The Computer and the Controller: Dismantling Performance and Pedagogic Barriers to Music Composition
Abstract
Over the last decade, many new ‘clever’ technologies with expertise built in as part of their design
have been developed with the novice market in mind, to enable the production of professional
sounding music at home. Alongside these technologies, social media platforms and social
channels support informal learning and instruction; the result is that the scope for producing and
creating music within informal contexts has seen a significant step change. Within the school
music classroom, the model of a single keyboard connected to a computer remains the primary
default position from which music technology-based composing is facilitated. This model has
largely remained unchanged for a significant time period, and there is much existing research
that points to the dissonance between the formal (school) and informal (out of school) contexts.
The aim of this research is grounded in a desire to seek to dismantle performance barriers to
music composition, through disrupting the composer – keyboard – computer model. Set in the
context of three UK secondary schools, this thesis frames five cycles of action research. The first
three action cycles explore the potential of computer game controllers as an alternative to the
keyboard at the centre of the model. The game controllers represent an example of a digitally
native technology and are thus positioned as a user-relevant and ‘meaningful’ technology. As
part of the research process undertaken within the first three action cycles, bespoke software
was developed to enable the game controllers to work as a performance interface with classroom
computers and to enable the mapping of controller functionality to music related parameters.
The developed software is revised for each action cycle, in order to respond to the findings from
pupil use within music lessons.
The findings from the first three action cycles feed into the design and development of new
hardware and software technologies within action cycles four and five. These new technologies
are built from scratch as part of this research, harnessing electronics, software development and
3D printing to inform the realisation of a flexible controller to support individual approaches to
composing. This redefines the previous position of a ‘meaningful device’ through moving away
from a device considered externally relevant and towards supporting the construction of intrinsic
relevance. Using the developed technology presented as part of this research, pupils are able
construct their own meaningful device from building blocks. This supports the construction of a
device that is unique to them, and enables influence to be drawn from current perceived musical
expertise. Crucially this enables dynamic two-way conversations to take place between pupils,
and between pupils and teachers, to discuss the rationale behind, and the approach taken to
construct their device.
The trajectory of this research over the course of the action cycles gradually moves away from
the scenario where pupils must be able to translate their musical ideas through performing them
via an instrument or defined interface, and towards supporting opportunities for greater
experimentation of musical ideas through flexible, individualised and evidenced-based processes.
This in turn enables the development and experimentation of musical ideas to be disconnected
from the need for them to be performed via a keyboard as part of the compositional process.
The implication of this, is that it enables a more accessible starting point to music composition in
and beyond education sectors, including the academia.
Publication date
2022-05-20Funding
Default funderDefault project
Other links
http://hdl.handle.net/2299/28399Metadata
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