How could sound design and music production be more intuitive and approachable for someone without former knowledge about this subject?

 

Introduction

This project explores a solution for a consumer product where the journey of music making is established for the user through intuitive controls and approachable design. The main focus of this project was to design with feasibility in mind, this was executed with conversations with people in the music industry, consumer electronics and production. All aspects that are relevant when producing a project of this type where in the process, including how to think when choosing the internal components and layout of a circuitboard etc.

 
 
 
User Context
 
 

User Context

This project is designed for young creatives and beginners interested in electronic music. Many in this group feel inspired to make music but are discouraged by the complexity of existing tools. They want an intuitive, hands-on way to get started without needing prior knowledge. The product is intended to be used casually, often in personal spaces like bedrooms or on the move, offering a relaxed and fun entry point into music production.

 

Problem Context

Current music production tools are often intimidating, technical and visually dense. They assume a level of expertise that excludes newcomers. While some entry-level gear exists, it often lacks clarity, tactile feedback and an inviting user experience. This project responds to that gap by creating a product that feels welcoming from the first touch, offering immediate results and encouraging creativity through simple, motivating interactions.

 
 
 

Project Focus

The goal was to design a feasible and realistic device that balances intuitive interaction with industry standards. The focus was on tactility, responsiveness and a layout that communicates function without needing screens or menus. By grounding the design in real production constraints and user testing, the project aimed to make electronic music creation feel more approachable, expressive and enjoyable for beginners.

 

Alright, but what does the project actually consist of?

 

Layout and Interaction Design

A key part of the process was designing a layout where buttons, pads and screens felt intuitive and easy to navigate. Controls were grouped by function and placed based on frequency of use to create a calm, readable and user-friendly interface.

 

Industry Parameters and Feasibility

To ensure the product could realistically be produced, I researched industry standards like wall thicknesses, component sizes and manufacturing constraints. This helped shape a design that felt credible and achievable within the scope of the project.

 

Physical Prototyping

3D-printed prototypes were used to test dimensions, ergonomics and assembly tolerances. This hands-on stage allowed me to evaluate how the product would feel in use and adjust forms based on real-world feedback.

 

Hardware Simulation and Internal Fit

I connected screens, knobs and pads to a microcontroller to simulate basic interaction. This confirmed that the internal components could function as intended and actually fit within the physical enclosure of the design.

 

The final design iteration

 
 
 

 Process video of a recent sound project, collaboration with Emil Andersson, that started my curiosity about sound design devices.

The project includes video and 3D modeling, all created by me