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Wetnerk:

​ ​an​ ​invitation​ ​to​ ​engage​ ​with

local

​ ​computer​ ​networks​ ​through​ ​sound

Nicole

​ ​Carlsson

Interaction​ ​Design

Master’s​ ​Programme​ ​(One-year)

15​ ​credits

Spring​ ​2017

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ABSTRACT

This​ ​paper​ ​presents​ ​​Wetnerk​,​ ​a​ ​Research​ ​through​ ​Design​ ​portable​ ​local​ ​computer​ ​network​ ​sonification

artifact​ ​designed​ ​with​ ​a​ ​Reflective​ ​Design​ ​approach.​ ​​Wetnerk​​​explores​ ​how​ ​we​ ​might​ ​sonically​ ​engage

with​ ​local​ ​computer​ ​network​ ​characteristics.​ ​The​ ​aim​ ​is​ ​to​ ​reveal​ ​hidden​ ​qualities​ ​of​ ​a​ ​local​ ​computer

network,​ ​normally​ ​undetectable​ ​by​ ​human​ ​senses.​ ​Specifically​ ​​Wetnerk​​​attempts​ ​to​ ​invite​ ​people​ ​to

engage​ ​in​ ​novel​ ​ways​ ​with​ ​their​ ​local​ ​area​ ​network.​ ​It​ ​does​ ​so​ ​by​ ​probing​ ​the​ ​network​ ​ports,​ ​analyzing

the​ ​result​ ​from​ ​an​ ​information​ ​security​ ​perspective​ ​and​ ​subsequently​ ​sonifying​ ​the​ ​results.​ ​A​ ​preliminary

pilot​ ​study​ ​indicates​ ​that​ ​people​ ​are​ ​so​ ​unaware​ ​of​ ​local​ ​computer​ ​network​ ​characteristics​ ​that​ ​they

have​ ​trouble​ ​perceiving​ ​any​ ​of​ ​its​ ​qualities​ ​beyond​ ​its​ ​mere​ ​existence.​ ​​Wetnerk​​​shows​ ​promise​ ​in

supporting​ ​people​ ​to​ ​critically​ ​reflect​ ​on​ ​and​ ​question​ ​this​ ​low​ ​awareness.​ ​In​ ​some​ ​cases​ ​curiosity​ ​is

ignited​ ​sparking​ ​a​ ​desire​ ​to​ ​further​ ​engage​ ​with​ ​qualities​ ​of​ ​a​ ​local​ ​network​ ​in​ ​more​ ​novel​ ​ways​ ​than​ ​the

current​ ​norm.

Keywords

Transparency,​ ​critical​ ​reflection,​ ​digital​ ​literacy,​ ​reflective​ ​design,​ ​tangible​ ​interaction,​ ​portable​ ​local

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1.​ ​INTRODUCTION:​ ​AIM​ ​AND​ ​RESEARCH​ ​QUESTIONS 1

2.​ ​BACKGROUND 2

2.1​ ​Invisible​ ​computing 3

2.2​ ​Reflective​ ​Design 3

2.3​ ​Local​ ​area​ ​network​ ​data​ ​as​ ​design​ ​material 4

2.4​ ​​ ​Sonification 7 2.5​ ​​ ​Sound​ ​generation 8 2.6​ ​Related​ ​work 9 3.​ ​METHODOLOGY 12 3.1​ ​Project​ ​plan 13 4.​ ​DESIGN​ ​PROCESS 13 4.1​ ​Exploration 14

4.2​ ​​ ​Conceptual​ ​Discovery​ ​|​ ​Portable 17

4.3​ ​Conceptual​ ​discovery​ ​|​ ​Data​ ​to​ ​sound​ ​mapping 18

4.4​ ​Synthesis​ ​|​ ​Integration 19

4.5​ ​Exploratory​ ​study​ ​|​ ​Wetnerking 21

5.​ ​MAIN​ ​RESULTS​ ​AND​ ​FINAL​ ​DESIGN 23

6.​ ​REFLECTION​ ​/​ ​DISCUSSION 25 6.1​ ​Wetnerk 25 6.2​ ​Design​ ​process 27 7.​ ​CONCLUSION 27 7.1​ ​Perspective 27 8.​ ​ACKNOWLEDGEMENTS 27 REFERENCES 28 APPENDIX​ ​A 31 APPENDIX​ ​B 33

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1.​ ​INTRODUCTION:​ ​AIM​ ​AND​ ​RESEARCH​ ​QUESTIONS

In​ ​western​ ​contemporary​ ​society,​ ​computer​ ​networks​ ​surround​ ​us​ ​in​ ​our​ ​daily​ ​lives.​ ​Despite​ ​this,​ ​our

direct​ ​interactions​ ​with​ ​these​ ​networks​ ​are​ ​limited.​ ​Mainly​ ​we​ ​enter​ ​a​ ​WiFi​ ​password​ ​to​ ​gain​ ​Internet

access​ ​with​ ​a​ ​set-and-forget​ ​mentality​ ​and​ ​leave​ ​it​ ​at​ ​that.​ ​These​ ​networks​ ​and​ ​the​ ​data​ ​in​ ​flux​ ​are​ ​for

the​ ​most​ ​part​ ​physically​ ​invisible​ ​and​ ​an​ ​abstract​ ​concept​ ​to​ ​us​ ​humans.​ ​Considering​ ​the​ ​impact​ ​these

computer​ ​networks​ ​have,​ ​(e.g.​ ​socially,​ ​economically​ ​and​ ​politically)​ ​most​ ​of​ ​us​ ​know​ ​little​ ​about​ ​them.

Sir​ ​Tim​ ​Berners-Lee,​ ​the​ ​inventor​ ​of​ ​the​ ​worldwide​ ​web,​ ​voiced​ ​concern​ ​regarding​ ​its​ ​current​ ​state.​ ​He

identified​ ​three​ ​worrying​ ​trends:​ ​“(1)​ ​We’ve​ ​lost​ ​control​ ​of​ ​our​ ​personal​ ​data​ ​(2)​ ​It’s​ ​too​ ​easy​ ​for

misinformation​ ​to​ ​spread​ ​on​ ​the​ ​web​ ​(3)​ ​Political​ ​advertising​ ​online​ ​needs​ ​transparency​ ​and

understanding”​ ​(Berners-Lee,​ ​2017).​ ​Knowing​ ​more​ ​matters.​ ​Information​ ​is​ ​power.​ ​There​ ​is​ ​a​ ​knowledge

gap​ ​leading​ ​to​ ​power​ ​imbalance.​ ​Companies​ ​are​ ​collecting​ ​our​ ​digital​ ​traces​ ​for​ ​commercial​ ​purposes

while​ ​obscuring​ ​us​ ​from​ ​perceiving​ ​​ ​and​ ​understanding​ ​​ ​the​ ​underlying​ ​structures​ ​of​ ​how​ ​and​ ​when​ ​this

data​ ​collection​ ​is​ ​done​ ​(Christl​ ​and​ ​Spiekermann,​ ​2016).

Regulation​ ​and​ ​accountability​ ​have​ ​not​ ​kept​ ​up​ ​with​ ​the​ ​advent​ ​of​ ​new​ ​technologies​ ​driven​ ​by​ ​economic

considerations.​ ​One​ ​could​ ​argue​ ​that​ ​the​ ​rights​ ​of​ ​the​ ​public​ ​have​ ​been​ ​neglected.​ ​​ ​Baldini​ ​et.​ ​al​ ​(2016)

argue​ ​that​ ​“even​ ​though​ ​public​ ​awareness​ ​about​ ​privacy​ ​risks​ ​in​ ​the​ ​Internet​ ​is​ ​increasing,​ ​in​ ​the

evolution​ ​of​ ​the​ ​Internet​ ​to​ ​the​ ​Internet​ ​of​ ​Things​ ​these​ ​risks​ ​are​ ​likely​ ​to​ ​become​ ​more​ ​relevant​ ​due​ ​to

the​ ​large​ ​amount​ ​of​ ​data​ ​collected​ ​and​ ​processed​ ​by​ ​the​ ​Things”.​ ​Additionally​ ​there​ ​is​ ​a​ ​digital​ ​divide​ ​to

contend​ ​with.​ ​Not​ ​everyone​ ​is​ ​at​ ​the​ ​required​ ​level​ ​of​ ​technical​ ​skill​ ​or​ ​knowledge​ ​to​ ​develop​ ​an

informed​ ​opinion​ ​on​ ​the​ ​matter.​ ​Moreover,​ ​there​ ​are​ ​psychological​ ​bias​ ​issues​ ​where​ ​we​ ​have​ ​a​ ​hard

time​ ​making​ ​decisions​ ​based​ ​on​ ​long​ ​term​ ​goals​ ​versus​ ​current​ ​immediate​ ​needs​ ​and​ ​therefore​ ​agree​ ​to

share​ ​our​ ​data​ ​for​ ​free​ ​services​ ​without​ ​considering​ ​the​ ​long-term​ ​effects​ ​(ibid.).

In​ ​light​ ​of​ ​the​ ​fast​ ​pace​ ​of​ ​the​ ​computerization​ ​of​ ​all​ ​facets​ ​of​ ​life​ ​(e.g.​ ​banking,​ ​cars,​ ​healthcare​ ​and

warfare​ ​etc),​ ​information​ ​security​ ​guru​ ​Bruce​ ​Schneier​ ​argues​ ​that​ ​the​ ​time​ ​has​ ​come​ ​for​ ​everyone​ ​of​ ​us

to​ ​collectively​ ​care​ ​about​ ​and​ ​begin​ ​to​ ​tackle​ ​complex​ ​issues​ ​such​ ​as:​ ​privacy,​ ​freedom,​ ​fairness​ ​and

liberty.​ ​He​ ​asks​ ​“Why​ ​do​ ​we​ ​allow​ ​for-profit​ ​corporations​ ​to​ ​create​ ​our​ ​technological​ ​future​ ​in​ ​ways​ ​that

are​ ​optimized​ ​for​ ​their​ ​profits​ ​and​ ​anathema​ ​to​ ​our​ ​own​ ​interests?“​ ​(Schneier,​ ​2017).

A​ ​wider​ ​stakeholder​ ​spectrum​ ​needs​ ​to​ ​join​ ​in​ ​the​ ​shaping​ ​of​ ​our​ ​technological​ ​future.​ ​This​ ​requires​ ​a

holistically​ ​raised​ ​level​ ​of​ ​digital​ ​literacy.​ ​One​ ​small​ ​step​ ​toward​ ​such​ ​digital​ ​literacy​ ​could​ ​be​ ​raised

transparency​ ​and​ ​awareness​ ​of​ ​our​ ​everyday​ ​immediate​ ​local​ ​computer​ ​networks.​ ​Why​ ​not​ ​make

computer​ ​networks​ ​in​ ​our​ ​daily​ ​surroundings​ ​more​ ​perceivable?​ ​Why​ ​not​ ​provide​ ​a​ ​way​ ​to​ ​explore​ ​their

immateriality​ ​and​ ​reflect​ ​on​ ​their​ ​mere​ ​existence?​ ​Why​ ​not​ ​reflect​ ​on​ ​who​ ​has​ ​access​ ​to​ ​what?​ ​What

happens​ ​if​ ​currently​ ​invisible​ ​computer​ ​networks​ ​surrounding​ ​us​ ​are​ ​made​ ​more​ ​transparent​ ​enabling​ ​us

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This​ ​notion​ ​could​ ​be​ ​explored​ ​through​ ​a​ ​variety​ ​of​ ​modalities.​ ​Visualization​ ​is​ ​an​ ​obvious​ ​option,​ ​but​ ​we

are​ ​already​ ​so​ ​bombarded​ ​with​ ​visual​ ​impressions.​ ​Sound​ ​is,​ ​however,​ ​an​ ​often​ ​neglected​ ​modality,

which​ ​can​ ​offer​ ​“novel​ ​phenomenological​ ​and​ ​social​ ​experiences​ ​with​ ​and​ ​through​ ​interactive

technology​ ​…​ ​Sonic​ ​Interaction​ ​Design​ ​(SID)​ ​works​ ​with​ ​emergent​ ​research​ ​topics​ ​related​ ​to

multisensory,​ ​performative,​ ​and​ ​tactile​ ​aspects​ ​of​ ​sonic​ ​experience.​ ​Yet,​ ​it​ ​builds​ ​on​ ​existing​ ​knowledge

and​ ​themes​ ​that​ ​have​ ​been​ ​at​ ​the​ ​heart​ ​of​ ​sound​ ​discourses​ ​for​ ​decades,​ ​such​ ​as​ ​the​ ​relationship

between​ ​sound​ ​and​ ​location,​ ​issues​ ​of​ ​privacy​ ​and​ ​power,​ ​and​ ​the​ ​ability​ ​of​ ​a​ ​sounding​ ​artifact​ ​to

communicate information“ (Serafin & Franinovic, 2013). The development of SID follows the trends of

the​ ​so-called​ ​third​ ​wave​ ​of​ ​human-computer​ ​interaction,​ ​where​ ​culture,​ ​emotion​ ​and​ ​experience,​ ​rather

than​ ​solely​ ​function​ ​and​ ​efficiency,​ ​are​ ​included​ ​in​ ​the​ ​interaction​ ​between​ ​humans​ ​and​ ​machines

(Hermann,​ ​Hunt,​ ​&​ ​Neuhoff,​ ​2011).

Based​ ​on​ ​the​ ​discussion​ ​above,​ ​this​ ​thesis​ ​will​ ​explore​ ​the​ ​​ ​following​ ​research​ ​questions:

a)​ ​How​ ​might​ ​we​ ​sonically​ ​engage​ ​with​ ​local​ ​computer​ ​networks,​ ​which​ ​humans​ ​cannot​ ​normally​ ​sense?

b)​ ​Does​ ​the​ ​result​ ​of​ ​(a)​ ​challenge​ ​our​ ​perceptions​ ​of​ ​local​ ​computer​ ​networks?

The​ ​aim​ ​of​ ​this​ ​paper​ ​is​ ​to​ ​explore​ ​how​ ​a​ ​wider​ ​stakeholder​ ​spectrum​ ​can​ ​engage​ ​with​ ​local​ ​computer

networks​ ​through​ ​tangible​ ​interaction​ ​and​ ​the​ ​modality​ ​of​ ​sound.​ ​The​ ​intention​ ​is​ ​to​ ​create​ ​an​ ​open

invitation​ ​to​ ​all​ ​local​ ​network​ ​users​ ​to​ ​engage.​ ​This​ ​work​ ​seeks​ ​to​ ​provide​ ​an​ ​alternate​ ​way​ ​to​ ​interact

with​ ​and​ ​critically​ ​reflect​ ​on​ ​hidden​ ​characteristics​ ​of​ ​a​ ​local​ ​computer​ ​network​ ​(LAN).​ ​Prototypes​ ​will

be​ ​designed​ ​iteratively​ ​and​ ​exposed​ ​to​ ​a​ ​real-world​ ​home​ ​setting​ ​in​ ​an​ ​explorative​ ​pilot​ ​study.​ ​This

study​ ​is​ ​meant​ ​as​ ​a​ ​first​ ​step​ ​in​ ​supporting​ ​critical​ ​reflection,​ ​for​ ​both​ ​users​ ​and​ ​designers,​ ​in​ ​regards

to​ ​privacy​ ​and​ ​security​ ​risks​ ​related​ ​to​ ​an​ ​everyday​ ​life​ ​LAN.​ ​The​ ​focus​ ​is​ ​on​ ​creating​ ​a​ ​design​ ​space

for​ ​reflection-in-use​ ​rather​ ​than​ ​efficiency,​ ​i.e.​ ​the​ ​focus​ ​is​ ​not​ ​on​ ​producing​ ​an​ ​efficient​ ​tool​ ​or​ ​a​ ​course

in​ ​computer​ ​networking.

With​ ​a​ ​10​ ​week​ ​project​ ​and​ ​one​ ​researcher​ ​available,​ ​the​ ​sound​ ​exploration​ ​will​ ​be​ ​confined​ ​to​ ​general

MIDI​ ​format​ ​and​ ​existing​ ​MIDI​ ​resources.​ ​Composing​ ​new​ ​MIDI​ ​music​ ​and​ ​designing​ ​new​ ​sounds​ ​is​ ​out

of​ ​scope​ ​for​ ​this​ ​study.​ ​The​ ​exploratory​ ​pilot​ ​user​ ​study​ ​will​ ​not​ ​be​ ​as​ ​in​ ​depth​ ​as​ ​a​ ​longer​ ​timeframe

would​ ​have​ ​provided​ ​for.

The​ ​rest​ ​of​ ​this​ ​thesis​ ​is​ ​structured​ ​as​ ​follows.​ ​Section​ ​2​ ​provides​ ​the​ ​background​ ​necessary

to​ ​understand​ ​the​ ​research​ ​domain.​ ​Next,​ ​in​ ​section​ ​3​ ​​ ​the​ ​research​ ​methodology​ ​is​ ​discussed.

section​ ​4​ ​presents​ ​prototypes​ ​along​ ​with​ ​an​ ​exploratory​ ​pilot​ ​study.​ ​The​ ​final​ ​design​ ​concept

is​ ​presented​ ​in​ ​section​ ​5​ ​of​ ​which​ ​section​ ​6​ ​offers​ ​a​ ​discussion.​ ​Lastly,​ ​in​ ​section​ ​7​ ​this​ ​work

concludes​ ​and​ ​recommendations​ ​for​ ​future​ ​work​ ​are​ ​provided.

2.​ ​BACKGROUND

This​ ​section​ ​provides​ ​the​ ​theoretical​ ​frameworks​ ​and​ ​academic​ ​state​ ​of​ ​the​ ​art​ ​relating​ ​to​ ​this​ ​thesis

on​ ​the​ ​topics​ ​of​ ​hidden​ ​aspects​ ​of​ ​surrounding​ ​computer​ ​networks​ ​and​ ​interactive​ ​sonification.

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2.1​ ​Invisible​ ​computing

Computers​ ​surround​ ​us​ ​in​ ​western​ ​society​ ​today.​ ​Arnall​ ​(2014)​ ​observed:

“computing​ ​is​ ​now​ ​truly​ ​‘post-disciplinary’,​ ​central​ ​to,​ ​and​ ​re-articulated​ ​through​ ​the

rhetorics​ ​of​ ​culture,​ ​economics,​ ​and​ ​politics.​ ​However,​ ​contemporary​ ​visions​ ​of​ ​technological

development​ ​increasingly​ ​focus​ ​on​ ​invisibility​ ​and​ ​‘seamlessness’.​ ​Invisibility​ ​is​ ​now​ ​often

framed​ ​as​ ​both​ ​an​ ​inevitable​ ​and​ ​desirable​ ​quality​ ​of​ ​interface​ ​technology.”

Systems​ ​are​ ​typically​ ​designed​ ​to​ ​not​ ​have​ ​an​ ​interface,​ ​to​ ​relieve​ ​people​ ​from​ ​unnecessary​ ​cognitive

load.​ ​As​ ​early​ ​as​ ​1991,​ ​Weiser​ ​stated:

“The​ ​most​ ​profound​ ​technologies​ ​are​ ​those​ ​that​ ​disappear.​ ​They​ ​weave​ ​themselves​ ​into​ ​the

fabric​ ​of​ ​everyday​ ​life​ ​until​ ​they​ ​are​ ​indistinguishable​ ​from​ ​it“.

But​ ​as​ ​Ratto​ ​pointed​ ​out​ ​(2007),​ ​these​ ​invisible​ ​interfaces​ ​bring​ ​agency,​ ​control​ ​and​ ​trust​ ​issues​ ​which

remain​ ​unresolved.​ ​Already​ ​ten​ ​years​ ​earlier​ ​Bellotti​ ​(Agre​ ​et​ ​al.,​ ​1997,​ ​p.​ ​66​ ​)​ ​highlighted​ ​the​ ​irony​ ​of

invisible​ ​computing​ ​by​ ​noting:

“Ubiquitous​ ​computing​ ​implies​ ​embedding​ ​technology​ ​unobtrusively​ ​within​ ​all​ ​manner​ ​of

everyday​ ​objects​ ​so​ ​that​ ​they​ ​can​ ​potentially​ ​transmit​ ​and​ ​receive​ ​information​ ​to​ ​and​ ​from

other​ ​objects.​ ​The​ ​aims​ ​are​ ​not​ ​only​ ​to​ ​reduce​ ​the​ ​visibility​ ​of​ ​the​ ​technology​ ​but​ ​also​ ​to

empower​ ​its​ ​users​ ​with​ ​more​ ​flexible​ ​and​ ​portable​ ​applications​ ​to​ ​support​ ​the​ ​capture,

communication,​ ​recall,​ ​organization,​ ​and​ ​reuse​ ​of​ ​diverse​ ​information.​ ​The​ ​irony​ ​is​ ​that​ ​the

unobtrusiveness​ ​of​ ​such​ ​technology​ ​both​ ​obscures​ ​and​ ​contributes​ ​to​ ​its​ ​potential​ ​for

supporting​ ​invasive​ ​applications,​ ​particularly​ ​as​ ​users​ ​may​ ​not​ ​even​ ​recognize​ ​when​ ​they​ ​are

online​ ​in​ ​such​ ​an​ ​environment.​ ​Designers​ ​must​ ​therefore​ ​consider​ ​carefully​ ​how​ ​services​ ​that

capitalize​ ​on​ ​such​ ​powerful​ ​technology​ ​can​ ​be​ ​designed​ ​without​ ​compromising​ ​the​ ​privacy​ ​of

their​ ​users”.

It​ ​can​ ​be​ ​argued​ ​that​ ​the​ ​statements​ ​from​ ​both​ ​Ratto​ ​and​ ​Bellotti​ ​from​ ​respectively​ ​10​ ​and​ ​20​ ​years​ ​ago,

still​ ​ring​ ​true.​ ​As​ ​such,​ ​much​ ​work​ ​indeed​ ​still​ ​remains​ ​on​ ​how​ ​to​ ​tackle​ ​agency,​ ​control​ ​and​ ​trust​ ​issues

associated​ ​with​ ​invisible​ ​interfaces.

2.2​ ​Reflective​ ​Design

Reflective​ ​Design,​ ​as​ ​introduced​ ​by​ ​Sengers​ ​et​ ​al.​ ​(2005),​ ​appears​ ​appropriate​ ​in​ ​providing​ ​a​ ​framework

for​ ​a​ ​first​ ​step​ ​towards​ ​the​ ​type​ ​of​ ​design​ ​space​ ​this​ ​project​ ​is​ ​attempting​ ​to​ ​open​ ​up.​ ​​ ​Their​ ​definition

of​ ​reflection​ ​is​ ​grounded​ ​in​ ​critical​ ​theory,​ ​which​ ​they​ ​state​ ​can​ ​support​ ​new​ ​awareness​ ​and​ ​freedom

for​ ​users.​ ​Their​ ​stance​ ​that​ ​“technology​ ​design​ ​practices​ ​should​ ​support​ ​both​ ​designers​ ​and​ ​users​ ​in

ongoing​ ​critical​ ​reflection​ ​about​ ​technology​ ​and​ ​its​ ​relationship​ ​to​ ​human​ ​life”​ ​aligns​ ​with​ ​this​ ​project.

Additionally​ ​their​ ​definition​ ​of​ ​​ ​“reflection​ ​as​ ​​critical​​​reflection,​ ​or​ ​bringing​ ​unconscious​ ​aspects​ ​of

experience​ ​to​ ​conscious​ ​awareness,​ ​thereby​ ​making​ ​them​ ​available​ ​for​ ​conscious​ ​choice”​ ​(ibid.)

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Reflective​ ​Design​ ​draws​ ​upon​ ​core​ ​principles​ ​of​ ​Participatory​ ​Design​ ​but​ ​makes​ ​a​ ​different​ ​commitment

in​ ​that​ ​is​ ​also​ ​chooses​ ​to​ ​examine​ ​values​ ​unconsciously​ ​shared​ ​between​ ​users​ ​and​ ​designers.​ ​This

approach​ ​focuses​ ​on​ ​a​ ​practice​ ​that​ ​opens​ ​up​ ​for​ ​new​ ​cultural​ ​possibilities.​ ​Designers​ ​may​ ​need​ ​to

introduce​ ​values​ ​and​ ​issues​ ​which​ ​initially​ ​do​ ​not​ ​interest​ ​users​ ​or​ ​may​ ​even​ ​make​ ​them​ ​uncomfortable.

This​ ​is​ ​done​ ​by​ ​drawing​ ​on​ ​a​ ​list​ ​of​ ​other​ ​critically​ ​informed​ ​technology​ ​design​ ​practices​ ​such​ ​as

Value-Sensitive​ ​Design,​ ​Critical​ ​Design,​ ​Ludic​ ​Design,​ ​Critical​ ​Technical​ ​Practice​ ​and​ ​Reflection-in-Action

(Sengers​ ​et​ ​al.,​ ​2005).

This​ ​approach​ ​relates​ ​to​ ​local​ ​area​ ​network​ ​issues​ ​in​ ​that​ ​users​ ​are​ ​generally​ ​unaware​ ​of​ ​its​ ​risks,

because​ ​of​ ​its​ ​invisibility​ ​and​ ​the​ ​currently​ ​low​ ​level​ ​of​ ​direct​ ​interaction​ ​most​ ​people​ ​have​ ​with​ ​them.

This​ ​low​ ​level​ ​of​ ​awareness​ ​makes​ ​it​ ​difficult,​ ​if​ ​not​ ​impossible,​ ​to​ ​base​ ​initial​ ​design​ ​on​ ​user​ ​studies.

2.3​ ​Local​ ​area​ ​network​ ​data​ ​as​ ​design​ ​material

In​ ​order​ ​to​ ​work​ ​with​ ​local​ ​computer​ ​network​ ​data​ ​as​ ​a​ ​design​ ​material,​ ​a​ ​review​ ​of​ ​network​ ​data

characteristics​ ​was​ ​needed.​ ​Network​ ​tools​ ​to​ ​access​ ​and​ ​analyze​ ​the​ ​data​ ​were​ ​also​ ​essential.

The​ ​Internet​ ​and​ ​local​ ​area​ ​networks

In​ ​a​ ​home​ ​environment​ ​home​ ​users​ ​typically​ ​buy​ ​connectivity​ ​from​ ​an​ ​Internet​ ​Service​ ​provider​ ​(ISP),

which​ ​provides​ ​access​ ​to​ ​the​ ​Internet.​ ​Home​ ​users​ ​must​ ​use​ ​a​ ​router​ ​that​ ​acts​ ​as​ ​a​ ​bridge​ ​between​ ​the

local​ ​area​ ​network​ ​(LAN)​ ​and​ ​the​ ​wide​ ​area​ ​network​ ​(WAN),​ ​in​ ​this​ ​case​ ​also​ ​the​ ​Internet,​ ​see​ ​fig.​ ​1.​ ​The

router​ ​will​ ​manage​ ​the​ ​LAN​ ​Internet​ ​Protocol​ ​(IP)​ ​address​ ​range​ ​while​ ​the​ ​WAN​ ​IP​ ​(Internet)​ ​is​ ​managed

by​ ​the​ ​ISP.​ ​These​ ​IP​ ​addresses​ ​are​ ​not​ ​the​ ​same.

Figure​ ​1.​ ​Example​ ​of​ ​a​ ​local​ ​area​ ​network​ ​in​ ​relation​ ​to​ ​wide​ ​area​ ​network

LAN​ ​IP​ ​addresses

To​ ​communicate​ ​in​ ​a​ ​network​ ​devices​ ​need​ ​to​ ​locate​ ​each​ ​other.​ ​IP​ ​addresses​ ​serve​ ​this​ ​purpose.

A​ ​local​ ​network​ ​environment​ ​is​ ​confined​ ​to​ ​the​ ​following​ ​number​ ​of​ ​available​ ​IP​ ​addresses:

​ ​​ ​​ ​​ ​​ ​10.0.0.0​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​​ ​–​ ​​ ​​ ​10.255.255.255 ​ ​​ ​​ ​​ ​​ ​172.16.0.0​ ​​ ​​ ​​ ​​ ​​ ​–​ ​​ ​​ ​172.31.255.255 ​ ​​ ​​ ​​ ​​ ​192.168.0.0​ ​​ ​​ ​​ ​–​ ​​ ​​ ​192.168.255.255

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Ports​ ​(software​ ​vs.​ ​physical)

One​ ​should​ ​not​ ​confuse​ ​software​ ​ports​ ​with​ ​physical​ ​ports.​ ​Physical​ ​ports​ ​are​ ​sockets​ ​into​ ​which​ ​you​ ​can

plug​ ​a​ ​cable.​ ​Software​ ​ports,​ ​however,​ ​are​ ​a​ ​division​ ​of​ ​an​ ​IP​ ​address.​ ​An​ ​analogy​ ​would​ ​be​ ​a​ ​hotel

address​ ​with​ ​a​ ​street​ ​name,​ ​street​ ​number​ ​and​ ​room​ ​number.​ ​E.g.​ ​IP​ ​address​ ​-->​ ​10.0.0.5:80

10.0.0​ ​-->​ ​street

5​ ​-->​ ​street​ ​number

80​ ​-->​ ​port​ ​(room​ ​number)

Open​ ​ports​ ​listen​ ​for​ ​connecting​ ​clients.

Services​ ​and​ ​ports

Different​ ​services​ ​are​ ​associated​ ​with​ ​a​ ​standard​ ​port​ ​number.​ ​Insecure​ ​web​ ​traffic​ ​(HTTP)​ ​is​ ​usually

accessed​ ​by​ ​port​ ​80,​ ​secure​ ​web​ ​traffic​ ​(HTTPS)​ ​by​ ​port​ ​443,​ ​file​ ​transfers​ ​(FTP)​ ​by​ ​port​ ​21​ ​and​ ​secure

shell​ ​(SSH)​ ​by​ ​22.​ ​Some​ ​ports​ ​utilize​ ​insecure​ ​protocols​ ​with​ ​unencrypted​ ​clear​ ​text​ ​messages.​ ​When

such​ ​ports​ ​are​ ​open​ ​they​ ​are​ ​a​ ​security​ ​risk​ ​and​ ​vulnerable​ ​to​ ​privacy​ ​invasion​ ​and​ ​unauthorized​ ​access

by​ ​miscreants.

2.3.1​ ​Packets,​ ​metadata​ ​and​ ​payload

When​ ​computers​ ​communicate​ ​via​ ​networks,​ ​messages​ ​are​ ​broken​ ​up​ ​into​ ​smaller​ ​parts,​ ​called​ ​packets.

There​ ​are​ ​mainly​ ​two​ ​protocols​ ​handling​ ​this.​ ​Firstly,​ ​the​ ​Transport​ ​Communication​ ​Protocol​ ​(TCP),

handles​ ​the​ ​process​ ​of​ ​first​ ​disassembling​ ​a​ ​message​ ​into​ ​packets​ ​and​ ​later​ ​assembling​ ​packets​ ​back​ ​into

a​ ​complete​ ​message,​ ​upon​ ​arrival​ ​at​ ​the​ ​final​ ​destination.​ ​Secondly,​ ​the​ ​Internet​ ​Protocol​ ​(IP)​ ​handles

routing​ ​to​ ​the​ ​correct​ ​IP​ ​address​ ​destination.​ ​Besides​ ​the​ ​actual​ ​content​ ​or​ ​"payload"​ ​of​ ​the​ ​message,

TCP/IP​ ​packets​ ​contain​ ​"header​ ​data",​ ​necessary​ ​for​ ​successful​ ​routing.​ ​Fig.​ ​2,​ ​shows​ ​the​ ​wide​ ​variety​ ​of

data​ ​a​ ​TCP/IP​ ​packet​ ​carries.​ ​The​ ​data​ ​inside​ ​a​ ​packet​ ​can​ ​be​ ​used​ ​as​ ​a​ ​basis​ ​for​ ​designing​ ​a​ ​sound

mapping​ ​engine​ ​that​ ​sonically​ ​represents​ ​a​ ​network's​ ​unique​ ​properties.

​ ​

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A​ ​common​ ​misconception​ ​is​ ​that​ ​encryption​ ​is​ ​the​ ​"silver​ ​bullet"​ ​solution​ ​to​ ​security​ ​and​ ​privacy

concerns.​ ​Network​ ​traffic​ ​that​ ​utilizes​ ​secure,​ ​i.e.​ ​encrypted,​ ​protocols​ ​may​ ​not​ ​have​ ​the​ ​payload,​ ​the

actual​ ​message,​ ​exposed​ ​in​ ​cleartext.​ ​However,​ ​the​ ​metadata​ ​in​ ​the​ ​packets​ ​are​ ​still​ ​in​ ​cleartext​ ​and

allows​ ​attackers​ ​to​ ​perform​ ​analysis​ ​on​ ​e.g.​ ​which​ ​IP​ ​addresses​ ​are​ ​communicating,​ ​the​ ​frequency​ ​of​ ​the

communication​ ​and​ ​geo-location​ ​data.​ ​Often​ ​the​ ​metadata​ ​is​ ​more​ ​valuable​ ​than​ ​the​ ​payload​ ​data,

which​ ​is​ ​why​ ​spy​ ​agencies,​ ​such​ ​as​ ​the​ ​NSA,​ ​are​ ​mostly​ ​interested​ ​in​ ​metadata​ ​(Schneier,​ ​2015,​ ​p.27).

Packets​ ​traveling​ ​across​ ​networks​ ​using​ ​insecure​ ​cleartext​ ​protocols​ ​have​ ​the​ ​payloads​ ​exposed.​ ​This

means​ ​that​ ​anyone​ ​who​ ​can​ ​intercept​ ​the​ ​packets​ ​can​ ​read​ ​the​ ​contents​ ​of​ ​the​ ​payloads.

2.3.2​ ​Tools​ ​to​ ​access​ ​the​ ​data

TCPdump​ ​is​ ​a​ ​common​ ​open-source​ ​command-line​ ​tool​ ​for​ ​monitoring​ ​(sniffing)​ ​network​ ​traffic.

It​ ​works​ ​by​ ​capturing​ ​and​ ​displaying​ ​packet​ ​headers​ ​and​ ​can​ ​output​ ​the​ ​result​ ​into​ ​a​ ​text​ ​file,​ ​see​ ​fig.​ ​3.

This​ ​allows​ ​display​ ​of​ ​TCP/IP​ ​and​ ​other​ ​packets​ ​being​ ​transmitted​ ​or​ ​received​ ​over​ ​the​ ​network​ ​to​ ​which

the​ ​computer​ ​is​ ​attached.​ ​​TCPdump​​ ​sniffs​ ​on​ ​a​ ​network​ ​interface,​ ​which​ ​means​ ​that​ ​only​ ​the​ ​packets

that​ ​travel​ ​through​ ​that​ ​interface​ ​are​ ​captured.​ ​In​ ​order​ ​to​ ​target​ ​victims​ ​and​ ​sniff​ ​their​ ​packets,​ ​various

man-in-the-middle​ ​techniques,​ ​such​ ​as​ ​Address​ ​Resolution​ ​Protocol​ ​(ARP)​ ​spoofing,​ ​can​ ​be​ ​used​ ​to

impersonate​ ​a​ ​network​ ​gateway​ ​and​ ​reroute​ ​traffic​ ​via​ ​an​ ​attacker.​ ​​ ​However,​ ​man-in-the-middle

techniques​ ​are​ ​not​ ​the​ ​focus​ ​of​ ​this​ ​project.

Figure​ ​3.​ ​Sample​ ​Tcpdump​ ​capture

This​ ​project​ ​focuses​ ​on​ ​network​ ​discovery.​ ​​Nmap​​ ​(nmap.org)​ ​is​ ​an​ ​open-source​ ​​utility​ ​for​ ​network

discovery​.​ ​It​​ ​scans​ ​the​ ​network​ ​for​ ​attached​ ​devices​ ​and​ ​determines​ ​what​ ​active​ ​hosts​ ​(devices)​ ​are

available​ ​on​ ​the​ ​network,​ ​what​ ​ports​ ​are​ ​open,​ ​what​ ​services​ ​(application​ ​name​ ​and​ ​version)​ ​are

running​ ​on​ ​each​ ​port,​ ​what​ ​operating​ ​systems​ ​(and​ ​OS​ ​versions)​ ​hosts​ ​are​ ​running​ ​and​ ​many​ ​other​ ​host

characteristics.​ ​It​ ​was​ ​designed​ ​to​ ​rapidly​ ​scan​ ​large​ ​networks.​ ​Scan​ ​results​ ​can​ ​be​ ​saved​ ​to​ ​a​ ​text​ ​file,

showing​ ​ports​ ​states​ ​(open,​ ​closed,​ ​filtered),​ ​active​ ​hosts​ ​and​ ​services​ ​running,​ ​see​ ​fig.​ ​4.​ ​Ports​ ​that​ ​may

be​ ​of​ ​special​ ​interest​ ​are​ ​ports​ ​with​ ​cleartext​ ​protocols,​ ​such​ ​as​ ​HTTP,​ ​Telnet​ ​and​ ​FTP.​ ​Since​ ​these​ ​are

not​ ​secure,​ ​they​ ​are​ ​vulnerable​ ​to​ ​eavesdropping​ ​and​ ​often​ ​brute-force​ ​attacks.​ ​I.e.​ ​the​ ​attacker

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Often​ ​such​ ​services​ ​are​ ​insecurely​ ​configured​ ​with​ ​default​ ​passwords,​ ​which​ ​can​ ​be​ ​easily​ ​guessed​ ​or

found​ ​online.

FIgure​ ​4.​ ​A​ ​sample​ ​Nmap​ ​scan

Created​ ​by​ ​Gordon​ ​Lyon​ ​in​ ​1997,​ ​Nmap​ ​has​ ​stood​ ​the​ ​test​ ​of​ ​time​ ​and​ ​has​ ​now​ ​been​ ​featured​ ​even​ ​in

pop​ ​culture,​ ​e.g.​ ​Hollywood​ ​depiction​ ​of​ ​hacking,​ ​The​ ​Matrix​ ​Reloaded,​ ​see​ ​fig.​ ​5​ ​and​ ​more​ ​recently​ ​in

Oliver​ ​Stone’s​ ​2016​ ​film​ ​Snowden.

Figure​ ​5.​ ​In​ ​The​ ​Matrix​ ​Reloaded,​ ​Trinity​ ​hacks​ ​the​ ​city​ ​power​ ​grid​ ​after

using​ ​​Nmap​​ ​to​ ​find​ ​a​ ​vulnerable​ ​SSH​ ​server​ ​​source:​ ​nmap.org

2.4​ ​​ ​Sonification

Sonification​ ​is​ ​a​ ​subcategory​ ​of​ ​the​ ​more​ ​broadly​ ​defined​ ​Auditory​ ​Display,​ ​which​ ​is​ ​any​ ​display​ ​that

uses​ ​sound​ ​to​ ​communicate​ ​information.​ ​Sonification​ ​can​ ​be​ ​described​ ​as​ ​the​ ​rendering​ ​of​ ​data​ ​sets

as​ ​sound​ ​and​ ​is​ ​not​ ​as​ ​well​ ​known​ ​or​ ​commonly​ ​practiced​ ​as​ ​other​ ​forms​ ​of​ ​visualizing​ ​data.​ ​It​ ​is​ ​an

interdisciplinary​ ​field​ ​at​ ​the​ ​junction​ ​of​ ​human-computer​ ​interaction,​ ​psychoacoustics,​ ​engineering

design,​ ​human​ ​factors​ ​and​ ​ergonomics,​ ​assistive​ ​technology,​ ​and​ ​cognitive​ ​sciences.​ ​Historically​ ​it​ ​is

rooted​ ​in​ ​scientists​ ​and​ ​engineers​ ​realizing​ ​the​ ​ability​ ​of​ ​the​ ​ear​ ​to​ ​easily​ ​discern​ ​changes​ ​is​ ​large​ ​data

sets.​ ​As​ ​an​ ​example,​ ​it​ ​is​ ​easy​ ​for​ ​even​ ​a​ ​layman​ ​to​ ​detect​ ​if​ ​the​ ​drummer​ ​is​ ​off​ ​beat​ ​at​ ​a​ ​concert.​ ​A

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The​ ​Sonification​ ​Handbook​ ​(2013)​ ​lists​ ​five​ ​main​ ​sonification​ ​techniques.​ ​Audification​ ​is​ ​the​ ​direct

playback​ ​of​ ​data​ ​streams​ ​as​ ​soundwaves.​ ​Auditory​ ​Icons​ ​involve​ ​associating​ ​short​ ​environmental​ ​sounds

with​ ​discrete​ ​sounds.​ ​Earcons​ ​are​ ​similar​ ​to​ ​auditory​ ​icons​ ​but​ ​are​ ​instead​ ​entirely​ ​synthetic​ ​with​ ​no

prior​ ​metaphorical​ ​value.​ ​Parameter​ ​Mapping​ ​consists​ ​of​ ​mapping​ ​data​ ​dimensions​ ​with​ ​auditory

dimensions.​ ​Lastly,​ ​Model-based​ ​Sonification​ ​demands​ ​the​ ​creation​ ​of​ ​processes,​ ​involving​ ​data,​ ​that​ ​are

capable​ ​of​ ​evolving​ ​over​ ​time​ ​to​ ​generate​ ​an​ ​acoustic​ ​signal.

There​ ​has​ ​been​ ​a​ ​push​ ​for​ ​sonification​ ​to​ ​take​ ​a​ ​more​ ​aesthetic​ ​turn.​ ​Access​ ​to​ ​large​ ​amounts​ ​of​ ​data

has​ ​opened​ ​the​ ​door​ ​for​ ​designers​ ​and​ ​visual​ ​artists​ ​to​ ​enter​ ​the​ ​field.​ ​As​ ​Barrass​ ​(2012)​ ​put​ ​it,​ ​sound​ ​is

“a​ ​naturally​ ​affective,​ ​aesthetic​ ​and​ ​cultural​ ​medium”​ ​and​ ​a​ ​“​ ​design​ ​approach​ ​can​ ​facilitate​ ​an​ ​aesthetic

turn​ ​in​ ​sonification​ ​that​ ​integrates​ ​aesthetics​ ​and​ ​functionality​ ​by​ ​dissolving​ ​divisions​ ​between​ ​scientific

and​ ​artistic​ ​methods”(ibid.).

Interactive​ ​Sonification​ ​systems​ ​transform​ ​data​ ​into​ ​sound​ ​(modulated​ ​and​ ​controlled​ ​by​ ​human

gestures)​ ​for​ ​the​ ​purposes​ ​of​ ​data​ ​analysis​ ​.​ ​They​ ​differ​ ​from​ ​musical​ ​instruments​ ​in​ ​that​ ​they​ ​do​ ​not

transform​ ​human​ ​gestures​ ​into​ ​sound​ ​for​ ​the​ ​purposes​ ​of​ ​expression.

In​ ​Sonification,​ ​the​ ​responsibility​ ​of​ ​at​ ​least​ ​part​ ​of​ ​the​ ​work​ ​is​ ​delegated​ ​to​ ​the​ ​chosen​ ​data.​ ​Therefore

the​ ​choice​ ​of​ ​data​ ​to​ ​be​ ​used​ ​is​ ​fundamental​ ​and​ ​usually​ ​serves​ ​as​ ​a​ ​conceptual​ ​backbone​ ​of​ ​the​ ​piece.

There​ ​is​ ​the​ ​option​ ​to​ ​work​ ​with​ ​real-time​ ​or​ ​stored​ ​data​ ​sets.​ ​As​ ​Sinclair​ ​(2012)​ ​points​ ​out​ ​“a​ ​distinction

appears​ ​here​ ​between​ ​the​ ​use​ ​of​ ​recorded,​ ​often​ ​recuperated,​ ​scientific​ ​or​ ​technical​ ​data​ ​sets​ ​and​ ​the

use​ ​of​ ​real-time​ ​data​ ​...​ ​the​ ​case​ ​of​ ​the​ ​real-time​ ​sonification,​ ​however,​ ​implies​ ​a​ ​conscious​ ​decision​ ​to

insert​ ​the​ ​artwork​ ​into​ ​a​ ​present​ ​situation​ ​...​ ​This​ ​is​ ​reflected​ ​in​ ​works​ ​that​ ​use​ ​the​ ​real-time,​ ​in​ ​situ​ ​data,

to​ ​mediate​ ​hidden​ ​aspects​ ​of​ ​the​ ​environment​ ​in​ ​which​ ​the​ ​piece​ ​is​ ​playing”.

Sound​ ​is​ ​evocative​ ​and​ ​more​ ​abstract​ ​than​ ​visuals.​ ​Sinclair​ ​(2012)​ ​speaks​ ​of​ ​how​ ​“data​ ​can​ ​also​ ​be

transported​ ​from​ ​phenomena​ ​that​ ​are​ ​distant​ ​in​ ​time​ ​and/or​ ​space,​ ​thus​ ​extending​ ​our​ ​spatial/temporal

perception.​ ​While​ ​projected​ ​moving​ ​image​ ​is​ ​strongly​ ​localized​ ​and​ ​appears​ ​to​ ​us​ ​as​ ​a​ ​window​ ​through

which​ ​we​ ​observe,​ ​sound​ ​is​ ​enveloping,​ ​we​ ​can​ ​enter​ ​a​ ​sound​ ​environment,​ ​or​ ​sound​ ​can​ ​enter​ ​ours

from​ ​elsewhere,​ ​creating​ ​interpenetrating​ ​spaces.”

The​ ​field​ ​of​ ​Sonification​ ​comes​ ​with​ ​its​ ​unique​ ​set​ ​of​ ​problems.​ ​​ ​After​ ​conducting​ ​a​ ​systematic​ ​review​ ​of

mapping​ ​strategies​ ​for​ ​the​ ​Sonification​ ​of​ ​Physical​ ​Quantities,​ ​Dubus​ ​&​ ​Bresin​ ​(2013)​ ​identified​ ​a​ ​lack​ ​of

evaluation​ ​methods,​ ​which​ ​is​ ​echoed​ ​by​ ​the​ ​Sonification​ ​Handbook​ ​(Hermann​ ​et​ ​al.,​ ​2013,​ ​p.​ ​107).

2.5​ ​​ ​Sound​ ​generation

This​ ​project​ ​used​ ​​ ​MIDI​ ​protocol​ ​messages​ ​and​ ​computer​ ​generated​ ​speech​ ​to​ ​generate​ ​sound.

MIDI​:​ ​Developed​ ​in​ ​1982,​ ​MIDI​ ​(Musical​ ​Instrument​ ​Digital​ ​Interface)​ ​is​ ​a​ ​protocol​ ​allowing​ ​electronic

instruments​ ​and​ ​tools​ ​to​ ​communicate​ ​with​ ​each​ ​other.​ ​It​ ​does​ ​not​ ​contain​ ​sounds​ ​itself,​ ​but​ ​rather

sends​ ​MIDI​ ​messages​ ​such​ ​as​ ​‘note​ ​on’,​ ​‘note​ ​off’,​ ​‘note/pitch’​ ​which​ ​are​ ​then​ ​interpreted​ ​by​ ​a​ ​hardware

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is​ ​suitable​ ​for​ ​embedded​ ​systems​ ​where​ ​computing​ ​power,​ ​storage​ ​space​ ​and​ ​high​ ​performance

requirements​ ​are​ ​an​ ​issue.​ ​The​ ​protocol​ ​allows​ ​for​ ​127​ ​instruments​ ​to​ ​be​ ​played​ ​in​ ​127​ ​different

channels​ ​and​ ​features​ ​various​ ​message​ ​types​ ​to​ ​allow​ ​performance​ ​parameters,​ ​such​ ​as​ ​after​ ​touch​ ​for

keyboard​ ​players.​ ​MIDI​ ​events​ ​are​ ​stored​ ​in​ ​files​ ​that​ ​can​ ​be​ ​played​ ​and​ ​edited​ ​by​ ​software​ ​sequencers,

used​ ​by​ ​musicians​ ​to​ ​record​ ​and​ ​play​ ​songs.

Text​ ​to​ ​Speech​:​ ​Talking​ ​computers​ ​have​ ​been​ ​featured​ ​in​ ​pop​ ​culture​ ​in​ ​films​ ​such​ ​as​ ​Stanley​ ​Kubrick’s

1968​ ​2001:​ ​A​ ​Space​ ​Odyssey,​ ​where​ ​a​ ​super​ ​computer​ ​named​ ​HAL​ ​9000​ ​rebels​ ​against​ ​the

main​ ​human​ ​character​ ​Dave​ ​with​ ​phrases​ ​such​ ​as​ ​“I’m​ ​sorry​ ​Dave,​ ​I’m​ ​afraid​ ​I​ ​can’t​ ​do​ ​that”.​ ​Later​ ​on​ ​in

the​ ​1980s​ ​there​ ​was​ ​a​ ​talking​ ​computer​ ​boom​ ​with​ ​the​ ​movie​ ​WarGames​ ​featuring​ ​a​ ​talking​ ​computer

named​ ​Joshua​ ​and​ ​the​ ​TV​ ​show​ ​Knight​ ​Rider​ ​featuring​ ​a​ ​talking​ ​car​ ​KITT.​ ​Today​ ​we​ ​have​ ​a​ ​new​ ​explosion

of​ ​voice​ ​enabled​ ​devices.​ ​The​ ​smallest​ ​of​ ​today’s​ ​computers​ ​have​ ​the​ ​ability​ ​to​ ​output​ ​speech,​ ​including

the​ ​Raspberry​ ​Pi​ ​3.​ ​Speech​ ​synthesis​ ​makes​ ​it​ ​possible​ ​to​ ​output​ ​text​ ​as​ ​a​ ​voice.​ ​Flite​ ​is​ ​a​ ​light​ ​version

speech​ ​synthesis​ ​software​ ​engine,​ ​especially​ ​built​ ​for​ ​embedded​ ​systems.​ ​It​ ​has​ ​commands​ ​that​ ​are​ ​easy

to​ ​run​ ​on​ ​the​ ​command-line​ ​and​ ​offers​ ​a​ ​variety​ ​of​ ​voices​ ​to​ ​choose​ ​from​ ​in​ ​American​ ​English,​ ​British

English​ ​and​ ​Spanish.

2.6​ ​Related​ ​work

Below​ ​is​ ​a​ ​selection​ ​of​ ​previous​ ​work​ ​situated​ ​in​ ​adjacent​ ​design​ ​spaces​ ​touching​ ​on​ ​computer​ ​network

traffic​ ​sensing,​ ​agency​ ​and/or​ ​sonification.

Figure​ ​6.​ ​FeltRadio​ ​​​ ​​source:​ ​Grönvall,​ ​Fritsch,​ ​&​ ​Vallgårda,​ ​2016

FeltRadio​​ ​​(Grönvall,​ ​Fritsch,​ ​&​ ​Vallgårda,​ ​2016)​,​ ​see​ ​fig.​ ​6,​ ​is​ ​a​ ​portable​ ​and​ ​wireless​ ​technology​ ​artifact

that​ ​combines​ ​Electrical​ ​Muscle​ ​Stimulation​ ​with​ ​Wi-Fi​ ​signal​ ​strength​ ​detection.​ ​The​ ​artifact​ ​lets​ ​us​ ​feel

the​ ​strength​ ​of​ ​a​ ​Wi-Fi​ ​signal​ ​directly​ ​on​ ​our​ ​skin.​ ​Two​ ​exploratory​ ​studies​ ​focused​ ​on​ ​people’s

experience​ ​of​ ​being​ ​able​ ​to​ ​suddenly​ ​sense​ ​and​ ​make​ ​sense​ ​of​ ​wireless​ ​traffic.​ ​Although​ ​this

experimental​ ​piece​ ​of​ ​engineering​ ​is​ ​using​ ​a​ ​different​ ​modality​ ​to​ ​translate​ ​the​ ​wifi​ ​signal​ ​it​ ​shares​ ​the

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Figure​ ​7.​ ​Light​ ​painting​ ​WiFi​ ​​source:​ ​Arnall,​ ​2010

Immaterials:​ ​Light​ ​painting​ ​WiF​i​​ ​​​ ​(Arnall,​ ​2010),​ ​see​ ​fig.​ ​7,​ ​​ ​explores​ ​the​ ​invisible​ ​terrain​ ​of​ ​WiFi

networks​ ​in​ ​urban​ ​spaces​ ​by​ ​light-painting​ ​signal​ ​strength​ ​through​ ​long-exposure​ ​photography.​ ​The

modality​ ​here​ ​is​ ​obviously​ ​visual​ ​in​ ​nature.​ ​The​ ​work​ ​is​ ​also​ ​a​ ​broadcast​ ​and​ ​not​ ​a​ ​personal​ ​experience.

Additionally,​ ​it​ ​can​ ​only​ ​be​ ​experienced​ ​after​ ​the​ ​fact,​ ​because​ ​of​ ​its​ ​long-exposure​ ​photography​ ​process

and​ ​is​ ​therefore​ ​not​ ​immediate.

Figure​ ​8.​ ​The​ ​Hypertension​ ​Singing​ ​Bowl​ ​​source:​ ​Barrass,​ ​2016

The​ ​Hypertension​ ​Singing​ ​Bowl​ ​​(​Barrass,​ ​2016)​​ ​is​ ​a​ ​Research​ ​through​ ​Design​ ​project​ ​in​ ​the​ ​design​ ​space

of​ ​acoustic​ ​sonification,​ ​see​ ​fig.​ ​8.​ ​A​ ​digitally​ ​fabricated​ ​​ ​bowl​ ​shaped​ ​from​ ​a​ ​year​ ​of​ ​the​ ​author’s​ ​blood

pressure​ ​readings,​ ​sings​ ​when​ ​rubbed​ ​by​ ​a​ ​‘puja’​ ​stick.​ ​This​ ​personal​ ​data​ ​set​ ​gives​ ​the​ ​bowl​ ​a​ ​unique

sound.​ ​A​ ​singing​ ​bowl​ ​has​ ​a​ ​meditative​ ​and​ ​reflective​ ​quality,​ ​through​ ​the​ ​sound​ ​it​ ​produces​ ​when

rubbed.​ ​The​ ​repetitiveness​ ​of​ ​the​ ​motion​ ​used​ ​with​ ​the​ ​stick​ ​also​ ​has​ ​a​ ​meditative​ ​quality.​ ​It​ ​shares​ ​the

post​ ​experiential​ ​quality​ ​of​ ​the​ ​light​ ​painting​ ​Wifi​ ​project​ ​in​ ​terms​ ​of​ ​the​ ​data​ ​relationship.​ ​However,​ ​the

interactive​ ​quality​ ​is​ ​immediate​ ​and​ ​sonically​ ​shared​ ​with​ ​the​ ​surroundings.

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Netson​ ​​(Worrall,​ ​2015)​ ​is​ ​a​ ​system​ ​providing​ ​realtime​ ​sonification​ ​and​ ​visualisation​ ​of​ ​computer​ ​network

metadata,​ ​see​ ​fig.​ ​9.​ ​This​ ​​ ​project​ ​was​ ​developed​ ​to​ ​reveal​ ​temporal​ ​aspects​ ​of​ ​the​ ​computer​ ​network

data​ ​flows​ ​in​ ​a​ ​large-scale​ ​organization,​ ​​ ​the​ ​Fraunhofer​ ​Institute​ ​for​ ​Integrated​ ​Circuits​ ​located​ ​in

Germany.​ ​Furthermore,​ ​a​ ​configurable​ ​graphical​ ​plot​ ​assists​ ​the​ ​user​ ​in​ ​identifying​ ​patterns​ ​and

features.

Figure​ ​10.​ ​Poetic​ ​Router​ ​​source:​ ​Datta,​ ​2016

Poetic​ ​Router​​ ​(Datta,​ ​2016)​ ​is​ ​a​ ​system​ ​that​ ​creates​ ​spoken​ ​word​ ​poetry​ ​by​ ​gathering​ ​textual​ ​data​ ​from

server​ ​pages​ ​and​ ​transforming​ ​it​ ​into​ ​a​ ​poem​ ​broadcast,​ ​see​ ​fig.​ ​10.​ ​Here​ ​Datta​ ​has​ ​built​ ​a​ ​‘middleman’

router,​ ​using​ ​an​ ​Arduino​ ​Yun,​ ​functioning​ ​as​ ​an​ ​Access​ ​point​ ​for​ ​other​ ​devices​ ​to​ ​connect​ ​to.​ ​Thereby

Datta​ ​gives​ ​this​ ​router​ ​functions​ ​beyond​ ​the​ ​usual​ ​networking​ ​and​ ​routing​ ​tasks.​ ​With​ ​the​ ​capabilities​ ​of

a​ ​single​ ​chip​ ​computer​ ​it​ ​now​ ​monitors​ ​traffic​ ​to​ ​connected​ ​devices​ ​and​ ​scrapes​ ​information​ ​which​ ​it

broadcasts​ ​via​ ​a​ ​speech​ ​engine​ ​through​ ​a​ ​USB​ ​audio​ ​channel​ ​to​ ​an​ ​FM​ ​transmitter.​ ​​ ​This​ ​work​ ​surfaces​ ​a

concern​ ​for​ ​Internet​ ​of​ ​Things​ ​(IoT)​ ​platform​ ​security​ ​vulnerabilities​ ​and​ ​does​ ​so​ ​poetically​ ​using​ ​the

sound​ ​modality.

Sonnet​ ​​(Wolf​ ​&​ ​Fiebrink,​ ​2013)​ ​is​ ​a​ ​compositional​ ​software​ ​tool​ ​aimed​ ​at​ ​lowering​ ​the​ ​practical​ ​barriers

to​ ​experimenting​ ​and​ ​composing​ ​with​ ​network​ ​data.​ ​This​ ​paper​ ​presents​ ​design​ ​and​ ​implementation​ ​of

the​ ​tool.​ ​Additionally​ ​it​ ​discusses​ ​a​ ​pilot​ ​evaluation​ ​with​ ​computer​ ​music​ ​composers​ ​as​ ​well​ ​as

compositional​ ​applications​ ​along​ ​with​ ​an​ ​example​ ​composition.​ ​​Similarly,​ ​​TresnaNet​ ​​(Ustarroz,​ ​2011)​ ​is

software​ ​tool,​ ​which​ ​focuses​ ​on​ ​generating​ ​musical​ ​expressions​ ​based​ ​on​ ​information​ ​transfer​ ​over​ ​a

local​ ​computer​ ​network.

Findings/​ ​Summary

There​ ​has​ ​been​ ​extensive​ ​work​ ​on​ ​expressing​ ​computer​ ​network​ ​qualities​ ​through​ ​different

modalities,​ ​including​ ​sonification,​ ​with​ ​a​ ​variety​ ​of​ ​approaches​ ​involving​ ​sensemaking,​ ​digital

fabrication,​ ​materializing​ ​the​ ​immaterial,​ ​network​ ​monitoring,​ ​critical​ ​design​ ​and​ ​musical

expression.​ ​However,​ ​little​ ​work​ ​has​ ​been​ ​encountered​ ​on​ ​a​ ​​Portable​​Sonification​​Computer

Network​​Artifact​.​ ​The​ ​majority​ ​of​ ​work​ ​is​ ​audio-visual​ ​and​ ​tends​ ​to​ ​result​ ​in​ ​desktop​ ​computer

interfaces.​ ​​Netson​​ ​explores​ ​the​ ​temporal​ ​aspects​ ​of​ ​a​ ​network​ ​situated​ ​in​ ​a​ ​work​ ​environment.

Additionally,​ ​with​ ​the​ ​exception​ ​of​ ​​Poetic​​router​,​ ​related​ ​works​ ​have​ ​mainly​ ​handled​ ​computer

network​ ​characteristics​ ​through​ ​signal​ ​strength.​ ​This​ ​thesis​ ​argues​ ​that​ ​it​ ​would​ ​be​ ​interesting​ ​to

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from​ ​an​ ​information​ ​security​ ​perspective.​ ​Qualities​ ​such​ ​as​ ​overall​ ​‘openness’​ ​or​ ​‘vulnerability’

relate​ ​the​ ​the​ ​power​ ​imbalance​ ​discussed​ ​in​ ​section​ ​1.​ ​This​ ​work​ ​will​ ​explore​ ​the​ ​quality​ ​of

openness,​ ​by​ ​looking​ ​at​ ​whether​ ​ports​ ​are​ ​exposed​ ​on​ ​the​ ​network​ ​i.e.​ ​what​ ​ports​ ​are​ ​open​ ​for

miscreants​ ​to​ ​probe​ ​and​ ​attack.​ ​Most​ ​people​ ​have​ ​no​ ​or​ ​little​ ​awareness​ ​of​ ​what​ ​is​ ​exposed

even​ ​on​ ​their​ ​own​ ​home​ ​networks​ ​where​ ​smart​ ​phones,​ ​routers,​ ​smart​ ​TVs,​ ​gaming​ ​consoles,

computers​ ​etc​ ​are​ ​connected​ ​with​ ​various​ ​exposed​ ​ports​ ​and​ ​services​ ​(some​ ​of​ ​which​ ​may​ ​use

an​ ​insecure​ ​protocol​ ​or​ ​be​ ​insecurely​ ​configured​ ​with​ ​default​ ​or​ ​easy​ ​to​ ​guess​ ​passwords)​ ​that

attackers​ ​can​ ​target​ ​and​ ​exploit.

3.​ ​METHODOLOGY

This​ ​Research​ ​through​ ​Design​ ​(Gaver,​ ​2012)​ ​process​ ​will​ ​involve​ ​a​ ​design​ ​experimentation​ ​approach

of​ ​a​ ​​probing​​​nature,​​​​see​ ​fig.​ ​11,​ ​as​ ​described​ ​by​ ​Krogh​ ​et​ ​al.​ ​(2015).​ ​This​ ​will​ ​allow​ ​for​ ​exploration​ ​of

ideas​ ​as​ ​they​ ​emerge​ ​through​ ​design​ ​work.​ ​Drifting​ ​through​ ​probing,​ ​is​ ​according​ ​to​ ​Krogh​ ​et​ ​al.​ ​meant

to​ ​be​ ​“illogical,​ ​artistic​ ​​ ​and​ ​impact​ ​oriented”.​ ​Furthermore​ ​Krogh​ ​et​ ​al.​ ​(2015)​ ​claim​ ​that​ ​probing

contributions​ ​have​ ​a​ ​chance​ ​to​ ​“foster​ ​curiosity​ ​for​ ​the​ ​field​ ​itself​ ​and​ ​its​ ​neighbouring​ ​areas”​ ​.

Figure​ ​11.​ ​Drifting​ ​through​ ​probing​ ​​source:​ ​Krogh​ ​et​ ​al.​ ​2015

This​ ​work​ ​is​ ​differentiated​ ​from​ ​scientific​ ​research​ ​as​ ​described​ ​by​ ​Bruce​ ​Archer​ ​(1979)​ ​when​ ​stating

“there​ ​exists​ ​a​ ​designerly​ ​way​ ​of​ ​thinking​ ​and​ ​communicating​ ​that​ ​is​ ​both​ ​different​ ​from​ ​scientific​ ​and

scholarly​ ​ways​ ​of​ ​thinking​ ​and​ ​communicating,​ ​and​ ​as​ ​powerful​ ​as​ ​scientific​ ​and​ ​scholarly​ ​methods​ ​of

enquiry​ ​when​ ​applied​ ​to​ ​its​ ​own​ ​kinds​ ​of​ ​problems”.

Here​ ​the​ ​process​ ​itself​ ​is​ ​as​ ​important​ ​as​ ​the​ ​resulting​ ​artifact.​ ​As​ ​Nigel​ ​Cross​ ​(2001)​ ​explains,​ ​“some​ ​of​ ​it

is​ ​knowledge​ ​inherent​ ​in​ ​the​ ​processes​ ​of​ ​manufacturing​ ​the​ ​artifacts,​ ​gained​ ​through​ ​making​ ​and

reflecting​ ​upon​ ​the​ ​making​ ​of​ ​those​ ​artifacts.​ ​And​ ​some​ ​of​ ​each​ ​of​ ​these​ ​forms​ ​of​ ​knowledge​ ​also​ ​can​ ​be

gained​ ​through​ ​instruction​ ​in​ ​them”​ ​.

What​ ​is​ ​being​ ​prototyped​ ​is​ ​not​ ​self-explanatory,​ ​especially​ ​when​ ​engaging​ ​in​ ​transdisciplinary​ ​work.

The​ ​Houde​ ​&​ ​Hill​ ​(1997)​ ​model,​ ​see​ ​fig.​ ​12,​ ​supports​ ​clarity​ ​on​ ​what​ ​is​ ​being​ ​prototyped​ ​during​ ​this

project.​ ​It​ ​defines​ ​three​ ​dimensions​ ​essential​ ​to​ ​every​ ​interactive​ ​artifact.​ ​The​ ​tilt​ ​in​ ​the​ ​triangle​ ​signifies

that​ ​neither​ ​dimension​ ​is​ ​more​ ​important​ ​than​ ​the​ ​other.​ ​Each​ ​dimension​ ​represents​ ​a​ ​class​ ​of

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useful​ ​to​ ​them.​ ​Look​ ​and​ ​feel​ ​signals​ ​questions​ ​about​ ​sensory​ ​experience​ ​and​ ​what​ ​the​ ​user​ ​feels,​ ​looks

at​ ​and​ ​hears​ ​while​ ​using​ ​the​ ​artifact.​ ​​Implementation​​ ​refers​ ​to​ ​questions​ ​about​ ​the​ ​techniques​ ​and

components​ ​used,​ ​the​ ​nuts​ ​and​ ​bolts​ ​of​ ​how​ ​the​ ​artifact​ ​actually​ ​works,​ ​how​ ​it​ ​performs​ ​its​ ​function.

Integration​​ ​is​ ​where​ ​all​ ​three​ ​dimensions​ ​have​ ​been​ ​considered​ ​and​ ​most​ ​accurately​ ​represents​ ​a​ ​final

artifact.​ ​It​ ​is​ ​the​ ​most​ ​time​ ​consuming​ ​and​ ​difficult​ ​prototype​ ​to​ ​build.

Figure​ ​12.​ ​What​ ​do​ ​prototypes​ ​prototype?​ ​​source:​ ​Houde​ ​&​ ​HIll,​ ​1997

​ ​An​ ​exploratory​ ​informal​ ​study​ ​will​ ​collect​ ​qualitative​ ​material​ ​on​ ​people’s​ ​experiences​ ​of​ ​interacting

with​ ​the​ ​artifact,​ ​with​ ​the​ ​aim​ ​of​ ​collecting​ ​their​ ​insights​ ​and​ ​reflections​ ​to​ ​better​ ​articulate​ ​the​ ​design

potential​ ​in​ ​making​ ​a​ ​portable​ ​computer​ ​network​ ​sonification​ ​artifact.​ ​A​ ​design​ ​space​ ​will​ ​be​ ​carved​ ​out

through​ ​an​ ​annotated​ ​portfolio​ ​(Gaver,​ ​2012)(Löwgren,​ ​2013)

3.1​ ​Project​ ​plan

A​ ​literature​ ​review​ ​provided​ ​a​ ​theoretical​ ​framework​ ​to​ ​ground​ ​the​ ​design​ ​process.​ ​Different​ ​aspects​ ​of

an​ ​artifact​ ​were​ ​prototyped​ ​iteratively,​ ​using​ ​the​ ​Houde​ ​&​ ​Hill​ ​model,​ ​in​ ​different​ ​phases,​ ​each​ ​building

and​ ​reflecting​ ​on​ ​the​ ​findings​ ​of​ ​the​ ​previous​ ​phases,​ ​see​ ​fig​ ​13.​ ​During​ ​the​ ​last​ ​phase,​ ​an​ ​integrated

prototype​ ​was​ ​the​ ​object​ ​of​ ​an​ ​exploratory​ ​pilot​​ ​​study.

Figure​ ​13.​ ​Project​ ​plan​ ​overview

4.​ ​DESIGN​ ​PROCESS

The​ ​design​ ​process​ ​involved​​ ​​engaging​ ​with​ ​context,​ ​developing​ ​a​ ​design​ ​space​ ​and​ ​exploring​ ​materials

and​ ​prototyping.​ ​As​ ​described​ ​in​ ​fig.​ ​13​ ​above,​ ​the​ ​work​ ​was​ ​divided​ ​into​ ​different​ ​stages,​ ​which​ ​are

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4.1​ ​Exploration

The​ ​first​ ​phase​ ​was​ ​exploratory​ ​and​ ​involved​ ​a​ ​literature​ ​review,​ ​defining​ ​the​ ​design​ ​space,​ ​exploring

different​ ​sounds​ ​and​ ​evaluating​ ​suitable​ ​hardware​ ​and​ ​software.

Prototype​ ​1​ ​|​ ​Role​ ​|​​ ​Overview

In​ ​summary,​ ​a​ ​computer​ ​network​ ​will​ ​be​ ​probed​ ​for​ ​data​ ​using​ ​common​ ​network​ ​tools.​ ​Focus​ ​will​ ​be​ ​on

mapping​ ​network​ ​characteristics,​ ​normally​ ​invisible​ ​to​ ​us​ ​humans,​ ​into​ ​a​ ​sonic​ ​experience.​ ​The​ ​resulting

datafile​ ​will​ ​be​ ​input​ ​for​ ​mapping​​​​of​ ​MIDI​ ​control​ ​messages​ ​sent​ ​to​ ​an​ ​audio​ ​generating​ ​device​.​​ ​A​ ​sound

palette​ ​will​ ​be​ ​chosen​ ​to​ ​reflect​ ​the​ ​dataset.​ ​Previously​ ​hidden​ ​information​ ​will​ ​now​ ​be​ ​detectable​ ​by

human​ ​hearing.​ ​The​ ​resulting​ ​tangible​ ​artifact,​ ​see​ ​fig,​ ​14,​ ​​ ​will​ ​be​ ​prototyped​ ​using​ ​existing​ ​protocols,

off-the-shelf​ ​tools​ ​and​ ​components​ ​and/or​ ​digital​ ​fabrication.

Figure​ ​14.​ ​Portable​ ​sonification​ ​artifact,​ ​overview

At​ ​this​ ​point​ ​it​ ​might​ ​be​ ​worthwhile​ ​to​ ​stress​ ​that​ ​this​ ​project​ ​is​ ​not​ ​concerned​ ​with​ ​looking​ ​at​ ​payloads.

The​ ​artifact​ ​does​ ​not​ ​employ​ ​a​ ​man-in-the-middle​ ​technique,​ ​as​ ​described​ ​in​ ​section​ ​2.3.2.​ ​I.e.​ ​it​ ​is​ ​not

meant​ ​to​ ​eavesdrop​ ​on​ ​local​ ​network​ ​activity.​ ​Instead​ ​what​ ​is​ ​of​ ​interest​ ​are​ ​the​ ​power​ ​relationships

related​ ​to​ ​the​ ​openness​ ​of​ ​the​ ​network​ ​in​ ​question.​ ​Consequently,​ ​the​ ​artifact​ ​is​ ​not​ ​connected​ ​directly

to​ ​the​ ​Internet​ ​and​ ​instead​ ​is​ ​meant​ ​to​ ​perform​ ​local​ ​network​ ​discovery​ ​by​ ​probing​ ​ports,​ ​see​ ​fig.​ ​15.

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Prototype​ ​2​ ​|​ ​Role​ ​|​​ ​Design​ ​space

Based​ ​on​ ​the​ ​literature​ ​review​ ​and​ ​related​ ​works​ ​a​ ​design​ ​space​ ​of​ ​portable​ ​local​ ​computer​ ​network

sonification​ ​artifact​ ​was​ ​carved​ ​out.

Urban​ ​interface​ ​/opportunity​ ​for​ ​reflection​:​ ​In​ ​a​ ​sense,​ ​the​ ​aim​ ​is​ ​to​ ​design​ ​an​ ​urban​ ​interface​ ​of​ ​sorts

that​ ​would​ ​provide​ ​different​ ​readings​ ​of​ ​familiar​ ​settings.​ ​​ ​Dunne​ ​&​ ​Raby’s​ ​analysis​ ​of​ ​the​ ​original​ ​Sony

Walkman:​ ​“it​ ​offered​ ​people​ ​a​ ​new​ ​kind​ ​of​ ​relationship​ ​to​ ​urban​ ​space.​ ​It​ ​allowed​ ​the​ ​wearer​ ​to​ ​create

their​ ​own​ ​portable​ ​micro-environment...​ ​It​ ​functioned​ ​as​ ​an​ ​urban​ ​interface”(2001).

Portable​:​​ ​​There​ ​appears​ ​to​ ​be​ ​little​ ​work​ ​done​ ​in​ ​the​ ​area​ ​of​ ​a​ ​portable​ ​sonification​ ​network​ ​devices.​ ​For

this​ ​project​ ​the​ ​interest​ ​lies​ ​in​ ​creating​ ​an​ ​experience​ ​where​ ​a​ ​person​ ​can​ ​walk​ ​around​ ​and​ ​engage

sonically​ ​with​ ​surrounding​ ​computer​ ​networks​ ​through​ ​a​ ​portable​​ ​​device.​ ​​ ​The​ ​aim​ ​is​ ​to​ ​design​ ​for​ ​a

person​ ​to​ ​get​ ​a​ ​sense​ ​of​ ​the​ ​computer​ ​network’s​ ​mere​ ​existence​ ​in​ ​the​ ​space​ ​and​ ​perhaps​ ​some​ ​hint​ ​of

its​ ​‘personality’.​ ​The​ ​artifact​ ​will​ ​have​ ​a​ ​built​ ​in​ ​battery​ ​power​ ​supply​ ​to​ ​make​ ​it​ ​portable​ ​and​ ​​ ​allow​ ​the

user​ ​to​ ​connect​ ​to​ ​different​ ​networks​ ​and​ ​make​ ​it​ ​easy​ ​carry​ ​around.

An​ ​invitation/entry​ ​point:​​ ​In​ ​contrast​ ​to​ ​the​ ​Sony​ ​Walkman​ ​the​ ​aim​ ​is​ ​not​ ​to​ ​provide​ ​a​ ​soundtrack​ ​for

travel,​ ​but​ ​instead​ ​to​ ​extend​ ​an​​ ​​invitation​ ​to​ ​engage​ ​in​ ​a​ ​sonic​ ​moment​ ​conveying​ ​currently​ ​hidden

computer​ ​network​ ​qualities.​ ​It​ ​also​ ​differs​ ​in​ ​that​ ​a​ ​person​ ​would​ ​be​ ​more​ ​on​ ​the​ ​receiving​ ​end​ ​of​ ​a

signal​ ​driven​ ​by​ ​the​ ​surrounding​ ​environment,​ ​whereas​ ​with​ ​a​ ​Sony​ ​Walkman​ ​the​ ​person​ ​brings​ ​their

own​ ​chosen​ ​signal​ ​to​ ​enjoy​ ​in​ ​combination​ ​with​ ​chosen​ ​environment.

User​ ​empowerment​ ​/​ ​agency:​ ​​ ​​Resource​ ​constraints​ ​for​ ​this​ ​project​ ​limits​ ​the​ ​scope​ ​of​ ​the​ ​tangible

interface​ ​to​ ​involve​ ​off​ ​the​ ​shelf​ ​components​ ​such​ ​as​ ​buttons​ ​and​ ​sliders.​ ​But​ ​the​ ​artifact​ ​should​ ​have

some​ ​type​ ​of​ ​button,​ ​knob​ ​or​ ​dial​ ​for​ ​a​ ​person​ ​to​ ​choose​ ​to​ ​​ ​interact​ ​with.​ ​It​ ​should​ ​not​ ​be​ ​a​ ​purely

passive​ ​listening​ ​experience.

Transparency​ ​/​ ​awareness:​ ​​This​ ​artifact​ ​is​ ​meant​ ​to​ ​provide​ ​awareness​ ​of​ ​computer​ ​network​ ​qualities

currently​ ​hidden​ ​​ ​to​ ​the​ ​human​ ​senses.​ ​The​ ​aim​ ​is​ ​to​ ​allow​ ​a​ ​person​ ​to​ ​tune​ ​into​ ​a​ ​hidden​ ​dimension​ ​of

their​ ​immediate​ ​surroundings​ ​normally​ ​currently​ ​undetectable​ ​to​ ​humans.

Prototype​ ​3​ ​|​ ​Implementation​ ​|​​ ​Hardware​ ​sketch

A​ ​quick​ ​sketch​ ​provided​ ​an​ ​overview​ ​of​ ​what​ ​what​ ​technical​ ​components​ ​would​ ​be​ ​needed.​ ​See

Appendix​ ​A​ ​for​ ​an​ ​account​ ​of​ ​the​ ​process​ ​for​ ​selecting​ ​these​ ​components.

Prototype​ ​4​ ​|​ ​Implementation​ ​|​ ​​​ ​Sounds​ ​explorations

This​ ​prototype​ ​involved​ ​finding​ ​a​ ​way​ ​to​ ​get​ ​network​ ​data​ ​activity​ ​transferred​ ​into​ ​sound.​ ​​Tcpdump

Tunes,​​​a​ ​python​ ​script,​ ​on​ ​Github​ ​(Pegg,​ ​2014)​ ​offered​ ​a​ ​starting​ ​point.

Drawing​ ​on​ ​the​ ​notion​ ​of​ ​Ludic​ ​design​ ​of​ ​people​ ​as​ ​playful​ ​creatures​ ​mentioned​ ​in​ ​section​ ​2.2,​ ​a​ ​MIDI

SoundFont​ ​called​ ​Famicom​ ​was​ ​chosen.​ ​Famicom​ ​is​ ​comprised​ ​of​ ​sounds​ ​from​ ​an​ ​8-bit​ ​computer​ ​and

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quality​ ​has​ ​promise​ ​to​ ​‘promote​ ​engagement​ ​in​ ​the​ ​exploration​ ​and​ ​production​ ​of​ ​meaning,​ ​providing

for​ ​curiosity,​ ​exploration​ ​and​ ​reflection’​ ​(Sengers​ ​et​ ​al.,​ ​2005).

Summary​ ​/Findings

This​ ​exploratory​ ​stage​ ​involved​ ​considering​ ​and​ ​experimenting​ ​with​ ​different​ ​materials,

both​ ​digital​ ​and​ ​physical.​ ​We​ ​situated​ ​the​ ​artifact​ ​within​ ​the​ ​local​ ​network​ ​to​ ​clarify​ ​which

data​ ​will​ ​be​ ​worked​ ​with​ ​in​ ​regards​ ​to​ ​examining​ ​the​ ​openness​ ​of​ ​the​ ​network.​ ​We​ ​further

defined​ ​the​ ​design​ ​space​ ​of​ ​Portable​ ​Computer​ ​Network​ ​Sonification​ ​Artifact​ ​by​ ​sketching

out​ ​qualities/values​ ​such​ ​as:​ ​urban​ ​interface,​ ​opportunity​ ​for​ ​reflection,​ ​portable,​ ​an

invitation/entrypoint,​ ​user​ ​empowerment/agency,​ ​transparency/awareness.​ ​We​ ​selected​ ​playful

MIDI​ ​sounds​ ​drawing​ ​from​ ​Ludic​ ​Design​ ​as​ ​it​ ​has​ ​shown​ ​to​ ​promote​ ​engagement​ ​and​ ​reflection.

4.2​ ​​ ​Conceptual​ ​Discovery​ ​|​ ​Portable

The​ ​second​ ​​ ​phase​ ​​ ​involved​ ​taking​ ​the​ ​learnings​ ​from​ ​phase​ ​one​ ​and​ ​working​ ​towards​ ​a​ ​designing​ ​a

portable​ ​artifact.

Prototype​ ​5​ ​|​ ​Role​ ​|​​ ​Define​ ​use​ ​context

This​ ​could​ ​take​ ​place​ ​in​ ​any​ ​daily​ ​environment​ ​with​ ​a​ ​computer​ ​network​ ​to​ ​connect​ ​to:​ ​on​ ​the​ ​train,

at​ ​school,​ ​at​ ​work,​ ​at​ ​the​ ​library,​ ​at​ ​a​ ​shopping​ ​center​ ​etc.​ ​As​ ​a​ ​starting​ ​point​ ​the​ ​artifact​ ​will​ ​be​ ​studied

in​ ​a​ ​home​ ​environment.​ ​Taking​ ​the​ ​Reflective​ ​Design​ ​approach​ ​drawn​ ​from​ ​critical​ ​technical​ ​practice

approach​ ​mentioned​ ​in​ ​section​ ​2.2,​ ​we​ ​thereby​ ​invert​ ​the​ ​current​ ​norm​ ​and​ ​metaphor​ ​of​ ​how​ ​we

normally​ ​connect​ ​with​ ​a​ ​computer​ ​network.​ ​Instead​ ​of​ ​​ ​a​ ​set-it-and-forget-it​ ​manner​ ​with​ ​this​ ​artifact,

you​ ​will​ ​deliberately​ ​look​ ​for,​ ​select​ ​and​ ​engage​ ​with​ ​a​ ​computer​ ​network​ ​sonically​ ​and​ ​thereby

experience​ ​a​ ​network​ ​in​ ​a​ ​different​ ​way​ ​than​ ​the​ ​norm.​ ​This​ ​new​ ​perspective​ ​could​ ​support​ ​new

user​ ​awareness​ ​regarding​ ​information​ ​security​ ​aspects​ ​of​ ​a​ ​local​ ​computer​ ​network.

Prototype​ ​6​ ​|​ ​Look​ ​and​ ​feel​ ​|​​ ​Case

A​ ​cardboard​ ​case​ ​was​ ​designed​ ​in​ ​illustrator​ ​to​ ​hold​ ​a​ ​microcontroller,​ ​see​ ​fig.​ ​16​ ​(right)​ ​in​ ​the​ ​interest

of​ ​making​ ​the​ ​artifact​ ​portable.​ ​With​ ​the​ ​goal​ ​of​ ​aesthetically​ ​signaling​ ​a​ ​sounding​ ​object,​ ​it​ ​had​ ​a

speaker​ ​pattern​ ​heavily​ ​influenced​ ​by​ ​Braun​ ​speakers​ ​designed​ ​by​ ​Dieter​ ​Rams.

References

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