Songwriting Foundations – MEITE Thesis Project

Songwriting Foundations is an online, cohort-based music course focused on giving first-time songwriters basic knowledge and exercises to begin to develop their personal creative process to start songwriting. The course is hosted on Thinkific, and all 3+ hours of video lessons are also available on YouTube. This course was the thesis for my Masters of Educational Innovation, Technology and Entrepreneurship degree and you can view my final pitch of the project here

Songwriting Foundations is my way to address some of the complaints I have about music education. I’ve written about my complaints at length in my chapter in the MEITE iBook, but the two most important ones that Songwriting Foundations was designed to combat were the over emphasis on technical musical skills to the detriment of creative and conceptual skills and the high costs create barriers for many students

Emphasizing Creative Skills

The complete course outline

As a young musician I was constantly frustrated that in music classes and music lessons, all that was being offered was learning how to play and perform other people’s music, and were almost singularly focused on the technical aspects of playing an instrument. I always wanted to be making my own songs but felt like the only way I could do that was to go it alone and just figure it out the best I could. I was lucky that I had friends of a similar mindset and we were able to spend hours and hours in garages and basements making horrible noise in the pursuit of someday making a slightly less-horrible noise and eventually it worked, but by no means was it the most efficient way. Now that I’ve been teaching music for 10 years I’ve had a lot of time to show students concepts in different ways and I’ve found that there are absolutely ways to show young and beginner students concepts that allow them to explore and create their own musical ideas from very early stages. Some of my favorite lessons for this that are included in Songwriting Foundations are:

  • How to write your own chord progressions
  • How to write melodies
  • How to write in unusual time signatures

All of those lessons let students get right into practicing their creative skills and figuring out what types of music they want to create!

Low Cost

Public music education rarely offers an outlet for students that want to explore composition and songwriting, so students looking for that type of education are forced to search for private education options whether it is a school, or just a private teacher. Unfortunately, private music lessons come at a steep cost that puts them out of range for many families. There are free and low-cost options for courses online, however these courses don’t offer personal guidance from teachers that is irreplaceable for students exploring a topic as personal and subjective as songwriting. Songwriting Foundations allows students to get personalized instruction from an expert instructor, but at less than half the cost of other private options. For students that cannot afford tuition, the lectures will always be freely available on YouTube. 

I’m not currently running cohorts of Songwriting Foundations due to other work and projects taking the lion’s share of my time, but I hope that in the future I’ll be able to resume running cohorts through the course and potentially even create an intermediate-level or expanded course.

COVID Gamification

Play the project in-browser using this link!

The COVID Gamification project is a demo of a gamified simulation meant to teach about the importance of individual actions like wearing masks, maintaining social distance, and washing hand for slowing the spread of COVID-19 through a community. The player is put into the position of a mayor of a small city, and is tasked with managing the city’s health policy. Players can adjust decisions in real-time and see how each decision affects the rate of infections. 

A screenshot from the game showing a cartoon city, and a silhouette of a person saying "the mayor is doing a truly abysmal job"
During gameplay citizens will share commentary about your performance

This project was dreamed up at RTI International by Brittni Howard and she brought the project to Lab 58 for prototype development. I got to work with a small but amazing team for this project consisting of Unity developer Ethan Burch, artist Jesse Bohorquez and QA lead Kellie Jones.  I provided game design, research, and sound design to the project. Currently, the game has gone through focus groups and the prototype is being used to try to find a second round of funding to bring the game to a fuller version.

Climate Detectives: Open for Business

Climate Detectives: Open for Business is an educational card game that teaches middle-school aged students about responsible city development and emphasizes the connection between excessive pollution and more serious natural disasters.  I have the pleasure of working with an amazing small team on this project consisting of content developer and user testing lead, Paige Harriman, project manager Diane Boswell, and illustrator Sam Fowler, with myself acting as game design lead. The project prototype began as a class project at UNC and received a small grant that has allowed us to grow the project past graduation.

While playing the game, players act as city planners deciding what to build and re-open in a town that is recovering from a pandemic shutdown. They have to decide what buildings are best for their town’s people and environment, balancing economic gain with pollution created by businesses. Periodically through the game natural disasters hit the towns which will test how well they’ve prepared their towns! If players pollute too much, the natural disasters will increase in severity.

Each card will be enhanced with augmented reality codes made possible by the Zappar app. Augmented reality allows us to create additional educational content and accessibility features that will allow the game to be used in a variety of educational contexts. To follow updates about the game, check out Mighty Curious Games on instagram.



Design Thinking: Designing Character Voices and Recording Voice-Overs

In addition to composing the music for an upcoming AR game being developed by RTI (discussed in this post), I also designed the character voices and performed some of the voice-overs for the game. This article will describe the design thinking process I went through while designing the voices and voice over. 

 Empathize:

The main story in the game is told through a series of digital comic books, but to make the game more accessible to players that may be non-reading we decided to add voice-overs as well. With accessibility and a young audience in mind, I went into designing the voices to be fun and cartoon-ey, but not at the sacrifice of intelligibility. 

 Define:

As stated in the empathize section, the problem addressed by voicing the characters in the game is that players that aren’t able to read the comic books wouldn’t be able to experience the game. Above that, good voices can enhance the play experience for all players. 

 Ideate: 

The beginning of the voice creation process began by meeting with the team and looking at character art and discussing what voices we could imagine each character having. From that discussion, I created some demos of basic character voices and sent a recording to the team.

The team Slack channel was frequently bombarded with files like this one

When those voices got basic approval, I created a voice-over demo of the script of the first comic book and got feedback from the group. The feedback here was focused on how to keep the performance from veering into being too serious for kids and the team discussed other works that deal with darker subject matter, but without the melodrama that may be over the top. 

Prototype: 

Prototyping was done in Propellerhead Reason. Many vocal effects rely heavily on formant and pitch processing, although some of the more intense effects use distortion, compression, and auto-tuning. I did the voice acting for the prototypes, but other team members will contribute performances for the final product.

The processing chain for the main robotic effect

Test: 

The voice design and voice acting will be tested when user testing for the complete game begins. I’m curious to see which voices are the most liked and which contribute the most to the story of the game.

Design Thinking: Composing a Soundtrack for an Augmented Reality Mobile Game

I’m currently working as the composer for an AR game in development by Lab 58. The game is unreleased, but in this article, I’ll share my insights about how design thinking impacted my composition.

Sequencer for the completed Boss Fight track

 Empathize:

In the empathize phase, I considered who would be the user of the AR app, and how music could improve their experience while playing. The overall aesthetic for the game is adventuring, space, and heroics, so those were kept in mind as key anchor points for the work. The target audience is younger kids, so I wanted the music to be fun and exciting, but not too intense or dark – even in the most dramatic moments of the gameplay.

 Define:

The team was a fantastic help in the define phase where I was sent dozens of inspirational tracks to pull from. Lots of the inspiration music was classic early chiptune gaming soundtracks. Songs from Megaman, Final Fantasy, Pokemon, Zelda, and more were referenced and the team discussed which parts would be good fits for the game. From these conversations I built the following lists of must-haves for each game level type:

Boss Fight:

  • Intense, energetic
  • Two phases of intensity, speed up for the final section of the fight

Action Level:

  • Synth-bass driven
  • Emphasis on arpeggiated synths
  • Separate layer that can be faded in for heavier sections

Exploration Level:

  • Lower energy
  • Mysterious, ambiguous

Lobby:

  • Calm but not sleepy
  • A longer melody so as to not be too repetitive on loop

 Ideate: 

Drafts of each song were shared, discussed, and revised for feedback. Some songs were started over from scratch if they didn’t fit the aesthetic of the game, but most were tweaked to incorporate revisions. On more complex songs like the boss fight, a basic version of the song was shared with the team, then once that was approved the more complex sections were added.

Prototype: 

Prototypes of the songs were made using Propellerhead Reason and sketches of how songs may be implemented were made in Google Slides. Below are the prototypes of each track along with implementation graphics.

Boss Fight implementation diagram

Adventure Level implementation diagram

Test: 

The soundtrack will be tested as the game enters user testing in the future. I’m interested to see how testers respond to the overall intensity of the music, especially the younger players. The boss fight and the action level themes are definitely pushing against what I thought would be acceptable for the target audience.

Design Thinking: Creating Infographics for a Self-Guided Technology Tour

One project I was tasked with during my internship at Lab 58 was the creation of a series of infographics to be displayed in conjunction with a selection of technologies showcasing past projects completed by the lab. Between the infographics and the technology, basically, all of which is available to pick up and interact with, the end product should approximate a self-guided tour. Some of the infographics were specific to the project being displayed, while others gave more general information about how the technology has advanced and how different technologies relate to each other. 

Here’s an example of an infographic that provides information about depth-sensing cameras and how they’ve advanced over the past decade. Below, I’ll explain each step of the design thinking process as I understood it while going through the process. 

 Empathize

In the empathize stage, I thought about who would be viewing the infographics and technologies, why they would be in the space, and what they could gain by better understanding the technologies.

The audience is limited to professionals that work within RTI and their guests. The workers within RTI come from incredibly diverse fields and work in many different subject areas, but share that they are largely well-educated, interested in science, and curious about new things. The area that the tour is hosted in is a large common room surrounded with smaller meeting rooms but doesn’t have any main walkways through the space, so viewers here are likely in the space because they’re on a short break or waiting for a meeting to begin.

From those insights I was able to give myself a few design parameters:

  • Information can be more in-depth for a science-savvy crowd, but shouldn’t assume previous field-specific knowledge
  • Exhibits should work standalone and as a group. One person will likely not explore the whole table at once but will have many small chances to revisit it.
  • Infographics should be inviting and provoke curiosity enough to pull someone over to the display table. Resources need to compete for attention from phones and the desire to scroll social media or send one more email while waiting. 

If done well and people learn about the new tech and lab projects, it could be very impactful to RTI and the Lab. RTI has many different specialized groups working on their own projects, so they may not always be looking out for new technologies that are emerging that may eventually disrupt their field or technologies that could be incredibly powerful and relevant to a project they are working on. By showcasing technologies and inviting people to have conversations with those of us in the lab, hopefully, we can stoke some inter-disciplinary innovation. 

 Define

For as long as I’ve been there, the lab has always had some sort of tech display up in the large common room that I typically work in. I’ve observed that the largest problem with how people interact with the tech, is that a huge majority of people simply don’t. Professionals aren’t typically the type to pick up something in their office that they don’t know who it belongs to and start playing with it to start figuring it out. They need to be told what the tech is and why it’s set up. They need to be invited to check it out, pick it up, and see what it does.  

 Ideate

While developing the resources for the table, I maintained many back-and-forth conversations with the rest of the lab team to be sure content on the infographics was correct and easily understandable. I shared completed drafts of infographics with the team to get feedback and then would make edits accordingly. Edits ranged from basic re-wordings, to improving diagrams, trying different color palettes, or altering the layout for better readability.

Prototype

Prototype images were created in Adobe Illustrator and were then printed out and placed in basic plastic standees on the table. Final versions of infographics may be more professionally printed, but the prototype versions are cheap and effective placeholders while we gather more information about their effectiveness. 

Test

Unfortunately, COVID has thrown a wrench into the test portion of this project. With no one in the RTI offices, we’ve currently paused the project but will continue once people are back to work. In the testing phase, I hope to learn which elements of the infographics are most effective and which should best be revised. I’m anxious to see whether the infographics can increase engagement with the display table and build enthusiasm about the lab and projects. 

Blog: Lesson Ideas for Flat.io

Flat is a browser-based tool that allows users to create professional quality sheet music and tablature. Multiple users can edit and make comments on a score simultaneously and users can simply play with a connected MIDI device and let Flat score as they play. Flat includes dozens of instrument sounds to choose from and score with so users can hear how their works will sound as they compose. Users practicing from a Flat score can adjust playback speed and volume of each track to better hear their part. Once compositions are complete, users can export their work as a MIDI file and load it into SoundTrap or other music software to make a full production.

The Flat.io interface with a score imported from a MIDI track

Free accounts from Flat allow access to all of the basic creative features, but limit users to storing 15 scores, and include Flat branding on any printed sheets. Educational accounts cost $1.50 per user per year and offer unlimited score storage, more layout and style options, more instruments, and most importantly classroom organization and security features. 

Lesson Ideas

Most educators that have attempted to read hand-drawn sheet music by students will already recognize the amount of time and stress that students having a tool like Flat will prevent, but there are also unique lessons made possible by flat. 

Translators

Students work in pairs, ideally with one student having familiarity with guitar or other instrument that uses tablature and one having familiarity with piano or instrument that uses sheet music. Students use Flat’s ability to create both sheet music and tablature to translate exercises they’ve learned on one instrument to another, and explain what the different musical notations are representing. 

Arranging Team

Students work in groups to create a transcription of a modern pop song. Each student is assigned a different section (verse, chorus, bridge, etc..) and is responsible for the transcription of that part. Once initial sections are transcribed, students work as a team to check everyone’s work and make sure the piece is accurate. 

Blog: Lesson Ideas using SoundTrap

SoundTrap is a browser or app-based digital audio workstation (DAW) that allows users to record and edit audio, play digital instruments, and mix songs by adjusting individual levels and applying effects. The platform is very versatile, allowing users to access it from a web browser on Windows, MacOS, or ChromOS devices, or from an app on Android or iOS. Users can integrate external MIDI instruments or microphones that they may have, or use any variety of integrated tools to play digital instruments.  The interface is attractive and minimalist, ideal for first time DAW users that may be intimidated by the number of settings available to them. 

The SoundTrap UI with a drum machine selected

The free account allows users all of the basic important functions, but SoundTrap does offer premium memberships that add more instruments, loops and sound effects, as well as tools like Antares Autotune, lossless downloads and even the ability to create transcriptions for those using the platform to create podcasts. Personal licenses run from $100 to $170 yearly, depending on which feature set is being purchased, but academic licenses for schools purchasing 50 licenses or more start at $5 per user, per year, and go down in price as more licenses are purchased over the initial 50. Academic licenses include LMS integration, class management features, and improved security measures to be sure data stays COPPA and FERPA compliant. 

Lesson Ideas

The challenge when designing tasks in a platform as broad as SoundTrap is to find the sweet spot between giving students freedom to innovate, but also providing them sufficient scaffolding so they don’t feel lost in a sea of options. The following ideas try to find that balance, but some custom-fitting will likely be necessary to best fit a class’s needs.

Work as a Band:

Start by breaking students up into groups of small groups of 4 or 5 students that all have access to a shared SoundTrap file. Task the students with creating a short song that is either (depending on the class) 1) completely original, 2) inspired by a recently studied genre, musician or musical period, 3) written in the style and perspective of a pop culture character, or any other open-ended prompt that would inspire the group. Within the groups, students take on roles of different band members. One focuses on drums and rhythm, one on bass, one on keys or other chordal parts, one on lead melody. The group then must plan out and create in SoundTrap their project, and on completion share with the class how the creative process worked and what parts were effective in their band dynamic and which may have been difficult. 

Jingle Writers:

Students work in pairs or small groups as jingle writing teams. Students come up with their own product or use a random product generator to figure out what their jingle is trying to sell, and choose an audience that they’re trying to sell that product to. The teams briefly research past successful jingles and put together a list of common traits they hear being used repeatedly. They then use SoundTrap to produce their own jingle and share with the class. 

Sound Gatherers:

Students use SoundTrap on mobile devices to record sounds from around the classroom, school, or even house if stuck at home. Students then use these sounds that they’ve collected and then arrange them into unique rhythmic patterns that they then can share or use in future projects as drum parts.

Blog: Using Drum Machines to Teach Note Value and Rhythm Notation

I’ve been using drum machines in private lessons for a while now to teach note value and rhythm notation to good success. The easy interactivity of a drum machine allows students to quickly explore rhythms and visualize rhythms in a new way. By having students practice translating rhythms between the drum machine and rhythm notation, they solidify the concepts in a memorable way – and because students can take their time to input notes into the drum machine, you can assess if struggling students may be having coordination issues with their instrument, or conceptual issues about rhythm notation.

The best part is that drum machines are available for free, in any web browser, and every student I’ve done this with has enjoyed the exercise much more than just a traditional lesson on note values and notation.

I’ll walk you through the whole process in the video below, and at the bottom of the page you’ll find helpful links to everything I mention.

Links:
drumbit
onemotion drum-machine
hiphopmakers.com drum-machine list

Links:
drumbit
onemotion drum-machine
hiphopmakers.com drum-machine list

Drum Machine Worksheet
Note Value Chart
Video for Students