition  to  their  typically  smaller  dimensions,  touch  

screens  must  accommodate  human  hands  as  direct  input  sources,  ensuring  that  touch  

points  are  large  enough  to  easily  hit  and  that  significant  portions  of  the  screen  are  not  

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obscured  by  the  user’s  hand  during  interaction  (Saffer  40-­‐44).    Input  sources  are  also  

reduced  from  multiple  mouse  and  keyboard  buttons  to  a  small  set  of  hand  gestures.    

Dozens  of  modifier-­‐fueled  key  combinations  disappear,  and  right-­‐click  menus  are  nowhere  

to  be  found.    As  a  result,  guiding  the  user’s  focus  becomes  a  top  priority.    Rows  of  menu  

buttons  and  hierarchical  lists  need  to  be  eliminated,  reduced  or  replaced  with  modal  

windows  and  popovers  that  narrow  the  interface  towards  specific  tasks  in  the  proper  

context.  

  These  difficulties  are  not  to  imply  that  touch  screens  are  an  unforgiving  

environment  that  audio  software  should  avoid.    Rather,  they  only  illustrate  that  touch  

screens  create  a  new  context  for  interaction  –  much  in  the  same  way  that  analog  audio  

interaction  does  not  fully  translate  to  a  digital  computer  environment,  traditional  computer  

interaction  does  not  fully  translate  to  touch  screen  environments.    And  regardless  of  the  

difficulties,  the  potential  benefits  of  pursuing  touch  paradigms  are  great.    Even  as  touch  

abandons  the  mouse  and  keyboard’s  sheer  number  of  unique  buttons  and  commands,  it  

returns  real-­‐time  interaction  to  the  user.    Volume  can  once  again  be  ridden  by  a  fader,  

panning  can  be  swiped  left  and  right,  and  audio  files  can  be  placed,  moved,  sliced,  and  

trimmed  in  natural  ways  that  simply  cannot  be  replicated  by  a  mouse  and  keyboard.    

Though  limited  in  scope,  gestures  serve  as  intuitive  and  direct  ways  to  manipulate  data  and  

objects.    Touch  returns  humanized  control  to  audio  without  fetishizing  dozens  of  hardware  

controllers,  fader  packs,  or  expensive  mixing  boards.    It  allows  customization  of  the  user’s  

interface,  so  that  the  interface  may  adapt  to  the  user’s  needs  and  not  vice  versa.    The  touch  

screen’s  limitations  can  even  be  considered  an  asset  –  because  of  their  limited  space  and  

focus,  applications  have  a  much  greater  need  to  streamline  their  interface  and  create  a  

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natural  flow  between  tasks.    Applications  with  cleaner  interfaces  and  smarter  data  

stratification  succeed  in  touch  environments,  while  cluttered  products  quickly  fail.  

  In  order  to  fully  utilize  touch  environments  and  their  benefits,  then,  application  

interfaces  need  to  be  redesigned  with  their  workspace  in  mind,  and  not  crammed  into  a  

space  that  is  not  meant  to  contain  them.    A  brief  YouTube  search  reveals  several  videos  that  

feature  live  mixers  implementing  the  Software  Audio  Console  application  on  a  3M  touch  

screen.    The  videos  highlight  the  dilemma  this  approach  creates:    information  is  too  dense,  

touch  points  are  much  too  small,  and  navigation  is  difficult  and  time-­‐consuming,  precisely  

because  the  software  was  not  designed  for  a  touch  environment.    Faders  in  particular  are  

significantly  smaller  than  a  human  hand  can  easily  control,  and  the  multitudinous  channel  

strips  encourage  endless  scrolling  through  cramped  controls  and  tiny  text.    Concentrating  

audio  software  design  towards  a  touch  end-­‐goal  will  streamline  interfaces  and  provide  a  

new  range  of  human  input  and  interaction  with  audio.  

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Chapter 4: The New Guys

Emulating  obsolete  hardware  layouts  creates  a  barrier  to  new  entrants  into  the  field.    

The  consequence  of  building  on  the  same  obtuse  model  year  after  year  has  been  the  

development  of  a  sort  of  ‘sound  cabal’  –  a  view  of  audio  professionals  as  a  secretive  group  

who  alone  possesses  the  ability  to  shape  and  process  sound  for  films,  television,  and  video  

games.    New  members  must  first  endure  the  ‘apprenticeship’,  in  which  editing  is  slow,  

routing  is  clumsy,  mixes  clip  often,  and  issues  are  difficult  to  track  down.    Only  when  the  

difficulties  of  the  system  have  been  mastered  through  years  of  service  is  admission  

possible.  

The  exclusion  of  inexperienced  enthusiasts  comes  as  the  flipside  to  adhering  to  

models  of  outdated  equipment.    Not  only  do  neophytes  have  to  learn  the  software,  but  they  

must  also  learn  the  inner  workings  of  the  hardware  from  which  it  is  designed  –  hardware  

whose  usage  is  slowly  eroding.    Those  already  familiar  with  applying  analog  principles  to  

the  digital  realm  have  a  disproportionate  advantage  over  newcomers.    Digital  audio  has  

kept  technical  and  creative  ability  bundled  as  one  product–  if  one  wants  a  properly  

designed  soundtrack,  one  also  needs  a  fairly  thorough  grasp  of  complex  signal  routing  via  

patch  bays  or  aux  sends/returns.    Compare  this  with  the  evolution  of  the  print  industry.    

Printing  presses  were  once  the  sole  repositories  and  users  of  fonts,  each  with  a  signature  

set  of  typefaces.    When  Adobe  and  Microsoft  digitized  scores  of  fonts  from  the  type  

foundries  (Pfiffner  89-­‐97),  however,  they  opened  the  doors  for  those  without  any  prior  

knowledge  of  typeface  design  or  creation  to  choose  and  employ  their  own  fonts.      In  effect,  

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they  separated  the  technical  craft  of  creating  and  maintaining  fonts  from  the  creative  

choice  of  which  font  to  use.    The  digital  world  provides  the  ability  to  cleave  ‘under  the  hood’  

functionality  completely  away  from  the  interface,  and  to  replace  the  implementation  

approach  with  user-­‐focused  tools  that  require  far  less  knowledge  of  their  inner  

complexities  for  proper  use.  

Audio  applications  function  and  feel  different  from  other  media  applications  

because  they  adhere  so  rigidly  to  their  analog  metaphor.    An  ever-­‐growing  number  of  

media  applications  ditch  the  bulk  of  metaphoric  real-­‐world  pretenses  and  instead  strive  to  

emulate  users’  mental  models  of  how  certain  software  tools  should  react.    This  means  that  

the  software  is  designed  to  frame  and  present  data,  states,  and  actions  in  a  way  that  closely  

approximates  the  way  users  subconsciously  perceive  them.    Instead  of  a  direct  real-­‐world  

analogy,  the  program  provides  the  user  with  an  interface  that  is  simultaneously  more  

abstract  and  more  intuitive.    As  this  approach  proliferates,  more  users  are  exposed  to  

designs  that  follow  mental  models  and  software-­‐specific  abstractions  of  data  and  actions  –  

meaning  that  there  is  a  growing  base  of  users  not  only  comfortable  with,  but  accustomed  to  

these  design  approaches.    Applications  modeled  directly  on  the  real  world  are,  by  

comparison,  anomalous  –  they  provide  industry-­‐  and  task-­‐specific  designs,  and  therefore  

do  not  translate  into  a  world  populated  with  more  flexible  and  transparent  interfaces.    In  

short,  the  insistence  on  an  analog  metaphor  makes  audio  applications  aesthetically  and  

functionally  incongruous  with  current  media  software,  and  renders  them  unfamiliar  to  an  

increasingly  computer-­‐savvy  audience.  

 

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New Benchmarks

It  is  likely  that  changes  to  the  shortcomings  enumerated  in  previous  chapters  will  

not  come  from  the  current  industry-­‐leading  audio  applications,  but  rather  from  smaller  

programs  that  experiment  with  previously  listed  design  concerns  and  concepts.    It  is  not  

simply  a  matter  of  execution  or  ideas,  but  of  providing  services  to  new  audiences  as  they  

emerge.    Clayton  Christensen’s  The  Innovator’s  Dilemma  points  this  out  as  a  large,  

generalized  phenomenon  affecting  all  types  and  sizes  of  industries:    after  fledgling  

businesses  make  the  transition  to  power  players,  they  more  often  than  not  retain  their  

dominance  only  until  confronted  by  the  next  drastic  shift  in  technology  and  technological  

attitudes.      

Christensen  demonstrates  that  as  a  product  grows  better  at  what  it  does,  it  also  

narrows  its  focus  towards  consistent  and  specific  technological  goals  –  and  can  then  

become  obsolete  when  those  goals  need  no  further  advancing,  and  an  entirely  disparate  set  

of  goals  become  the  new  criteria  for  success.    Audio  software  may  soon  be  headed  for  the  

same  fate.    Basic  early  goals  such  as  high  audio  quality  and  track  count  (metrics  notably  

carried  over  from  analog  equipment)  are  by  now  a  moot  point.    Digital  audio  quality  is  

consistent  and  familiar  by  now,  and  track  count  and  processing  power  are  limited  mostly  

by  the  machine  running  the  software,  rather  than  the  software  itself.    Consequently,  other  

metrics  considered  important  by  sound  editors  and  designers  have  been  largely  

marginalized  –  things  like  intuitive  manipulation,  transparency,  ease  and  enjoyment  of  use,  

and  scalability  of  tasks.    The  ossification  of  both  software  design  and  general  user  mentality  

magnifies  these  issues,  creating  a  divide  between  highly  experienced  professionals  and  

alternative  audiences  such  as  new  professionals,  amateurs,  and  light  users.    For  the  former,  

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older  metrics  remain  a  priority  –  experiences  with  analog  and  young  digital  technologies  

were  indeed  highly  concerned  with  audio  quality  and  track  count,  and  years  of  experience  

are  likely  to  ingrain  those  kinds  of  concerns  as  priorities  over  any  others.    The  latter,  

however,  are  much  less  accustomed  to  grappling  with  these  fundamental  types  of  metrics,  

in  part  because  of  the  functionality  of  technology  within  the  span  of  their  experience.    

These  newer  audiences  express  a  greater  amount  of  familiarity  and  comfort  with  digital  

audio  environments.    Furthermore,  greater  experience  with  digital  software  in  general  

affects  these  users’  expectations  as  to  how  applications  should  function,  and  what  

paradigms  will  be  present.    Attempting  to  replicate  an  environment  alien  to  the  user  is  a  

poor  substitute  for  following  user  expectations.  

Newer  products  such  as  Ableton  Live  and  Apple’s  Garageband  address  these  

concerns  to  an  extent    (in  music,  at  least)  with  simple,  sleek,  and  intuitive  interfaces,  but  

products  still  could  find  greater  methods  for  confronting  these  problems,  or  even  solving  

ones  that  sound  professionals  did  not  realize  existed.    Certainly  these  developments  will  

not  result  in  the  swift  downfall  of  Pro  Tools,  or  its  dissolution  as  an  industry-­‐standard  tool.    

The  top  software  applications  will  continue  serving  the  professionals  whose  endorsement  

built  their  reputation,  and  those  professionals  will  likely  stand  by  the  tools  they  have  

mastered  over  years  of  use.    In  the  long  term,  however,  companies  like  Avid  will  lose  the  

spotlight  as  their  clientele  retires  and  new  professionals,  accustomed  to  digital  work,  

emerge  to  take  their  place.    Track  counts,  sampling  rates,  active  voices,  plugin  

instantiations,  latency  –  all  these  metrics  will  lose  their  potency  as  technology  advances  to  

acceptable  levels,  and  the  DAW’s  viability  as  an  aesthetic  instrument  will  become  the  most  

important  dimension  of  comparison.  

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As  Christensen  argues,  disruptive  new  technologies  also  tend  to  find  and  create  new  

markets  that  older  technologies  do  not  satisfy.    Reviewing  the  inception  of  the  DAW  itself,  

one  can  see  the  slow  transition  the  software  made  from  primarily  a  musician’s  composition  

and  synthesis  tool  to  a  mixer  or  sound  supervisor’s  editing  and  mixing  suite.    The  

additional  functionality  provided  by  music  and  composition  manipulation  software  proved  

to  have  excellent  crossover  value  as  an  editing  tool.    Note  that  film  sound’s  most  dramatic  

growth  period  occurred  from  the  very  late  1970s  through  the  1990s  (Sergi  3),  dovetailing  

with  the  growth  of  DAW  technology.    Developments  in  the  art  of  film  sound  necessitated  

technological  growth  to  facilitate  the  new  approaches  of  sound  effects  editing  and  mixing,  

and  the  nonlinear  editor  provided  a  new  tool  paradigm  to  effectively  accomplish  them.  

Further  developments,  however,  have  lagged  behind.    As  history  illustrates,  the  edit  

window  was  an  isolated  breakthrough.    Even  as  postproduction  audio  became  digitized,  

sound  was  still  ported  from  tape  to  digital  editor  and  back.    Studios  still  held  onto  their  

expensive  consoles  and  racks,  and  so  analog  methods  incorporated  the  digital  editor  

uncomfortably  into  their  workflow.    The  digital  audio  environment  continues  to  replicate  

analog  hardware  and  methodologies  in  both  look  and  functionality.    As  other  industries  

have  evolved  to  incorporate  advances  in  interconnectivity,  data  exchange,  and  dynamic  

data  restructuring,  audio  has  resolutely  stood  its  ground  crafting  software  around  a  well-­‐

established  but  tedious  workflow.    The  analog  metaphor  is  losing  its  efficacy  in  the  digital  

world,  and  turns  a  blind  eye  to  the  remarkable  ways  in  which  new  technology  can  reshape  

the  audio  process.  

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Chapter 5: Response by Design

  In  order  to  explore  solutions  to  the  issues  faced  by  Pro  Tools  and  other  current  

DAWs,  I  designed  several  rough  prototypes  for  new  DAW  interfaces.    Each  design  attempts  

to  remodel  audio  manipulation  within  a  post-­‐production  environment  with  a  focus  on  ease  

of  use,  transparency  of  interaction  with  audio,  and  utilization  of  touch-­‐screen  technologies  

that  will  likely  become  widespread  in  media  production  tool  utilization.    The  first  was  

created  prior  to  the  writing  of  this  paper,  as  an  exploration  of  touch  interfaces’  possibilities;  

other  designs  explicitly  apply  the  paper’s  findings  to  new  designs.  

 

The X-Y Mixer

 

Figure  7  -­  Assigning  an  input  in  the  X-­Y  mixer  

  My  first  prototype  design  was  explicitly  focused  on  mixing;  no  editing  capabilities  

were  designed.    The  purpose  of  the  mixer  was  to  provide  a  fluid  and  intuitive  touch  screen  

environment  for  mixing,  reducing  the  clutter  and  complexity  common  to  most  mixing  

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environments  while  heightening  user  input  and  feedback  without  the  use  of  a  dedicated  

hardware  controller.    To  achieve  these  ends,  the  design  followed  these  four  guidelines:  

1. Reduce  the  interface  for  optimal  implementation  within  a  touch  environment.  

The  mixing  interface  presents  an  environment  radically  different  from  the  standard  

console  metaphor,  designed  specifically  to  provide  a  clear  and  simple  interface  for  

touch  interaction.    All  controls  respond  to  simple  tap,  hold,  and  drag  commands,  

while  extra  functions,  options,  and  tools  are  confined  to  a  single  toolbar  and  kept  to  

a  minimum.    Settings  and  file-­‐browsing  capabilities  are  tucked  in  expandable  

windows  in  the  top  corners  of  the  interface,  to  provide  the  greatest  amount  of  

surface  area  dedicated  to  track  interaction.    The  interface’s  design  is  focused  on  

direct  and  simple  feedback  at  the  track  level.  

2. Utilize  the  two-­dimensional  space  to  as  an  intuitive  map  for  volume  and  

panning  information.  

One  of  the  key  concepts  of  the  mixer  was  to  implement  the  touch  screen’s  plane  as  a  

large  X-­‐Y  controller,  with  the  vertical  axis  controlling  volume  and  the  horizontal  axis    

 

Figure  8  -­  Lateral  position  determines  a  sound's  placement  in  the  stereo  field.  

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determining  spatial  position,  or  panning.    This  creates  a  much  more  intuitive  visual  

interface  for  panning  than  traditional  DAWs  provide  by  defining  a  clear  relationship  

between  the  visual  representation  of  a  track  and  its  aural  position  within  the  stereo  

field.  

3. Reduce  the  complexity  of  the  buss  system.  

Throughout  the  design  process,  I  researched  and  explored  the  functionality  of  

busses  and  signal  mixing  to  determine  if  there  was  a  simpler  way  to  achieve  

complex  mixing.    I  found  that  busses  are  by  and  large  extraneous  in  a  digital  

environment,  and  usually  result  in  extra  steps  to  complete  tasks  as  simple  as  routing  

one  track  into  another.    To  circumvent  this,  I  eliminated  explicit  buss  creation  and  

control,  and  instead  implement  a  simple  group-­‐and-­‐drag  mechanism  for  routing  

multiple  tracks  together.  

 

Figure  9  -­  Creation  of  a  submix  track  from  multiple  tracks  

  I  also  designed  the  buss  system  to  provide  greater  visual  feedback  to  the  

user.    All  inputs  and  outputs  are  located  respectively  at  the  top  and  bottom  of  each  

track;  multiple  inputs  are  represented  as  graphically  distinct  entities,  with  each  

input  color-­‐coded  to  correspond  to  its  parent  track.    Outputs  appear  as  either  direct  

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outputs  to  the  speakers  (represented  by  a  downward  arrow)  or  as  parallel  

outputs/sends  (represented  by  sideways  arrows  indicating  the  location  of  the  

send’s  destination  track).  

4. Provide  more  effective  visual  feedback  along  each  track.  

The  mixer  retains  the  track-­‐focus  operation  that  traditional  consoles  utilize,  but  

compresses  the  channel  strip  for  a  more  effective  use  of  space.    The  fader  and  meter  

are  joined  as  one  object,  so  that  the  relationship  between  level  adjustments  and  

their  resulting  meter  changes  are  visually  enforced  by  proximity.      

 

Figure  10  –  An  early  concept  for  tracks,  showing  joined  meters/faders,  I/O,  and  plugin  icons  

Effects  are  also  redesigned  to  provide  greater  feedback.    Instead  of  being  

located  in  a  strip  above  the  track’s  fader,  effects  are  directly  adjacent  to  the  fader  

and  meter.    This  results  in  a  more  compact  track  that  requires  much  less  visual  

scanning  to  comprehend.    Mirroring  ‘favicons’  in  Internet  browsers,  effects  have  

also  been  rudimentarily  iconized.    Four  basic  effects  categories  are  given  icons  with  

unique  designs  and  colors.    An  icon’s  presence  indicates  its  use  on  a  track,  and  

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RAXREQ

S

vox-0.3

+

+

analog 3

SRTTLS

S

tamb-12.5

+

+

analog 4

SM!REQTLS

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tapping  the  icon  opens  the  effect’s  modification  window  for  adjustment.    This  icon  

system  allows  the  user  to  quickly  ascertain  the  number  and  type  of  effects  present  

on  any  given  track;  it  could  be  expanded  to  include  a  greater  number  of  categories  

(including  user-­‐defined  categories).  

   

The  X-­‐Y  mixer  is  not  without  its  flaws,  however.    The  physical  space  needed  for  the  

panning  functionality  inherently  limits  the  practical  number  of  tracks  that  can  be  present.    

The  high  probability  that  a  track  will  be  center-­‐panned  reduces  the  functionality  of  the  

layout,  while  increasing  visual  noise  and  track  overlap  along  the  center  position.    The  

system  is  also  overly  track-­‐focused:    large  mixes  of  several  dozen  or  more  tracks  (such  as  

for  film)  would  lack  proper  visualization  of  the  mix  structure  as  a  whole.    Robust  touch  

implementation  of  audio  editing,  mixing,  and  processing  tools  requires  a  larger,  more  

holistic  approach.  

 

The Touch Screen DAW

  My  second  effort  builds  on  the  lessons  of  the  first,  but  takes  a  much  more  

comprehensive  approach  to  design.    Rather  than  focusing  on  a  few  mixing  tasks  within  the  

DAW,  this  design  attempts  to  provide  an  entirely  new  DAW  experience,  guided  by  the  

issues  analyzed  earlier  as  well  as  the  more  successful  components  of  current  DAWs.    Unlike  

the  X-­‐Y  mixer,  this  design  followed  the  research  and  writing  of  this  paper,  and  so  is  much  

more  conscious  in  its  attempts  to  eliminate  issues  present  in  current  DAWs.    The  design  

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aims  to  provides  a  novel  touch-­‐oriented  editing  and  mixing  environment  that  adheres  to  

principles  gleaned  from  the  paper’s  findings:  

1. Keep  information  displays  dense  and  multidimensional.  

Current  DAW  interfaces  are  starved  for  data,  stretching  a  sparse  number  of  

parameters  across  limited  screen  space  or  wrapping  them  in  miniscule  feedback  

modules.    A  new  interface  should  instead  provide  a  high  quantity  of  information  

across  many  dimensions  simultaneously,  for  the  most  effective  use  of  visual  

feedback.  

2. Ensure  that  data  is  scalable.  

The  standard  track/buss  structure  loses  focuses  and  becomes  exponentially  more  

complex  as  mixes  scale  larger.    This  design  should  provide  the  ability  to  iterate  

configurations  of  audio  and  associated  parameters  at  many  scales,  from  a  small  set  

of  tracks  to  a  large  and  complex  film  mix,  and  retain  a  proper  sense  of  proportions  

and  relationships  within  the  mix.  

3. Provide  a  fluid  and  intuitive  user  experience.      

Instead  of  creating  an  abundance  of  controls  and  windows  that  require  

management,  return  a  performative  dimension  to  the  act  of  editing  and  mixing  

audio.      Take  advantage  of  touch  technology  to  eliminate  extraneous  interface  

components,  remove  unnecessary  tools,  and  provide  more  humanized  and  nuanced  

controls.  

To  meet  these  ends  and  address  the  issues  enumerated  in  this  paper,  several  

interfaces  were  created  throughout  the  design  process.    Their  genesis  began  with  initial  

sketches  focused  on  scale  and  hierarchy.    Beginning  at  the  large  mix-­‐focused  end  of  the  

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postproduction  process  and  working  backwards,  I  hoped  to  move  away  from  overly  track-­‐

focused  management  and  create  an  architecture  that  highlighted  audio  file,  track,  and  

group  relationships.    I  sketched  a  model  that  conglomerates  smaller  pieces  into  larger  

building  blocks.    Groups  of  tracks  are  physically  connected  to  parent  groups,  visually    

 

Figure  11  -­  The  initial  workflow  model  sketch  (the  cursor  indicates  focus).  

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highlighting  both  the  hierarchy  of  the  system  and  the  modularity  of  that  hierarchy.    With  

this  model,  an  editor  could  conceivably  deliver  his  entire  editing  session  to  the  mixer,  who  

could  then  simply  attach  it  to  the  appropriate  parent  module.    In  this  way,  scale  and  

relationships  between  even  sessions  is  maintained,  and  each  portion  of  the  postproduction  

workflow  is  visualized  as  part  of  a  greater  whole.  

 

Figure  12  –  Mix  view,  showing  parent  tracks  stacked  ‘behind’  child  tracks.  

The  interface  resulting  from  this  exploration  focuses  largely  on  visualizing  

relationships  between  parent  and  subordinate  tracks  (and  their  contingent  parameters)  

through  a  more  standard  track  layout.    In  mix  view,  tracks  are  reconfigured  into  a  hierarchy  

tree  flowing  from  top  to  bottom,  with  a  center  layer  serving  as  focus.    Mixers  can  ‘rotate’  

different  parts  of  the  hierarchy  through  the  focus  layer  (in  much  the  same  way  the  wheels  

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of  a  slot  machine  freely  rotate).    For  example,  in  Figure  12  above,  the  mixer  could  choose  to  

rotate  the  Music  Stem  into  focus,  causing  the  Cue  tracks  to  rotate  underneath  the  center  

layer.    The  space  previously  occupied  by  the  Cue  tracks  would  then  shrink  to  accommodate  

only  the  Music  Stem.    Solos  and  mutes  also  carry  through  the  hierarchy,  so  that  a  solo  

enabled  on  the  Dialog  Stem,  for  example,  causes  subordinate  Dialog  tracks  to  also  be  

soloed.    To  accommodate  touch  needs,  buttons  are  few  and  sized  large,  and  tools  are  

eliminated  in  favor  of  simple  tap,  drag,  and  swipe  commands.  

 

Figure  13  -­  Hierarchy  in  Edit  view.    Note  the  parent  tracks  on  the  left,  and  the  multiple  regions  in  one  track.  

The  interface  can  be  switched  from  a  vertical  mix  view  to  a  horizontal  edit  view;  the  

hierarchy  system  swivels  sideways.    Meters  appear  on  both  child  and  parent  tracks,  to  

indicate  the  summing  level  at  each  stage.    Unlike  most  DAWs,  tracks  here  can  contain  

multiple  simultaneous  audio  regions  –  and  those  regions  themselves  can  consist  of  multiple  

audio  files  grouped  together.    This  creates  greater  differentiation  between  small  and  large  

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scale,  adds  functionality  to  the  track,  and  allows  the  editor  to  more  quickly  view  and  

manipulate  sounds  as  events,  rather  than  tediously  selecting  and  editing  audio  files  

individually.    Sound  events  comprised  of  multiple  sound  components  can  be  grouped  

together  to  facilitate  organization,  while  still  allowing  the  track  to  function  as  a  receptacle  

and  organizational  tool  on  a  broader  level.  

 

Figure  14  -­  Track  edit  view,  with  multiple  simultaneous  audio  regions  

The  direction  of  this  interface,  however,  is  still  ultimately  too  steeped  in  traditional  DAW  

design.    Little  space  is  given  for  touch  points,  no  unique  spaces  exist  for  effects  or  plugins,  

and  the  overall  feel  is  still  visually  noisy.    This  directly  hierarchical  model  also  does  not  

accommodate  parallel  sends,  whose  relationships  within  a  mix  are  more  ambiguous  and  

peer-­‐like.  

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Figure  15-­  Various  designs  for  a  'token-­based'  approach  

  To  distance  myself  further  from  these  issues,  I  decided  to  start  fresh,  this  time  

focusing  on  creating  a  denser  and  more  multidimensional  sound  container  designed  for  

touch  interaction.    Building  upon  previous  ideas  in  the  X-­‐Y  mixer,  I  created  a  token  

apparatus  to  function  as  a  track,  and  packed  as  many  parameters  in  as  possible,  in  as  small  

an  area  as  practical.    The  token  takes  the  form  of  a  semicircle;  like  the  X-­‐Y  mixer,  its  height  

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relative  to  the  canvas  determines  audio  level.    Meters  appear  behind  the  token  to  indicate  

level.    Panning,  however,  is  governed  now  by  orientation  –  the  entire  token  can  be  twisted  

like  a  knob  using  four  fingers,  and  the  simple  semicircle  shape  provides  instant  visual  

feedback  as  to  where  the  track  is  in  the  stereo  field.    Effects  and  sends  are  instantiated  with  

taps  on  the  underside  of  the  token;  the  elements  shrink  as  more  are  added,  to  

accommodate  all  instantiations  within  one  non-­‐scrolling  view.  

 

Figure  16  –  An  early  animation  sketch  of  a  token  unfolding  from  Mix  to  Edit  view  

  The  token  design  also  attempts  to  blur  the  line  between  mixing  and  editing,  visually  

relating  the  two  processes  more  effectively  while  facilitating  any  edit  tweaks  that  need  be  

made  during  the  mixing  phase.    When  double-­‐tapped,  tokens  swivel  open  and  reveal  a  

vertical  timeline.    Changing  the  orientation  of  the  edit/waveform  view  diminishes  the  often  

severe  line  between  mixing  and  editing,  allowing  certain  tracks  to  be  edited  while  others  

keep  a  simple  profile  for  easier  reading  of  level  and  panning  information.    One  could  argue  

that  film’s  workflow  has  long  since  kept  these  two  processes  separate,  and  that  nothing  is  

to  gain  from  a  blending  of  the  two.    Better  transitions,  however,  not  only  generate  a  greater  

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sense  of  intuitive  interaction  with  the  DAW,  but  would  greatly  benefit  small  teams,  

amateurs,  and  new  users  in  their  understanding  and  implementation  of  digital  audio  

applications.      

 

Figure  17  –  A  more  integrated  environment,  drawing  from  the  ‘token’  explorations.  

  A  third  interface  iteration  takes  the  outer  trappings  of  the  token-­‐based  work  and  

reduces  the  token  itself  to  nearly  nothing.    Combining  the  integrated  approach  of  the  

tokens  with  the  effects  implementation  in  the  X-­‐Y  mixer  resulted  in  a  minimal  design  that  

utilizes  the  geography  of  the  screen  space  to  place  and  identify  effects  and  sends.    Moving  

away  from  track-­‐by-­‐track  information,  the  goal  was  to  allow  the  resulting  overall  shape  and  

form  of  the  entire  interface  to  quickly  communicate  effects,  send,  and  basic  routing  

information  at  a  glance.    Faders  are  reduced  to  simple  bars  to  indicate  level,  with  meters  

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again  behind  them,  while  effects  and  sends  are  disaggregated  from  the  fader/token  to  small  

but  easily-­‐spotted  areas  above  and  below  the  fader.    Shape  indicates  an  object  as  either  an  

effect  (square)  or  send  (oblong).    Position  above  or  below  identifies  a  send  as  either  pre-­‐  or  

postfader,  infinitely  easier  to  read  than  a  small  ‘pre’  button  hidden  on  the  send  itself.    Like  

the  token  design,  faders  can  be  double-­‐tapped  to  open  an  edit  view  of  the  track’s  

constituent  audio  files/waveforms.  

 

Figure  18  -­  The  I/O  manager,  displayed  over  the  mix  interface.  

Input  sections  above  and  output  sections  below  are  subtly  ‘landscaped’  to  provide  

simple  routing  feedback.    Tracks  with  another  track  as  input  have  slightly  descended  input  

labels;  likewise,  tracks  with  another  track  as  the  assigned  output  have  slightly  ascended  

output  labels.    The  mixer  can  therefore  easily  note  ‘initial’  audio-­‐file-­‐only  tracks,  as  well  as  

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final  destination  tracks,  by  their  flatter  appearance.  A  four-­‐finger  pull  down  on  the  input  

section,  however,  provides  more  I/O  detail.    The  input  and  output  ‘steps’  expand  into  tiers  

to  illustrate  the  hierarchical  flow  from  one  set  of  tracks  to  the  next.    Unlike  the  first  

interface,  this  allows  for  a  more  accurate  representation  of  sends  –  parallel  tracks  are  

simply  displayed  in  parallel  with  their  peers,  and  do  not  necessarily  need  to  be  included  in  

a  specific  hierarchy.  

  Again,  the  interface  is  designed  with  touch  interfaces  in  mind.    Menus  and  

hierarchical  lists  are  eliminated,  as  are  most  tools.    Only  a  few  simple  buttons  exist  to  add  

tracks,  effects,  and  sends;  most  of  the  user  interaction  involves  dragging  objects  into  the  

right  space,  or  tapping  them  to  edit  their  parameters.  

 

Shortcomings

These  explorations  are  by  and  large  only  sketches  and  experiments  with  altering  the  

standard  DAW  design;  they  lack  full  functionality,  and  still  grapple  with  several  problems.    

First,  it  is  difficult  to  bridge  the  interface  gap  between  mixing  and  editing.    The  

development  of  mixing  paradigms  in  the  analog  world  and  editing  paradigms  in  the  digital  

world  has  erected  a  stiff  barrier  of  separate  interfaces,  controls,  and  displays  separating  the  

two.    Creating  smooth  transitions  between  the  two  effectively  requires  a  fresh  start  that  

treats  both  as  facets  of  the  same  process.    Because  of  their  biases  towards  analog  methods,  

mixing  processes  were  given  the  greater  share  of  effort  and  redesign;  however,  

incorporating  edit  displays  directly  within  the  flow  of  the  mix  seems  an  effective  way  to  

merge  the  two  within  one  display.    New  work  practices  and  methods  could  certainly  arise  

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from  such  a  layout.    Nevertheless,  the  standard  implementation  of  two  separate  mix  and  

edit  views  is  difficult  to  overcome,  and  it  is  likely  equally  if  not  more  difficult  to  persuade  

audio  professionals  to  abandon  them.  

Second,  parallel  sends  were  never  satisfactorily  incorporated  within  any  design.    

The  last  few  provided  effective  track-­‐based  displays,  but  no  design  created  a  successful  

system  to  model  their  relationship  to  the  entire  mix.    Because  of  their  ambiguous  non-­‐

hierarchical  nature,  sends  do  not  comfortably  fit  into  nesting  schemata;  they  function  much  

more  like  separate  concurrent  projects.    Perhaps  future  models  might  better  incorporate  

them  as  such,  and  isolate  them  from  the  rest  of  the  project  in  an  intuitive  manner.  

Third,  signal  processing  effects  were  only  barely  addressed.    The  reason  is  simple:    

effects  are  most  often  adjusted  from  within  their  own  proprietary  interfaces,  and  those  

interfaces  cannot  be  controlled  by  either  the  user  or  the  DAW  employing  them.    At  present,  

DAWs  can  at  best  provide  the  means  for  easy  instantiation,  sequencing,  and  removal  of  

effects.    Possibly  in  the  future,  plugins  may  develop  standardized  semantics  that  allow  

DAWs  to  graft  their  own  interfaces  onto  effects’  functionality,  but  it  is  unlikely  that  plugin  

software  companies  are  willing  to  give  up  their  visual  brand  identity.    Effects  redesign  most  

likely  then  will  stem  only  from  a  general  change  in  audio  attitudes  towards  design.  

  Regardless  of  these  issues,  the  illustrated  explorations  in  DAW  redesign  prove  that  

more  communicative  and  intuitive  models  for  postproduction  audio  can  be  created.    Only  

time  will  tell  if  mainstream  and  professional  markets  will  venture  further  towards  a  

rejection  of  implementation-­‐based  design.  

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Conclusion

As  digital  technology  and  technological  integration  progresses,  the  DAW’s  decidedly  

analog  approach  to  postproduction  audio  becomes  more  obvious.    The  organizational  

architecture  of  digital  mixes  still  follows  the  model  set  by  analog  hardware  decades  ago,  

and  is  unable  to  separate  audio  processes  from  the  inner  workings  of  the  machines  that  

enable  them.    Tracks  and  busses  create  one-­‐dimensional,  data-­‐deficient  models  of  editing  

and  mixing  projects,  and  do  not  provide  enough  functional  sophistication  for  rich,  legible,  

multidimensional  project  visualizations.    Scale  and  relationships  are  difficult  to  follow,  and  

parameters  lack  a  comprehensive  and  efficient  visual  approach.    Neither  individual  nor  

team  workflow  is  fully  addressed  –  individuals  waste  time  and  effort  sifting  through  

unwanted  tools  and  features,  while  team  exchanges  are  inefficient  and  inflexible  to  changes  

and  corrections.    Performativity  in  professional  audio  work  is  greatly  diminished,  and  the  

console-­‐with-­‐a-­‐mouse  structure  of  DAWs  prevents  new  opportunities  to  inject  touch-­‐based  

performativity  into  the  workflow.    The  focus  on  outdated  models  and  methodologies  

creates  a  steep  barrier  to  fresh  entrants  in  the  field,  as  well  as  other  neophytes  interested  

in  postproduction  audio.  

My  efforts  to  design  a  new  architecture  for  DAWs  thus  focused  on  visualizing  

relational  structures  at  different  levels  of  scale,  increasing  the  density  and  dimensionality  

of  information  displayed  along  each  interface  element,  and  simplifying  and  adapting  

controls  for  a  touch  environment  while  compromising  as  little  functionality  as  possible.      

While  some  issues  with  parallel  sends  and  the  editing/mixing  distinction  remain,  all  

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designs  illustrate  possibilities  for  DAW  reconceptualization  that  break  away  from  analog  

approaches  and  allow  for  greater  and  more  effective  visualization  of  audio  information.  

The  advance  of  greater  media  technology  capabilities  will  only  continue  to  highlight  

the  deficiencies  that  result  from  modeling  interaction  with  aging  metaphors.    Redesigning  

DAWs  for  the  digital  age  will  not  only  increase  postproduction  audio’s  productivity  –  it  

holds  the  possibility  to  add  new  dimensions  of  aesthetic  expression  to  the  medium,  and  the  

potential  to  stoke  the  creative  fires  of  the  next  generation  of  audio  and  media  professionals.  

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