The concept of hybmix combines haptic and touch interaction in one single product. It results from the question how the traditional interface of mixing consoles could be adapted to modern technology in order to improve the user experience and to enable better interaction possibilities. Especially in a stressful live situation, most digital mixing consoles reveal their downsides in terms of information architecture as well as software and hardware ergonomics. Hybmix on the other hand provides a clear view of the essential functions and processes in the console at all times and enables the adjustment of the mixers setup and settings according to the context of use. With a large display as the basis, information and feedback can be changed dynamically and adapt to the situation.

In collaboration with Fritz

Setup and Show

In order to suit the console to the typical workflow of sound engineers we divided the interface into two essential modes. The Setup-Mode contains all fundamental functions that need to be set up prior to an event. These mainly are rather deep-seated settings that don’t have to be modified again and shouldn’t be in the way during a live show. On the contrary the Show-Mode focusses solely on the live situation and therefor enables quick interactions and direct access to relevant parameters and functions of the console.

Haptics and touch

One of the main features of hybmix is the combination of hardware and touch interactions. Knobs and Faders not only offer a familiar input situation to an audio engineer, but also enable quick, direct and very precise interactions, which is essential for the most important mixing functions during a live show. In addition, a detail area makes it possible to display settings on a larger scale in order to compare and adjust them via touch gestures.


The starting point was an intensive research and analysis in the field of audio engineering, the typical workflows when mixing live shows and especially the interaction situation in this kind of context. After identifying problems and opportunity areas in the current user experiences we developed a series of possible solutions and new approaches to live mixing. Through multiple steps of evaluation we could eventually create and realize the final concept through an integrative design practice. You can find more information on the design process in the documentation (german only).

Mesh Experience

Interactive Guitar Visualization


Mesh Experience is an audio visualization that responds to guitar performances in real-time. According to the musical range of a guitar the visualization consists of 48 circles that each represent one tone by their position and color. When a note is played the respective circle will react and will move and grow according to the strength of attack. Depending on the tone’s velocity the circle will either leave a mark on the highest amplitude or just return to its origin.
As the guitarist moves, the visualization will follow his steps, connect nearby tones with one another and will become a colorful mesh over time, that represents not only the played music itself but also the guitarists dynamics and manner of performance.

In collaboration with Fabian & Fritz

Enhancing the live performance

Since Mesh Experience was completely programmed in vvvv it’s parameters can be changed and adjusted in real-time, during the live performance. Besides our intention to create a visualization that would make a musical performance become legible in a visual way, we also wanted to illustrate an approach how live shows could benefit from visual effects that are interactive and generated by the musicians themselves.
Some more information and insights can be found in the feature on FastCo.Design.


e-book reader app


As an ebook reader application for tablets, BookBox’s main focus is its library. It is divided into several book shelves that can be set up and adjusted by the user, for example new publications or books that were read recently. However, the main feature is the dynamic search, that enables the user to find multiple or just one specific book with just a few clicks. Therefore the application has multiple drop-down menus on top that can be used as filter categories. Depending on the filters that have already been enabled the remaining ones will adjust their content. This is also represented by the individual segments, whose height changes according to the amount of books they represent. Besides the purpose of simplifying the search process the dynamic search also makes typing needless, a handy advantage on mobile devices.

In collaboration with Denis


With scrolling becoming more established in digital interfaces and more usual to the user, we started to rethink the page metaphor, which is typical for ebook readers. The almost endless, scrollable text we decided using as the reading concept mainly has the intention to keep the reading flow going. It is more likely that people keep on reading when they just have to scroll instead of going to the next or previous page. Not only the page transition but also the click itself can disrupt the attention while reading.

The Game

Album and Band Artwork


In early 2014, I had the pleasure to design the artwork for the album 'The Game' by the german band Stereodrama. Since this was their first LP it was important to create an overall design that would not only suit the album but would also communicate the band and their music in the near future. In the end, the new logo and artwork should be easily adaptable to other media so that I could use it for merchandising, stage banners and the new website.
Since their music is often described as 'alternative dance rock' I wanted to develop a visual language that would represent this kind of style, which is straightforward but with some roughness and finesse.



VJ and Mapping App

(Under redesign)

Larva is an application for tablets that brings VJing and the more advanced technique of projection mapping together. Especially in digital dance music, visual projections are becoming more and more popular and many tools make this kind of art form accessible to a broad audience. However, projection mapping requires a lot of experience, technical skill and in many cases additional tools. So we took on the challenge and illustrated a way, how one single app could tackle the whole process of mapping, setting up and visualizing, from the beginning to the very end.

In collaboration with Fritz & Phil

Photo. Create. Visualize.

The first step is taking a photo with Larva. It would then automatically detect lined-out shapes and create a mask that would be used for the projection mapping. The artist can then adjust the mask and group individual shapes together and name them. After setting up the mapping, Larva can be used to create custom visual modules, that come with several adjustable effect parameters. In the live show, these can then be modified via touch and can be placed on a timeline in order to plan the whole visual performance ahead.

Fresh from the start

Although we are receiving frequent requests on if and when Larva will be available for purchase, we decided to redesign the whole app from scratch. Once we were finished we realized that one semester just wasn’t enough time to elaborate every aspect the app is addressing to the very detail. Furthermore we think that touch gestures can enable a much more versatile interaction situation than the one Larva illustrates. So a more direct, creative and easy user interface and overall app concept is the goal.


Wellington short projects


In the semester I spent studying abroad in Wellington, New Zealand, I had the chance to get to know a different approach to design and to widen my skill set a little bit. The projects were pretty short, which was great to experience, since it was essential to generate ideas really quickly and realize them right away.


Hello Sun

Your very personal sun. It highlights the probably most intuitive interpretation of time, which is a new day beginning with the sunrise and ending with a sunset. Giving you a hint on how much daylight you have left or when you can expect the sun to come up again, it helps you to use your day or night more effectively. I also learned some origami while creating it.

You're next

You’re Next is a sonic treasure in form of a message in a bottle. I asked people what kind of sound or audio message they would put into a bottle and throw it in the water if they were stranded on a lonely island. In contrast to the traditional message in a bottle, you now have to listen really carefully in order to understand the important things that people want you to hear.


Pressure is a short animation that explores the ways materials and objects can behave if their environment has a specific impact on them. It is the outcome of an introductory workshop to Maya 2013.



Sven Stumm
Interaction Designer

I’m an Interaction Designer, music enthusiast and burger fanatic.

In 2014 I graduated from HfG Schwäbisch Gmünd with a Bachelor of Arts in Interaction Design and studied Media Design at Victoria University of Wellington, New Zealand. During my studies I interned at AllofUs in London, UK and at Artefact in Seattle, WA, USA. My CV is available upon request.

As a designer I create innovative design solutions and concepts that always concentrate on the users and their needs, trying to make their experience with things and products as comfortable and beautiful as possible. Music and people are my greatest source of inspiration.

I’m currently working at IDEO in Munich, Germany.

Get in touch.


Sven Stumm

Interaction Design