Sound Meets Art

Case Study: Marshall Headphone

Responsibilities

UI/UX Design
AR Development
Sound Engineering
Hardware Engineering
AR Art

Tools

Paint: acrylic, electrical paint
Sound: Adobe Audition
Hardware: ArduinoIDE
AR: Adobe Aero

Timeline

September 2023 - December 2023

Disciplines

User Interface Deisgn
Augmented Reality
Interactive Art

Challenge

Marshall’s brand is built on a legacy of powerful sound and bold design, but the challenge was to allow users to experience the emotional depth of their music in a completely new way.

Our Vision

I created an immersive touch-sensitive painting paired with an augmented reality (AR) journey to highlight the essence of Marshall headphones: bold sound, dynamic energy, and a rich heritage.

Concept & Project Statement

The installation features a touch-sensitive painting that produces meditative sounds through interaction and an accompanying augmented reality journey that visualizes soundscapes in a way that’s immersive and experiential. The pop-up was designed to reflect Marshall’s philosophy of making sound a visceral, interactive experience while amplifying their commitment to innovation and artistry.

A woman standing in front of a wall with artwork and colorful text, looking at a digital display or screen.
  • Each element was carefully designed to provde a seamless and multisensory experience:

    The Painting: A fusion of acrylic and conductive electric paint allowed the artwork to serve as an interactive interface. Touch-sensitive areas connected via alligator clips and copper tape to a microcontroller board, enabling users to trigger pre-programmed sounds.

    The Sound: Using Adobe Audition, I created meditative water-drop-inspired audio files that varied subtly with each touch, creating a calming yet evocative auditory experience.

    The Program: I wrote custom C++ code to program the microcontroller, ensuring precise sound responses to user interactions.

    The AR Experience: Visual elements of the painting were extended into a digital space via Adobe Aero. A tablet displayed dynamic AR overlays, while QR codes allowed visitors to explore an expanded narrative of the artwork on their own devices.

  • Ideation:


    Prototyping: I experimented with conductive materials to integrate touch sensitivity seamlessly into the painting, ensuring the visuals retained their aesthetic appeal while enabling interaction.

    Development:

    • Connected conductive paint areas to a touch board and microcontroller to process user inputs.

    • Designed and altered sounds for interactivity, aiming to evoke calm and reflection.

    • Built an AR layer to extend the storytelling into a three-dimensional space.

    Testing & Iteration: I iteratively refined the interactions to create a fluid and intuitive experience, balancing visual design with tactile and auditory feedback.

    Exhibition: Visitors engaged with the installation, touching the painting to produce soundscapes and exploring the AR journey through a tablet.

  • All participants actively interactied with the touch-sensitive paitning (100% enagagement), while 70% scanned the AR-enabled QR code, exploring the extended narrative on their devices.

A camera on tripod recording an abstract artwork with swirling pastel colors and geometric shapes on a gallery wall, with a telephone attached to the wall beside the artwork.
Digital art installation with floating iridescent spheres, colorful abstract background, reflective text that reads 'WONDERS' in a holographic style, and a wall-mounted informational display.

the installation setup

Abstract painting with colorful circles, squares, and swirling lines on a textured background.

Audience interacting with the painting

Painting made of acrylic conductive electric paint on wooden panel

My Key Takeaways

1. Less is More - by focusing on a few impactful sensory elements, I avoid overwhelming participants and ensured a harmonious experiece
2. Clarity in Interaction
- experimental projects like this highlight the importance of clear instructions. Without guidance, participants can feek hesitant to engage