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Process

1. Requirements

  • Understand variations in the audio spectrum caused by hardware, software frameworks, and marketing emphasis.

  • Solve problems discovered through internal post-mortems and user data analysis.
     

2. Problem Definition

  • Why should sound be part of the product’s UI?

  • What specific problems can sound design solve?

  Example

  • Are there feedback signals that cannot be perceived through standard touch or click interactions?

  • Are there scenarios (e.g., in motion, during exercise, while playing other media) where users cannot easily check visual feedback?
     

3. Hypothesis Building

  • Formulate hypotheses on how sound design can address the identified problems.

  Examples

  • Smartwatch users will reduce screen-checking while cycling by X% when sound feedback is available.

  • Users who set sound feedback only for critical actions will check their smartphones less than X times during a movie.

  • Providing an OFF sound will reduce unnecessary double-checking of power status by X%.
     

4. Design Planning
Develop methods to translate product design and visual concepts into sound.

  • Reference & Sketch: Create references, sketches, and internal sharing guides

  • Prototype Development: Build prototypes for stakeholders and user testing

  • Detailed Design: Validate synthesis, instrumentation, and collaborate with artists, orchestras, and voice actors
     

4-1. Analysis

  • Review overarching principles and product context

  • Prioritize data-driven approaches to prevent unproductive debates
     

4-2. Target User Definition

  • Who are the target users?

  • Consider special user groups (hearing-impaired, audio-dependent) alongside general users
     

4-3. Emotional Perspective

  • Define tones/frequencies that may trigger negative emotions

  • Distinguish between used vs. preferred instruments

  • Measure volume ranges affecting arousal

  • Establish a Mood Quadrant based on genre, scale, and chord
     

4-4. Functional Perspective

  • Are pitch levels appropriate for the device environment?

  • Do feedback sounds follow consistent grammar (positive/negative, connect/disconnect)?

  • Is sound feedback truly necessary?

  • Could redundant feedback confuse or mislead users?
     

4-5. Branding Perspective

  • Design sounds recognizable as brand identity

  • Use musical grammar for clear user feedback

  • Establish long-term cross-category principles (smartphones, cars, appliances, IoT)
     

4-6. Consistency as a Design Element

  • Align with graphic/interaction UI themes

  • Match CMF and product design concepts

  • Reflect marketing messages and brand voice

  • Consider strategic use of sound across products
     

5. User Research

  • Select target users by region, gender, group

  • Test prototypes for problem-solving ability and hypothesis validation

  • Include accessibility testing for users with disabilities

Example Items

  • Do visual and auditory elements align?

  • Do emotional expressions match?

  • Which sound is most preferred?

  • How do responses differ when varying levels at the same frequency?
     

6. Iteration

  • Repeat process if hypotheses remain unproven or new variables emerge

  • Carry unresolved issues into backlog or next sprint planning
     

7. Design Handoff

  • Agree on file formats with development team

  • Plan designer participation in dynamic sound design (e.g., FMOD)

  • Test in multiple listening environments, including anechoic chambers

Checklist

  • Measure max/min/default decibel levels

  • Check for speaker noise

  • Tune speaker type and chipset for optimization
     

8. Product Launch

  • Analyze PR materials and regional user reactions

  • Apply updates for improvements

  • Collect post-mortem data for iterative enhancements

Auditory UX Design

Samsung manufactures a wide range of products, from mobile devices to home appliances and even smart city solutions. In the past, the company advanced the concept of “sound design” into a systematized field of 'product design' centered on UX/UI experience. Among the many projects I worked on at Samsung, this was the most challenging and meaningful area. (It was significant enough that I could have written an entire practical manual on it!)

Year

2013 - 2019

Role

Senior Designer
@Samsung Mobile HQ

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