Let’s Start Over and Reflect

Before beginning this master’s program, my work already revolved around questions of storytelling and communication. Coming from a background in interior and exhibition design, I became interested in how people understand narratives through space, atmosphere, and visual cues rather than through long textual explanations. In my previous thesis, I explored how lighting can support storytelling and guide perception within an installation. The project focused on how visitors interpret meaning through sensory experience, even when verbal guidance is limited.

Alongside this academic interest, communication has also been a personal challenge in my everyday life. Living and studying in a country where my mother tongue is not spoken means a constant negotiation between languages. I move between Persian, English, and German depending on the situation. Certain thoughts are easier to express in one language than in another, and sometimes I struggle to find the right words even when the idea is clear in my mind. Because of this, communication is something I am highly aware of. It is not simply a neutral tool but something that requires constant adjustment and creativity.

This experience gradually led me to search for ways of expressing ideas that depend less on words. Music was one of them. Part of my motivation for learning the violin was the desire to express emotions that are difficult to articulate verbally. Drawing and painting have been a lifelong and often frustrating challenge, but one that kept my interest in visual language alive. Photography taught me to pay attention to gestures, light, and composition as carriers of meaning. Even baking, through my small project Dot Pastry, became a way of thinking about how taste, color, form, and presentation can communicate without a single word.

In the first semester of this program I explored storyboarding as a method of visual communication. I examined how a narrative can be conveyed with as few words as possible, relying on images, sequence, and context. Looking back at that research, I notice something important. Storyboarding was never really my topic. It was my first case study. The actual question underneath all nine blocks was larger: how do images communicate when words are reduced or removed entirely? Storyboarding answered the part about sequence, about how images work together. What it did not answer is the part about the image itself.

This is where my plan has changed, and I want to document it openly, because the change is part of the research. My original intention was to spend this semester deepening my illustration skills and to leave photography for the following semester. But while planning, a sharper question appeared. If the same simple story is told once through illustration and once through photographic imagery, what does each visual language actually do to the message? Does one version feel clearer, more trustworthy, or warmer than the other? Treating the two media separately, one in each semester, would never answer this. A direct comparison is the only way.

How I will explore this comparison, with which stories and what kind of test, will come in the next blocks. Here I only want to mark the turning point. The direction has shifted from learning one medium at a time to asking what each medium actually does.

The direction is now more structured than a few months ago, but the thread is the same one I keep returning to. It is the ongoing search for ways to express meaning when words alone are not enough. This semester, I am turning that search into a question that can be tested.

ID1 – NIME Article

Authors: Hugh Aynsley, Pete Bennett, Dave Meckin, Sven Hollowell, and Thomas J. Mitchell

For this NIME research task, I chose a paper that sits exactly at the intersection of my Master’s research and the future of interaction design. While many NIME papers focus on sensors or sound synthesis, this 2025 study explores the psychology of the design process when using Generative AI.

The authors conducted workshops to see how Text-to-Image (TTI) tools like Midjourney change how we brainstorm. Instead of the traditional “slow” process of sketching by hand, designers used AI to “materialize” their thoughts instantly.

Visualizing the Abstract: Turning vague feelings (like “granular” or “metallic” sounds) into concrete visual shapes.

The Power of the Pivot: Using AI “hallucinations” or mistakes as a spark for a new, unplanned design direction.

High-Speed Variation: Generating dozens of different “vibes” for a controller in seconds to see what sticks.

Style Mapping: Forcing the AI to blend two unrelated worlds—like a “violin” and a “space station”—to find a new aesthetic.

Boundary Objects: Using the AI images as a bridge to help team members understand a complex concept without long explanations.

As someone who has spent the last semester investigating whether automation “steals the joy” of creativity, this paper gave me a new perspective. I’ve often seen AI as a “thief of the mistake,” but Aynsley et al. argue that the AI’s mistakes are actually its biggest strength in the ideation phase. It provides a “surprise” factor that a human designer might never think of on their own.

What I find missing in this research, however, is the tactile reality. It’s easy to generate a beautiful, “instant” image of a musical instrument, but the paper doesn’t address the massive gap between a 2D AI dream and a functional, ergonomic 3D interface. As interaction designers, we know that how something looks is only half the battle; how it feels in the hand is where the real design happens.

Overall, I think “Instant Design” is a powerful look at how our tools are evolving. It confirms my belief that the future isn’t about the machine replacing the artist, but about the designer becoming a “Curator of Possibilities.” We are still the pilots; the AI is just helping us navigate the “Fog” of the early design phase much faster.

References:
[1] H. Aynsley, P. Bennett, D. Meckin, S. Hollowell, and T. J. Mitchell, “’Instant Design’: Five Strategies for the use of Generative AI in NIME Ideation Workshops,” in Proc. Int. Conf. on New Interfaces for Musical Expression (NIME), 2025.

ID1 – NIME Article

The paper I chose to read on the NIME archive was:

Bubble Drum-agog-ing: Polyrhythm Games & Other Inter Activities by Jay Alan Jackson

The reason I chose this paper is because it had something to do with games, which was my very open research topic so far. The whole thing is about using big exercise balls as drum kits.

As seen on the picture, this project wanted to re-imagine drum kits capable of input. Regular drums are loud and can damage hearing, but provide a steady exercise value. Rubber drum kits for practicing with input also exist in the form of Guitar Hero or Rock Band.

What the author wanted to achieve was to eliminate the feeling of no feedback and thus no feeling when it comes to hard rubber kits. The data is captured using an accelerometer, microphone and camera inputs, to make it possible to play rhythm games. There are microphones placed closely to the bubble drum and they use Drumagog to replace the drum samples, while replicating the original performance responsively and accurately.

The paper also mentions that both aural and visual feedback are provided, but this is within the games themselves. The game that was developed by the author was a simple flash game “Polynome”. The objective and challenge is for the player to perform polyrhythmic patterns to existing songs, using the drums as controllers. The drum samples are using different elements depending on the song, in order to create unique remixes of rhythm and sound.

Figure 2: Polynome Screenshot

What’s interesting to me is the UI shown, the circles with the lines inside them are a reoccurring motif that is, I assume, meant to be the main indicator of what to do within this game. I’m not very well versed with music theory, but I am well versed with rhythm games, so I would have to wonder what these symbols mean and how this game actually makes things clear to the player. Unfortunately, these aspects aren’t described or analysed in this paper.

Overall, I find the idea fun because I like rhythm games and unique interaction methods acting as controllers. However, I find the paper to be a bit shallow and lacking more technical information. I can’t fully imagine the interaction, how the game would work, or how this entire thing would provide a “rigorous workout” (as stated many times in the text).

  • [1] J. A. Jackson, “Bubble Drum-agog-ing: Polyrhythm Games & Other Inter Activities,” in Proc. 12th Int. Conf. on New Interfaces for Musical Expression (NIME), Ann Arbor, MI, USA, May 22, 2012, exhibit.