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Why Are There So Many Knobs in Audio Software? (theoutline.com)

John Lagomarsino, writing for The Outline: Skeuomorphic design, where user interfaces emulate the appearance of physical objects, has been popular for pretty much the history of personal computing. The ideas of "files," "folders," and the "recycle bin" in Windows could be considered skeuomorphs, intended to help transition early computer users from analog to digital, as could the idea of an "inbox" and "outbox" in email and the paperclip that symbolizes attachments. More recently, a lot of early iOS apps were famous for their heavy-handed skeuomorphic elements, with felt textures and chunky drop shadows. But no area of computing has so thoroughly gone for it more than audio software. The first Billboard #1 single that was recorded to a hard drive instead of tape was "Livin' La Vida Loca" in 1999; 18 years later, in 2017, most audio software still looks like the designers attempted to replicate physical equipment piece for piece on a computer screen. Faders, switches, knobs, needles twitching between numbers on a volume meter -- they're all there. Except you have to control them with a mouse. Winamp may have been Patient Zero in this gaudy epidemic, but it has spread far and wide. I spend a lot of my time mixing and editing audio, and that often involves having multiple audio plugins (essentially applications that run inside the main audio program) from multiple vendors running simultaneously. But all audio software, for what I suppose are historical reasons, features the most egregious skeuomorphic design in all of software. Alone, each plugin is hideous in its own unique way. A panel of 3D knobs here, a pixelated oscilloscope there.

29 of 214 comments (clear)

  1. Because... by Thelasko · · Score: 4, Funny

    ...so many users are knobs.

    I'll be here all week. Try the fish!

    --
    One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    1. Re:Because... by lgw · · Score: 4, Insightful

      If your response to a usability complaint involves a command line in any way, you are part of the problem.

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      Socialism: a lie told by totalitarians and believed by fools.
    2. Re:Because... by skids · · Score: 4, Insightful

      Actually, no.

      First, the author provides no solid complaint. Just that "there are knobs, and I don't know what most of them do". The latter is a matter of documentation, not UX, and for the former he offers zero in the way of alternatives. He complains that you have to control the knobs with a mouse... as opposed to what, real knobs? Does he suggest something like using mouseover-then-scrollwheel as opposed to drag-the-knob? No not even that. Instead he complains about retro app skins. At best he can point to a failure to herd cats into a more unified UX approach (even then, some behavioral variety may actually be desirable to help the muscle memory build.)

      Now if you are a live performance musician or soundboard operator, you want everything you normally tweak to be in a known location so your muscle memory can get you there. Does TFA want someone to open a search box, type the first few letters of a control, select it from a dropdown, and type in a numerical value in a popup? Or use a giant cascading menu? Or some sort of touch-and-hold-then-drag thing on an inaccurate laggy touchscreen? Good luck staying in the pocket with any of those schemes.

      No, you have two alternatives: 1) use a physical layout so your hands know where stuff is, either on the desktop or with peripherals and 2) use live coding... which, is indeed a CLI thing and very popular.

    3. Re:Because... by lgw · · Score: 3, Informative

      The latter is a matter of documentation, not UX

      Only slightly less bad than a command line is a UI where you have to read documentation.

      He complains that you have to control the knobs with a mouse... as opposed to what, real knobs?

      Knobs don't belong in UIs, full stop. Use sliders instead. They convey the same information, but are natural to use with the mouse.

      UIs should look like what other UIs on the same OS look like. Clarity and high contrast beats wood paneling.

      Now if you are a live performance musician or soundboard operator, you want everything you normally tweak to be in a known location so your muscle memory can get you there.

      Muscle memory won't carry over from a physical panel to a mouse. That's just not what muscle memory is. Awkward controls won't make things better.

      Putting the controls in about the same place on the screen as they are on the physical panel? Sure, that part makes sense. But knobs on a screen is just exasperating in its stupidity.

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      Socialism: a lie told by totalitarians and believed by fools.
    4. Re:Because... by Sarten-X · · Score: 4, Insightful

      Knobs don't belong in UIs, full stop. Use sliders instead.

      Sliders mean precisely one thing in audio: attenuation.

      They convey the same information, but are natural to use with the mouse.

      No. To an audio engineer, they convey that they control is for adjusting the relative volume of a channel, because that's how we've used them for the last eight decades or so.

      UIs should look like what other UIs on the same OS look like.

      No, UIs should look like what other UIs on the same functional equipment look like. I mean, sure, there are the brands who have their "weird" controls, and every board puts the different functional blocks in different places, but a mixer channel is basically laid out the same regardless of who built it.

      Now if you are a live performance musician or soundboard operator, you want everything you normally tweak to be in a known location so your muscle memory can get you there.

      Well, yes. We don't exactly get much time to fix things before the audience notices, unless the house serves really good drinks...

      Muscle memory won't carry over from a physical panel to a mouse. That's just not what muscle memory is.

      It's not just muscles, though. It's also hand-eye coordination, and instant visual recognition of the controls. If I need to tweak a channel's gain, I know immediately I'm looking for a knob at the top of the channel stack. To change it to a slider means I have to look at something different and recognize it's the gain (rather than the typically-a-slider fader).

      For another example, let's talk about pan. Usually it's a knob, but you're suggesting a slider. Since pan is a left-to-right control, it would make sense to have a horizontal slider. However, the fader is a up-or-down control, so it'd make sense to be a vertical slider. Now each channel is a wide and tall block, either wasting space or rearranging controls that have been standard for decades.

      Awkward controls won't make things better. Putting the controls in about the same place on the screen as they are on the physical panel? Sure, that part makes sense. But knobs on a screen is just exasperating in its stupidity.

      Now, the other thing to consider is that there is a reason the knobs are knobs on physical boards. The knobs are controls that rarely need adjustment. They're meant to be set at the beginning of a piece, and are typically left alone. Sure, there are a number of weird moments where the vocalist gets an effect bumped on, or the guitarist runs across the stage with his sound panning to match... but primarily, the knobs are just left alone. They're there if you need them, but you usually don't. Usually the primary control is the fader, literally sitting at your fingertips. From that perspective, it seems silly to turn knobs (which are very dense controls combining a display output with a range input in a small footprint) into sliders (which waste a lot of space with the unused slide). That's wasting valuable display space that I could be using for another effect, another monitor, or simply more channels of control.

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  2. Critical knob requirement by Nkwe · · Score: 4, Funny

    Without knobs how would I turn it up to 11?

  3. Totally Agree! by Spinlock_1977 · · Score: 5, Insightful

    I've even gone so far as to search for plug-ins that DON'T rely on skeuomorphic designs, and came up mostly empty. Plug-in designers put waaaay too much effort into making their front panels look like brushed aluminum and their needle velocity just so, and not nearly enough effort into making their interfaces intuitive and effective.

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    1. Re:Totally Agree! by thegarbz · · Score: 5, Insightful

      making their interfaces intuitive

      Intuitive to whom? For someone who's used audio mixers before there's nothing more intuitive than seeing a picture of a mixer. For someone who does it professionally there's nothing more intuitive than plugging in a mixing control surface and binding the physical knobs to the virtual knobs.

    2. Re: Totally Agree! by Wintermute__ · · Score: 2

      Absolutely. Whether it's a with a mouse or a touch interface on a tablet or a phone, interacting with fake knobs on a screen is painfully annoying. Physical knobs are good when you need precise quick control. Digital knobs are the opposite - as you say, a travesty.

    3. Re:Totally Agree! by Anonymous Coward · · Score: 4, Informative

      /thread.

      It makes perfect sense as soon as you remember that MIDI control surfaces exist

    4. Re:Totally Agree! by Anubis+IV · · Score: 2

      Exactly. Up until recently, the vast, VAST majority of people using audio software were professionals who got their start by working with real knobs and real buttons on real mixing boards. Each of those controls was on that mixing board to serve its very specific, important purpose, and any audio software intending to replicate that functionality would need to provide some way for controlling the functionality provided by each of those knobs. Unfortunately, filling the screen with hundreds of pull-down menus or text boxes would have confused the hell out of their target audience, so it made sense for the time that the software's interactions reflected the real world's interactions. It may have been less convenient, but it was far more understandable.

      In the last few years, however, we've seen a gradual democratization of the field as fully digital boards have replaced analog and hybrid boards, prices have dropped, and the pace of app development has skyrocketed. In a very short span of time, audio production has become the domain of the everyman, rather than being relegated to people who had access to or could afford professional equipment.

      In response to this shift, we have seen a number of apps eschew skeuomorphic designs and instead go about fundamentally rethinking the nature of how we interact with audio (e.g. Rogue Amoeba's Audio Hijack may not be intended as a replacement for a mixing board, but it does do a lot of interesting things with audio). Many of them don't align especially well with the functionality provided by any particular audio device that currently exists. Instead, they'll combine subsets of functionality from a variety of devices in new and interesting ways that open up new approaches for interacting with audio. We're seeing a lot of design experimentation as developers try out new paradigms for interacting with audio, but, as you'd expect, most of these efforts are being aimed at newcomers who don't have established workflows, don't have the high requirements of professionals, and don't have rigid expectations about how their audio software should behave.

      I'd expect that within the next few years we'll see a convergence on certain patterns for how we interact with audio when we aren't constrained by having to use knobs, buttons, and faders, and that we'll eventually see the professional caliber apps adopt those conventions as they become more mainstream. In the meantime, however, we're still in a state of transition.

  4. because by SlashDread · · Score: 2

    Audio engineers are not programmers? Well usually anyways.

    They like to mimic what they know, mixers, synths, filters compressors etc. The H/W variety works with knobs, so the S/W variety mimics that to help, you know, real audio engineers.

    1. Re:because by thegarbz · · Score: 3, Insightful

      Audio engineers are not programmers? Well usually anyways.

      They like to mimic what they know, mixers, synths, filters compressors etc. The H/W variety works with knobs, so the S/W variety mimics that to help, you know, real audio engineers.

      This! The last thing any audio engineer needs to to learn a new interface after having spent many years learning on that has started to look pretty damn standard. If you really don't like the mouse, why not buy a USB mixer control surface and plug it in to your computer. That way you can physically control all the software controls, just like on a real mixing desk.

  5. Inductive reasoning at its finest by Zontar_Thing_From_Ve · · Score: 4, Interesting

    What the article should have said is this:
    I use GarageBand and only GarageBand and this is how GarageBand works.

    For what it's worth, CoolEdit and Audacity don't work that way. I've never used GarageBand so I can't speak to what it does that you apparently can't live without and/or think that nothing else can do, but I've used Audacity for editing and CoolEdit for sophisticated transformations and neither of them look anything like GarageBand does.

    1. Re:Inductive reasoning at its finest by Wintermute__ · · Score: 2

      It's not just GarageBand. Not even close. Take a look at any pro audio software and plugins, VST synths, Audio Unit stuff, it's a lot of the same. It makes life a pain for actually using them day-to-day.

  6. Pro Audio Plugins are the same by tigersha · · Score: 4, Interesting

    If you think MP3 players are bad, try pro Audio stuff. VST synth Plugins, filters, compressors, stompbox emulators, all of them, to a tee are the same. Reason Actually have pictures of stuff tapes to a rack. The virtual cables swing around when you plug and unplug them. Omnisphere, while being a fantastic synth has this horrible blue interface from the 80s. The vintage emulators from Arturia look pretty much the same as the real equipment, scratches on the woodwork included. This is not a good thing, the user interfaces often suffer horribly for it.

    Exception include some of the newest things from Native Instruments, Kontour and rounds for instance as well as Zebra and Serum, the hottest VST synth at the moment.

    Curiously, there is a lot of innovation in designing advanced input devices to make music. Roger Linn, the guy who built the classic Linn Drum Machine in the early 80s is a big fan of this idea, bringing out the Linnstrument. Other things that are very innovative are the Roli Seaboard, Eigenharp, some of Keith McMillen's stuff, Reactable, Continuum and many of the buttony things such as the Ableton Push. It is also a cool place to play with Arduino and embedded electronics. Making Bluetooth Midi things that use your body to control synths is really fun.

    On the hardware input side there is a lot of innovation. On the software side it is Retro, Retro and more Retro. When it comes to the newly active field of analogue or half-analogue synths anything that looks like a digital bit is screamed down by the purists. It really is a shame, there is a lot of innovation that looks and sounds very interesting.

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  7. Because it's VIRTUAL AUDIO EQUIPMENT by Rick+Schumann · · Score: 4, Informative

    Do you really expect audio producers to have to learn a whole new interface that has nothing to do with the physical equipment it's digitally emulating? That makes no sense. If you sit someone down who has produced audio on professional (physical) equipment, and they have a choice between one that has familiar controls in a familiar arrangement, and one that has some totally different interface (for arguments sake, let's say it's all number entry boxes and drop-down menus, like it's MS Office or something) that doesn't have the 'feel' of what they're used to, which do you think they'll pick? TFA sounds like it was written by someone who has never used real audio equipment in his life.

    1. Re:Because it's VIRTUAL AUDIO EQUIPMENT by Green+Mountain+Bot · · Score: 2

      If it's a graphic equalizer, then, yes, it should have sliders. But in music production, you'll find parametric equalizers are preferred because of their flexibility and precision, and they run on knobs.

    2. Re:Because it's VIRTUAL AUDIO EQUIPMENT by green1 · · Score: 2

      Because you can visually see the position the knob is in at a much smaller level than the slider. When you have a slider less than a cm tall, it's almost impossible to tell where in the travel the slider is, is that 30%? 40%? 60%? who knows. but a knob of the same size you can immediately tell how far it's turned just by glancing at it.
      The movement doesn't have to be limited to the size of the visual element either, you can move the mouse 5 cm for the full spectrum of motion on the control that's only 1 cm in size (and interestingly enough, that feels natural on a knob, but it doesn't on a slider, a slider you expect the travel on the mouse to be the same as the physical size of the slider)

  8. Re:Bad form to answer a question with a question by Lije+Baley · · Score: 2

    Oh where oh where are my mod points today?! Most of the reason why "UI designers" hate skeuomorphism is because they got bored, and wanted to change things. Just exactly like the way my mom had to rearrange the living room furniture every year.

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  9. Eek! A mouse! by garryknight · · Score: 5, Insightful

    "You have to control them with a mouse".

    Or a MIDI keyboard such as my Nektar LX49+, or a mixer like the Novation SL Mk 2, the Mackie Mix 8, the Behringer BCF2000, or the Faderport 8. A mouse! This ain't the Dark Ages, you know!

    --
    Garry Knight
  10. Real-estate by kwelch007 · · Score: 4, Insightful

    It turns out that knobs are pretty space-efficient considering the function they perform, when physical or digitally presented. When doing live sound, having quick access to as many adjustments as possible with a simple reach is invaluable. One of the things I dislike about most modern digital mixing consoles is that they tried to limit the number of knobs which in turn leads to more buttons being pushed to switch between channels.

  11. It's all about the musicians! by MindPrison · · Score: 2

    Have you ever met a true musician? You know - those that actually are good, and make music for a living, not only a boy/girl with a guitar or a "Home studio" in moms basement.

    Music is ALL about the FEEL. And musicians are often very visual as well as aural, they tend to really LOVE their hardware, and by hardware I mean their Guitars, saxophones, trumpets, drumset, keyboard, violins and whatever floats your boat. In fact - it's almost like a girlfriend or boyfriend to some, this instrument makes them feel they can perform, it's a trusted friend - it's a companion - it's something you wouldn't let go for dear life!

    So when you see all these controls and knobs, it is intended to give the user complete VISUAL control and emulate the "unplugged" feel of the electromechanical gear that costs a FORTUNE if you actually want the real thing (like external mixers, harddisk track recorders, Tascams, keyboards, sound-modules etc.). It just makes you FEEL better, that there's something there - real hardware - that you can touch, control and FEEL.

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  12. Wrong by sexconker · · Score: 4, Informative

    Except you have to control them with a mouse.

    No, you fools.

    High end audio software ties into physical knobs and sliders and shit on your high end boards. You control the digital knob with an actual knob.

    All other software apes the high end software, but most of it can't tie into actual hardware dealies and even the mid end packages that can often don't because the low end users don't have such hardware.

  13. the ancient knobs work with ancient midi protocols by curado · · Score: 2

    http://www.akaipro.com/product... The knobs on the screen can be controlled with hardware. Some hardware also has powered knobs/sliders that can be controlled from the screen as well during playback (or manually).

  14. Aim is to bind s/w interface to MIDI controllers by Morgaine · · Score: 4, Informative

    Musicians and enthusiasts who use music creation software usually know very well why their software tools have an interface that depicts music hardware, so I'm a bit puzzled why it's a mystery to the author of TFA.

    The reason is that hardware controls like knobs, sliders, percussion pads, 2-axis touchpads, multi-axis RF field interfaces, breath controllers and many others kinds are extremely interactive and immediate in their effect, and so their use comes naturally to music creators. All of these controllers are commonly provided with a MIDI interface today. This has been so for many decades, either baseband MIDI or today commonly carried over USB. Through MIDI, these hardware interfaces are bound by the musician to any desired control points in the software tools, and the result is extremely expressive and a pleasure to use.

    The author complains that controlling the s/w elements with a mouse is pretty awful, and indeed it is, but nobody with any sense does that except before they've set up their MIDI control gear. There are literally hundreds of thousands of different kinds of MIDI controllers around, often costing very little, so it's a bit unusual to find a music maker who is not aware of them and of their purpose.

    --
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  15. Your mouse has a knob (unless it's an Apple mouse) by Comboman · · Score: 2

    Better yet, you click on (or hover over) the knob to select it, then spin the scroll wheel on your mouse to change the setting (you know, the actual, physical mechanical wheel that is a perfect "simulation" of a physical mechanical wheel).

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  16. Instead of knobs, have sliders with numbers by tepples · · Score: 2

    He complains that you have to control the knobs with a mouse... as opposed to what, real knobs? Does he suggest something like using mouseover-then-scrollwheel as opposed to drag-the-knob?

    I've read about similar problems with the volume control in QuickTime Player when it first went skeuomorphic. The issue was that linear motion is easier with popular GUI input devices than circular motion. So replace knobs, which require a circular motion, with sliders, which allow a linear motion.

    Granted, a lot of the controls in the screenshots of the featured article already are sliders. But the sliders in the "glistening art deco aesthetic" screenshot have two problems: they are hard to read at a glance because they try too hard to look like physical sliders with highlights and shadows, and they are hard to study because they don't also provide a numeric readout of the current setting. Sometimes it's hard to even tell which color means on from which means off without reading the manual.

    The "Retune Speed" and "Humanize" in the Auto-Tune EFX 3 (2016) screenshot are a good start: each is a slider with a numeric readout. "Tempo" is still a knob, but at least it has numbers. But the note name toggles for setting the piece's key (C, C#, D, D#, etc.) leave me guessing: is black, white, or blue on? And what's with the four rows of dots between the key setting and the "Humanize" slider?

    Better yet: Why not just use the host operating system's styling for sliders, text fields, and checkboxes?

  17. To distinguish faders from non-fader sliders by tepples · · Score: 2

    Sliders mean precisely one thing in audio: attenuation.

    And just about every continuous value in analog synthesis can be expressed as attenuation of a control signal.

    If you need to make a specific visual distinction between sliders that were always sliders (such as the fader) and sliders that used to be knobs, then give the faders a rectangular thumb button and the former knobs a round one. A pan knob, for instance, could turn into a short horizontal slider with a round thumb button.