Co-designing for Co-listening - Conceptualizing Young People's Social and Music-Listening Practices
Summary
The paper studies how 26 semi-rural U.S. children aged 9-15 keep in touch, listen to music, and imagine technologies for synchronous remote co-listening. Using semi-structured interviews, design charrettes, and testing of the Colisten prototype, the authors found that participants valued music and social connection but did not commonly use existing systems for co-listening or music recommendation. Participant designs surfaced five design dimensions for co-listening systems: initiation, group composition, control, hardware, and activity prioritization. The findings suggest that limited co-listening reflects gaps in available sharing designs more than lack of interest.
Important Keywords
- Co-listening: listening to music together as a social practice, whether physically together or mediated by technology.
- Young people: the participant group whose social and music-listening practices ground the design work.
- Music listening: the everyday activity through which participants manage identity, mood, relationships, and social connection.
- Sociality: the ways music listening supports being with, relating to, and communicating with others.
- Keeping in touch: using music-related practices to maintain relationships across distance or changing situations.
- Semi-rural youth: the context of young people whose social opportunities and mobility shape listening practices.
- Design charrette: a collaborative design session used to generate and explore concepts with participants.
- Colisten prototype: the prototype developed to explore shared, synchronous music listening.
- Synchronous listening: people listening to the same music at the same time as a shared experience.
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Human-computer interaction: the research field framing the design of social music technologies.
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Participatory design: approach where users actively help shape the design.
- Co-design: collaborative design with stakeholders and users.
- User-centered design: design informed by users, often as participants in research and evaluation.
- First-class design partner: user with meaningful influence in the design process.
Important Concepts
- Co-listening is defined as people intentionally listening to the same thing synchronously, whether or not they are co-located.
- The study frames design around togetherness rather than simple social-network connectedness or explicit communication.
- Participants commonly used texting, calls, social apps, games, and video chat to keep in touch, while music listening often occurred through FM radio, YouTube, Pandora, and mobile device speakers.
- Participant designs revealed five dimensions for co-listening systems: how sessions begin, who can join, who controls playback, what hardware is assumed or invented, and whether music is added to social tools or sociality is added to music tools.
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Access constraints shaped design concerns, including device ownership, parental rules, data use, Wi-Fi availability, and cost.
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Co-design and participatory design treat users as active partners rather than only informants or test subjects.
- Participatory design is historically linked to Scandinavian projects such as UTOPIA and emphasizes shared influence over future technology.
- User involvement can range from little involvement, to user-centered design, to participatory design where users are first-class design partners.
- In social music projects, participatory methods can reveal practices, identities, values, and social dynamics that would be missed by technical analysis alone.
Examples
- Colisten let users browse Spotify playlists, add friends, see who was playing music, and join a friend's playback at the same track position and moment.
- Some participants wanted friends to request permission before joining a listening session, while Colisten allowed a listener to simply join an accepted friend's active playback.
- Participant designs included a phone taped to a radio, a boombox with multiple music sources and a display showing co-listeners, a tablet app where friends appeared as stations, and co-listening integrated with voice or video chat.
- Participants cited practical use cases such as listening at home on Wi-Fi, on weekends, when not doing homework, or during carpooling.