2020 - 2021

MetaTune

Emily In Paris

Summary

While the concept of Autotune has been around for a significant amount of time, not a single developer has successfully made notable or significant user workflow innovations. How could we innovate on a music production standard that’s been recreated dozens of times for over 2 decades? I led UX design and a multidisciplinary team to discover and design innovative workflow opportunities and feedback loops that focus on usability regardless of music theory or production knowledge.

My Role

Responsible for user research, feature design, user experience, prototyping, discovery, ideation, interaction design, product branding, web design

Team

Jordan, Co-Creative Director

Chris, Production

Thanos, Product

Daniel, Visual Design / 3D

Emily In Paris
Truck

Problem

Slate Digital's transition to a subscription-based model necessitated frequent product releases to attract new users, retain the existing user base, and support Slate Academy, their educational platform. Our goal was to create a distinctive plugin with unique features that would facilitate ease of teaching and usage, while simultaneously establishing a strong market presence and meeting the needs of the current user base.

Early Research

I led competitive research of Antares’ Autotune and its most successful competitor to hit the market within the 10 years. I also included other vocal effect plugins to understand what innovation were happening within the product space in general. We noted features, workflow improvements, visualizations, accessibility, ease of use for novices, and UI design for over 15 products culminating in very thorough report that was shared within the design team through internal team presentations. We reviewed our findings, noting where several competitor products had similar friction points for users and where workflow improvements could be iterated on.

A Few Noted Friction Points

set scale icon

Set a scale with limited knowledge of music theory

counter clockwise arrow in circle for redundant icon

Redundant actions when editing several instances

editing icon

Editing a scale with limited knowledge of music theory

stale face icon

Plugins looked uninspiring filled with controls & meters

eye in a circle for visual icon

No legible reference point for the vocal input

Ideation

Once the team felt confident of the opportunity space, I led the team through several brainstorming sessions to ideate different features and feature improvements. A few ideas stood out from the pack: Grouping Instances (initially concepted by me), Input and Output HeatMaps (initially concepted by Jordan and I), Visualization of Controls, Keyboard Tones, Auto-Set Key Signatures

Heat Maps

Problem: Many producer don’t have enough music theory knowledge to set the key/scale of their song.

Solution: Displaying the number of times a pitch is reached within the user’s melody as a gradient — minimum times being 0% brightness and maximum times being 100% brightness. This information slowly decays over time to cosider the length of the melody. We also display the signal after processing so the user understands how the signal is being adjusted by comparsion.

Grouping Instances

Problem: Many producers and hobbyists use several instances of automatic tuning within one session — usually on vocals. Adjusting the settings of several instances individually often force to user to do several repeated actions.

Solution:
The user is able to link instances that they wish to have shared values into a single Group. When changing one setting all instances in a shared group are adjust simultaneously. We also designed the feature so all instances are both parent and child, meaning all instances can be grouped from any instance within the same DAW session and any instance within the group can enact the change.

Doubler + Visualizer

Problem: Many producer don’t have enough music theory knowledge to set the key/scale of their song.

Solution: Displaying the number of times a pitch is reached within the user’s melody as a gradient — minimum times being 0% brightness and maximum times being 100% brightness. This information slowly decays over time to cosider the length of the melody. We also display the signal after processing so the user understands how the signal is being adjusted by comparsion.

  • Speed - how fast  the pitch is corrected. This is visualized through the speed of rotation of the inner most orb. As the user increases speed, the animation speed increases and changes color in correlation to the adjacentSpeed know.
  • Amount - how much correction is applied to the input. Visualized by the diameter of the outer most orb — increasing with size as the diameter
  • Doubler - A sample delay is added to the signal, and panned left and right. As the audio from left and right sides are push further apart in time, the visualizer displays two rings shifting is space and becoming further apart. The volume of the blur controlled the blue applied to the both rings simultaneously.

Wireframing

Following feature refinement, I led wire framing for the plugin. We explored diverse feature placements, balancing form and layout intricacies within the GUI. Our aim was to maintain digital signal processing (DSP) control hierarchy and signal flow while ensuring visual distinctiveness. Above all, we prioritized navigational intuitiveness. We conducted over 50 layout experiments before landing on the final iteration.

metatune wireframe 6
metatune wireframe 4
metatune wireframe  5
metatune wireframe  3
metatune wireframe 2
metatune wireframe 6

Wireframing

Following feature refinement, I led wire framing for the plugin. We explored diverse feature placements, balancing form and layout intricacies within the GUI. Our aim was to maintain digital signal processing (DSP) control hierarchy and signal flow while ensuring visual distinctiveness. Above all, we prioritized navigational intuitiveness. We conducted over 50 layout experiments before landing on the final iteration.

v3.1

metatune logo iteration 3.1

”Meta” is simplified by removing the inner hard-cut corners of the negative space (inside each letter) and replacing them with equal curves. We are still using the same stylistic motif. We’ve also simplified “Tune” to make it clearly ledgible and utilizied the main label and body typeface implemented in the GUI — Roboto.

Iconic logo is updated to M/T monogram where the T forms the middle of the M. We can emphasize this with color moving foward (insteda of shades of grey). We also include the lightning bolt as a reference to Speed.

v3.2

metatune logo iteration 3.2

This is a new iteration taking the “meta” from v3.2 and the adjusted “Tune” from v3.3 to provide a middle ground between the two.

Iconic logo is another iteration of the logo from the v3.1. Here, we’ve shifted the location of the lightning bolt to feel more integrated.

v3.3

metatune logo iteration 3.3

The slope of the ‘T’ is straightened and the tail of it has been disconnected from ‘une’ for further clarity.

We’ve change the iconic representation of this logo to have emphasis on the ‘T’ for tune and added brackets to represent the GUI itself with the ‘T’ acting as the divider found in the GUI itself.

V2.3
Inspired by the curvature in between the visualizer display and the knobs found in the GUI. This same curve is purposed on the “Chromatic” button that sits beneath the scale menu. ”Meta” is now a slightly thinner weight, resulting in a more subtle emphasis of “Tune”.

v3.1

metatune logo final iteration

The letter ‘t’ in ‘Meta’ has been made lowercase to improve readability. An alternative of V2.1 where the typeface used for ‘meta’ is inspired by the numbers found on the GUI knobs and is made up of both round and angular points, reflecting the shapes found throughout the GUI.

Outcomes

MetaTune was released in Fall of 2021 receiving rave reviews for it’s intuitive graphic interface, calling it “super-easy to use” and having UX features that are a “nice touch”. Subscriptions and customer acquisitions saw a dramatic spike in the weeks following the release.

Reviews
Sound On Sound
GearSpace

Favorite Parts

MetaTune was a crucial part of Slate Digital's deliberate strategy to engage younger producers. In my role as Creative Director, I viewed MetaTune as a unique opportunity not only to enhance an already legendary utility but also to resonate with modern producers by highlighting the creative potential of automatic tuners.

Among the various project elements, the visualizer was particularly exciting to work on. We recognized that setting MetaTune apart would require more than just improving workflows; it would involve creating a strong emotional connection with our audience. Our objective was to focus on something that would inspire and captivate users, aligning with the creative and cool essence of the music they aimed to produce.

What I Learned

MetaTune was one giant professional and life lesson where I gained valuable insights into team dynamics. Our development team, primarily located in France (including the CTO I directly reported to), outnumbered our Los Angeles-based UX/UI team 5/1. This unique setup led to a specific feedback and development cycle. My team and I would iterate, prototype, and meticulously document our UX and UI advancements before passing them on for review and development. The importance of precise documentation became evident, as any questions, concerns, or comments could potentially disrupt the French development team's work — potentially losing days of working hour. This experience sharpened my communication skills with top developers and stakeholders.

This situation also emphasized the critical aspect of effective documentation management and communication. Shortly after assuming the role of Creative Director, I introduced Figma to both our UX and development teams, revolutionizing our collaborative efforts and significantly improving project efficiency within MetaTune.