Mobile App Design
for
Sound Capture
& Editing

Timeframe

April - May 2024
(2 months)

My Role

Project Lead
UX Designer
Visual Designer
Researcher

Digital Tools

Figma
Adobe Photoshop
Adobe Illustrator

Background

Designing a simple audio recording & editing app called Sonar that’s fun and easy to use for sound designers and musicians of all skill levels.

The Problem 💭

While many music making mobile applications exist, most focus on song creation, making their complexity too technical for beginners.

Therefore, there’s a large gap in the market for an entry-level mobile application for sound recording and editing.

Complex app for song creation.

Solution 💡

Creating a sound recorder sketchpad app that allows users to first capture sounds and then provides fun, simple & intuitive ways to edit them.

Centered around being a sound creation tool, not a song-building tool. Keeping the function simple allows us to make it non-technical so anyone can easily pick it up and go.

App function, simplified.

Challenges 🔎

With the overall vision defined, boiling the app down it down to its essential functions was a crucial first step in establishing a focused design process.

1. Filling the Gap

Making it fulfill a specific, unique purpose - solely the functions of quick mobile sound capturing and editing.

2. Making it Intuitive

Ensuring the app is easy to learn, requiring minimal thinking for users; crucial for beginners.

3. Encouraging Play

Finding ways to promote experimentation through engaging visuals & simple controls.

The Landscape 🗺

Research

To understand what made for an engaging sound creation interface, I examined modern music tools that have generated a lot of online popularity. These platforms have all uniquely garnered attention from both musicians and non-musicians alike. But what makes these platforms so appealing?


4 Common Themes

⬅️

Click to enlarge.

Analyzing popular music tools.

So what should
it do? 🤔

Understanding that simplicity’s role in widespread comprehension, I boiled down the app’s essential features into four main functions. To minimize complexity and confusion ,creating strict limitations is key, especially for users who are previously unfamiliar with audio software.

Sound Recorder

Use the phone’s microphone to
capture sounds from the
outside world.

Sound Editor

Ability to modify recorded sounds; changing the length, the volume
and textural quality.

Multi-FX Tool

Effect sounds with interactive ‘mini-games,’ that reshape sounds with immediate visual feedback.

Playback Control

Change the playback point of recorded sounds on the fly in real time with the swipe of a finger.

Making it Intuitive 😌

  • Most music-making mobile apps are powerful, but trade away accessibility for deep control.

  • For simply capturing & editing sounds, this level of complexity is unnecessary & confuses newcomers.

Maximize Simplicity

  • Simple, limited controls, trading deep control for ease of use.

  • Limiting words on each screen; showing instead of telling

  • Minimizing technical jargon.

  • Using minimal text and simple icons to represent functions.

  • No menus - all the app’s functions are immediately accessible.

  • Color coded, connecting controls to functions.

  • Strong emphasis on visuals, including visual waveforms, an oscilloscope, and animated playhead to show movement in the timeline.

Version 1

Main Screen

  • Extremely minimal interface, reminiscent of Apple’s Voice Memo app.

  • Only one button to eliminate complexity - ‘Start/Stop Recording’ button

  • Large visual waveform to show the sound presently being recorded.

  • Returning to main screen is one swipe away, making it easy to navigate back.

Version 1

Click to enlarge.

Version 4

Version 7

Solution

Version 1

Version 4

Version 8

➡️

Version 1

  • Initial bare wireframes, finding overall layout.

  • Rough visual sketches of the first 6 screens.

  • Had ideas for FX but was still figuring out how they would function in practice.

Version 4

  • Higher fidelity visuals.

  • Still lacked visual cohesion & uniformity (too many colors, visually busy).

  • Immediately overwhelmed the newcomers who did not already understand the role of each function.

Version 8

  • Unified visual style across all screens.

  • Simplified color palette to create a cleaner, less busy overall interface.

  • Created more negative space on Main Screen by moving functions to the top and bottom of the page instead of all clustered in the middle.

  • A lot more digestible for newcomers.

Complexity in Apps

Problem

Sound Record

  • Initial designs had everything available to users on one screen to minimize menu diving.

  • Testers  became confused at the overwhelming amount of options on Main Screen.

  • Showed that Sonar’s UI was too dense and lacked a logical hierarchy.

Dividing the UI

  • Greatly modifying layout to separate functions.

  • Removing top section from V4 and replacing it with dropdown menus at the top of the screen.

  • Creates more negative space, allowing users to focus on less at once.

Solution

Refining the User Interface

Dense UI

Problem

Encouraging Play 🎨

At the heart of Sonar’s functionality are its three Multi-FX tools.

Astronaut

Reverb

These three classic audio FX are controlled by user manipulation of the Astronaut and the space around them.

Reverb pinch to control;
smaller spaceman = more reverb

Echo tap for circles;
more circles = more echo

Phaser tilt phone around;
position in space = phasing amt.

Rockstar

Each gives basic control of classic audio FX (i.e. reverb, echo, distortion, etc.) by using the touch function of the phone to manipulate visual functions in these screens.

This simplifies classic FX controls and promotes experimentation to achieve unique sounds.

  • Good for beginners gamifies these FX controls and removes the requirement of technical skill to edit sounds.

  • Good for advanced users forces them to make adjustments based on what they hear instead using their eyes.

Cut Holes in Amp
(Increase Distortion)

Classic FX
Pitch/Speed Control
Equalizer

Operating like a mini DJ setup, DeeJay allows users to slow down & speed up their sounds and adjust the frequencies with the knobs, with an added colorful visual representation of the frequency spectrum.

Pitch/Speed swipe across slider

Color Equalizer swipe on knobs
   - low end = red knob
   - mid range = yellow/green knob
   - hi end = blue/purple knob

Echo

Change
Distortion Type

Color-Coded
Audio EQ Control

DeeJay

Phaser

Rockstar

Classic FX
Distortion

Modeled after the discovery of distortion, users slash holes in the amp to increase the amount of distortion they want.

Cut Holes swipe across amp
more holes means more distortion.

Change Type tap on arrows
Cycles between four amp types, each providing their own unique sonic character.

Pitch/Speed
Control Slider

Astronaut

Classic FX
Reverb, Echo, Phaser

DeeJay

~ Slide

~ Slide

Real-time playback control for DJ-like scratching — also accessible by swiping on record on DeeJay screen.

Available on every screen along with loop, play and reverse controls.

Provides another easy, tactile method for users to play with their sounds.

Slide Function

Final Screens

All of the seven different screens that users would interact with using Sonar.

Reflection

In designing Sonar, my primary goal was to create a fun, simple and colorful app that fosters an engaging user experience. The design elements were carefully chosen to evoke a sense of playfulness and ease, making it accessible and enjoyable for both beginners and more advanced users.

Through user testing and feedback, it became clear that Sonar’s unique qualities could also present challenges for some users. The app's freedom and open-ended nature, while intended to empower users to explore and interact in a way that suits them, can be daunting for those who prefer more structure and guidance.

This feedback highlighted a critical area for improvement: balancing the app's playful, free-form nature with additional support for users who need it. Providing optional tutorials, hints, or more explicit onboarding processes could help bridge this gap, ensuring that all users, regardless of their preference for structure, can play with and enjoy Sonar.

Next
Next

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