Exploring the Edges of Concert Design: Between Practice and Research

Title image: Luis Miehlich, “Cartographies – Ein Halbschlafkonzert (2023) – Pieces for Ensemble, Electronics & Video,” luismiehlich, accessed May 25, 2025, https://luismiehlich.com/.

In addition to developing the idea of a technical tool-set, I’ve started to dig a little bit deeper into the research part of my project, trying to better understand the evolving field the creative and technical work inhabits. What started as an effort to clarify the conceptual underpinnings of my practical project turned into a broader exploration of a field that is, in many ways, still defining itself: concert design.

This term may sound straightforward, but its scope is definitively not. Concert design is not just about programming a setlist or choosing a venue; it’s about crafting the entire experiential and spatial context of a performance. It treats every element of the concert, starting from basic things like the seating arrangements (or why not just laying down for example?) to interactivity, from sonic spatialization to the architecture of the space. Everything is understood as part of the creative material designers can work with.

A Field Still Taking Shape

What struck me early on is how fragmented this field still is, even though there are of course some technical resources in more specific aspects like e.g. stage lighting. But there are only a handful of academic sources that explicitly use the term concert design, understanding it as a more holistic view and even fewer that attempt to define it systematically. Among them, people like Martin Tröndle stand out for their efforts to create a structured framework through the emerging field of Concert Studies. Another name, more in the field of practical work, is Folkert Uhde.

Yet, when looking beyond academic texts, I found countless artistic projects that embody the principles of concert design even if their creators never labeled them as such. Here I want to point out the ambient scene with early experiments and even non-scientific reflections from Brian Eno up until very recent formats from Luis Miehlich for example. This suggests a noticeable gap: while practice is vibrant and evolving, theoretical reflection and shared language are still catching up.

Research Process

To navigate this space, I tried out different keywords relating disciplinary intersections; terms like “immersive performance,” “audience interaction,” “spatial dramaturgy”.

With that I found other fields that may offer interesting works, that are worth getting into:

Theater studies turned out to be a goldmine offering both practical and theoretical insights into spatial and participatory performance. There seems to be a howl tradition featuring big names like Berthold Brecht.

But what really surprised me, even though it might seem obvious, was the relevance of game design. The inherent interactive nature impacts of course the work with sound and music. The spaces were players interact with it might be of virtual nature, still the interaction of recipients with there surrounding has to be thought of during the design process. I think there might be a huge potential to examine as well, though it opens the frame to an extend that exceeds this project.

Future Steps: From Reflection to Contribution

The more I researched, the clearer it became that it is hard to just rely on existing research. A way to deal with that can be to contribute to the field as both a designer and researcher. This could be in the following ways:

  • Provide an overview of the evolving field, both as a practical discipline and as an academic field. This may be a starting point.
  • Reach out to leading voices in the field (e.g., Martin Tröndle, Experimental Concert Research) for interviews. This may lead to the following observations.
  • Identify needs and gaps, from the perspective of practitioners and researchers: What do they lack? What could help them frame, evaluate, or communicate their work?

Ultimately, this could lead to the development of a manual or evaluation guid; something that can serve as a conceptual and practical tool for artists and designers, help them providing to the exploration performative spatial sound and the field of concert design.

From Sound Design to Concert Design

This research journey runs in parallel to my technical development of a spatial sound toolkit (→ previous blog entry), but it also stands on its own. It’s an interesting experience for me, locating my work within a broader context and trying to build some kind of bridge between my individual artistic practice and shared disciplinary structures. This might not be my future field of work, still I have the feeling, I can take this locating approach as a strategy with me and implement in future projects, to elevate them and for better communication towards outsiders.

Sources:

Martin Tröndle, ed., Das Konzert II: Beiträge zum Forschungsfeld der Concert Studies (Bielefeld: transcript Verlag, 2018), https://doi.org/10.1515/9783839443156.

“Folkert Uhde Konzertdesign,” accessed May 25, 2025, https://www.folkertuhdekonzertdesign.de/.

Brian Eno, “Ambient Music,” in Audio Culture: Readings in Modern Music, ed. Christoph Cox and Daniel Warner (New York: Continuum, 2004).

Luis Miehlich, “Cartographies – Ein Halbschlafkonzert (2023) – Pieces for Ensemble, Electronics & Video,” luismiehlich, accessed May 25, 2025, https://luismiehlich.com/.

“Re-Cartographies, by Luis Miehlich,” Bandcamp, accessed May 25, 2025, https://woolookologie.bandcamp.com/album/re-cartographies.

From Public Piazza to Private Practice: Re-thinking Site-Specific Sound Design

When I first planned my project “Sounds of the Joanneum Quarter”, the goal was ambitious: a site-specific ambient music installation, deeply integrated into the architectural and acoustic landscape of the Joanneum Quarter in Graz. Inspired by these unique sounding conical glass funnels and spatial openness of the site, I imagined turning the piazza into a dynamic concert space; one where the audience’s movement and the physical structures would shape the sonic experience.

However, during this semester a certain “reality check” demanded a shift in direction. Logistical constraints, timing and access issues meant that the Joanneum setting wouldn’t be possible for this phase of the project. Still, this place holds a special place in my heart, because it gave me a lot of inspiration to dig deeper into this topic. Together with my supervisor I brainstormed about re-approaching the topic: how could I scale the core ideas of spatial interaction, site-responsiveness, and ambient composition down to a format that’s more flexible, portable, and even testable at home?


A Scaled-Down Version with Broader Potential

The new direction retains the essence of the original project – interaction, spatial sound, resonance, and ambience – but re-frames it within a more universally accessible framework. Instead of relying on a single, monumental site, the project now aims to create a tool-set for composers and installation-makers, enabling them to transform any room or environment into a site-specific sound installation.

This smaller-scale approach not only makes the concept more versatile regarding the adaptability for different locations, but also supports a hands-on, iterative development process. I can now begin building, testing, and refining the tools at home and FH, implementing a workflow that builds a bridge between research and practice.


Building the Infrastructure: Tools for Room-Scale Sound Art

At the heart of this shift is a technical infrastructure that turns any kind everyday objects within a room into potential sound objects. The toolkit consists of both hardware and software components:

  • Hardware: Contact microphones or measuring microphones as input, and transducers as output
  • Software: A modular environment built in Max/MSP within the Max4Live framework, tailored to site-specific sound creation.

One of the tool-kit’s key features is its ability to identify an object’s natural resonances via impulse response measurements (input). These measurements inform the creation of custom filter curves that can be used to excite those resonances musically (output). In this way, a bookshelf, table, a metal lamp or even a trash-can becomes a playable, resonant sound object.


Interactive Soundscapes in Everyday Spaces

A third component of the tool-set introduces basic interaction mechanics, allowing potential users or audiences to engage with the sound installation. These control objects can be mapped to a digital version of the room (upload of a literal map) and may include for examples:

  • Panners that move sound from object to object.
  • One-shot triggers that activate specific objects.

With these tools, rooms become navigable soundscapes, where UI interaction can influence sonic outcomes, echoing the spatial interactivity originally imagined for the Joanneum Quarter, but within reach of smaller spaces.

schematic view of the framework


From Site to System

While the grand setting of the original concept served as a powerful starting point, the shift toward a modular, adaptable toolkit has opened up new creative and technical possibilities. What began as a site-specific composition approach can now be framed maybe as a site-adaptive system; one that gives myself or others the opportunity to explore the relation between sound, space, and interaction in their own settings.

The essence remains: redefining how music and sound inhabit space. But now, instead of building for one site, I’m building a foundation that others can use in many.

Interactivity in Music: How Listeners Become Part of the Performance

Music is often seen as a one-directional experience—composers create, performers interpret, and audiences listen. However, what if listeners could play a more active role in shaping the music they hear?

Movement as a Musical Element

In conventional concerts, the audience remains stationary while sound moves towards them. In contrast, this project leverages the open public space of the Joanneum Quarter to allow the audience to move through different acoustic environments, making movement an essential part of the musical experience.

This already begins with the Joanneum Quarters being an open public space, people cross during there everyday-life. There is no literal gate-keeping, which allows people to enter end leave the place and therefore the musical piece, whenever they like or stumble upon it.

Further the architectural design of the Joanneum Quarter introduces natural delays and phasing shifts as sound waves bounce off its curved glass structures as well as from the surrounding walls. This means that a e.g. melody played in one location may sound different depending on where a listener is standing. And because of time delays the layering of melodies result differently at different locations. As audience members walk through the space, their perception of the music changes, creating a dynamic and personal auditory experience.

Creating immersion via interfaces

Beyond the organic interaction caused by movement, the project considers additional ways to involve audiences directly in the performance. One may be the installation of interfaces:

By incorporating technical solutions such as speaker controls or digital interfaces, visitors can influence the composition itself. Simple adjustments—such as modifying the volume of different speakers—allow participants to shape their own experience. A more complex approach could involve digital interfaces, such as iPads placed around the space, where participants can select different musical elements for each acoustic funnel, effectively curating their own version of the performance.

    Sources:
    “Joanneumsviertel,”accessed January 22, 2025, https://www.museum-joanneum.at/ihr-besuch/museen-standorte/joanneumsviertel.

    Sounds of the Joanneum Quarters

    Reimagining Concert Spaces: The Acoustic Landscape of Joanneum Quarter

    Music and spaces have always shared a deep and inextricable relationship. The way sound interacts with space transforms the listening experience. By playing with it consciously we are creating an immersive experience that goes beyond traditional concert settings. This is the core idea behind the “Sounds of the Joanneum Quarters Graz” project—an innovative approach to ambient music and concert formats that redefines how audiences engage with sound.

    The Vision: Transforming Public Spaces into Concert Venues

    The project explores how the spatial dynamics of the Joanneum Quarter in Graz can shape a unique musical experience. Unlike conventional concert halls with fixed seating and predictable acoustics, this public space presents a lively environment where sound can evolve organically. The goal is to break down barriers associated with classical concert settings by offering an open, interactive listening experience that invites both intentional audiences and casual passersby.

    Architectural Influence on Sound

    A key element of this project is the relationship between sound and architecture. The Joanneum Quarter is defined by its distinct conical funnels, made of curved glass with a silk-screen print that filters light. These architectural features create natural acoustic properties that influence how sound behaves within this space. By treating these funnels as integral instruments, the composition can interact with the environment rather than simply existing within it.

    There are two primary compositional approaches considered:

    1. Treating each funnel as an individual instrument, crafting site-specific musical material that resonates with the unique properties of each space.
    2. Creating soundscapes that work across all funnels, allowing listeners to move through the space and experience varied auditory perspectives.


    Sources:
    Nieto Sobejano, “Nieto Sobejano | Project | JOANNEUMSVIERTEL,” accessed January 19, 2025, https://nietosobejano.com/project.aspx?i=4&t=JOANNEUMSVIERTEL;