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Process
1. Requirements
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Understand variations in the audio spectrum caused by hardware, software frameworks, and marketing emphasis.
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Solve problems discovered through internal post-mortems and user data analysis.
2. Problem Definition
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Why should sound be part of the product’s UI?
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What specific problems can sound design solve?
Example
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Are there feedback signals that cannot be perceived through standard touch or click interactions?
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Are there scenarios (e.g., in motion, during exercise, while playing other media) where users cannot easily check visual feedback?
3. Hypothesis Building
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Formulate hypotheses on how sound design can address the identified problems.
Examples
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Smartwatch users will reduce screen-checking while cycling by X% when sound feedback is available.
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Users who set sound feedback only for critical actions will check their smartphones less than X times during a movie.
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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.
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Reference & Sketch: Create references, sketches, and internal sharing guides
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Prototype Development: Build prototypes for stakeholders and user testing
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Detailed Design: Validate synthesis, instrumentation, and collaborate with artists, orchestras, and voice actors
4-1. Analysis
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Review overarching principles and product context
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Prioritize data-driven approaches to prevent unproductive debates
4-2. Target User Definition
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Who are the target users?
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Consider special user groups (hearing-impaired, audio-dependent) alongside general users
4-3. Emotional Perspective
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Define tones/frequencies that may trigger negative emotions
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Distinguish between used vs. preferred instruments
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Measure volume ranges affecting arousal
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Establish a Mood Quadrant based on genre, scale, and chord
4-4. Functional Perspective
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Are pitch levels appropriate for the device environment?
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Do feedback sounds follow consistent grammar (positive/negative, connect/disconnect)?
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Is sound feedback truly necessary?
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Could redundant feedback confuse or mislead users?
4-5. Branding Perspective
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Design sounds recognizable as brand identity
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Use musical grammar for clear user feedback
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Establish long-term cross-category principles (smartphones, cars, appliances, IoT)
4-6. Consistency as a Design Element
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Align with graphic/interaction UI themes
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Match CMF and product design concepts
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Reflect marketing messages and brand voice
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Consider strategic use of sound across products
5. User Research
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Select target users by region, gender, group
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Test prototypes for problem-solving ability and hypothesis validation
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Include accessibility testing for users with disabilities
Example Items
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Do visual and auditory elements align?
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Do emotional expressions match?
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Which sound is most preferred?
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How do responses differ when varying levels at the same frequency?
6. Iteration
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Repeat process if hypotheses remain unproven or new variables emerge
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Carry unresolved issues into backlog or next sprint planning
7. Design Handoff
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Agree on file formats with development team
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Plan designer participation in dynamic sound design (e.g., FMOD)
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Test in multiple listening environments, including anechoic chambers
Checklist
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Measure max/min/default decibel levels
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Check for speaker noise
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Tune speaker type and chipset for optimization
8. Product Launch
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Analyze PR materials and regional user reactions
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Apply updates for improvements
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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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