Three sound experiments · Choose yours


Sound as a Physical Force — The Sound of Melting
Sound is only rarely treated as a design material with the same precision that colour or form commands — and yet it is, in every meaningful sense, just as spatial, just as embodied, and just as capable of shaping behaviour. The Sound of Melting begins from this conviction: that the microphone, which designers have long positioned as a recording instrument, is better understood as a force transducer — something that converts vocal energy into a vector capable of pushing matter across a screen. The project offers three distinct interaction modes, each of which corresponds to a different physical state change. In Smash, loud sound explodes the ice cream scoop outward in a radial burst, with spring physics that snap the form back to stillness the moment the voice falls silent; the interaction is immediate, percussive, and deeply satisfying. In Melt, sustained speaking accumulates a downward droop — a cascading flow that only reverses through the deliberate counter-force of the space bar — making the relationship between sound and consequence slow, cumulative, and surprisingly tender. In Freeze, the logic inverts entirely: it is silence, not sound, that produces visual change, draining colour from the scoop into a grey stillness that only the user's voice can restore — a mode whose key discovery was simply that absence can be just as forceful a design parameter as presence. What unifies all three modes is a set of four sound dimensions drawn from lecture content: the physiological (the body itself is the input device), the cognitive (every visual response carries a clear causal logic), the emotional (ice cream as a comfort object placed under deliberate stress), and the behavioural (each mode shapes a distinct and non-interchangeable interaction loop through its unique physics table). Voice here is not a trigger — it is a force; and each mode is only a different physical relationship between the user's breath and the material state of something extraordinarily ordinary.
Portfolio
Freeze mode — silent state: ice cream scoop desaturates to gray against the cold blue background, with snow particles drifting across the canvas. Smash mode — active: voice explodes the strawberry-vanilla scoop outward in a radial burst; cursor drip trail visible at left. Melt mode — heat waves ripple across the warm cream background as the scoop droops downward under sustained sound input. Freeze mode — silence state: full desaturation to mid-gray; the interaction contract silence=gray / sound=color is clearly readable. Melt mode — microphone access prompt: browser requesting permission before audio interaction begins. Landing page — three mode cards (Smash / Melt / Freeze) with glassmorphism styling on the soft gradient background. Smash mode — mid-burst: scoops displaced radially outward; cursor spike particles trail to the upper left of the cone. Smash mode — maximum force: scoop circles fully separated from the cone, flying off-canvas with burst particle trails. Smash mode — ring formation: scoops form a circular pattern mid-rebound as spring physics pull them back toward origin. Smash mode — scoop partially detached and drooping; cursor melt-ring particles expanding at cursor position. Early iteration — Week 5 template: green prototype with blue trunk, demonstrating the first getLevel() → circle radius mapping. Earlier iteration — Make a Sound screen: minimal landing page with enable audio button and poetic tagline before the mode system was introduced. Week 5 prototype — SoundFlight template: first getLevel() implementation with green leaves and blue trunk, the earliest working sound-reactive sketch. Week 5 prototype — SoundFlight template with FFT frequency bars visible at the bottom; foundational exploration of volume-to-scale mapping.