“The visual image begins with an idea and moves towards the sensual. A sound image begins with the sensual and leads outwards towards ideas”—Jacques Barzun.
Studio Tonne stands for the interactive generation of sounds from graphics and of graphics from the sound. Paul Farrington, the man behind the Brighton-based studio, has developed a method of working that enables him to successfully create and interlink visual and audible environments. He is not simply blurring boundaries but sees the world of sound and the world of vision as naturally growing together and almost organically interlinked.
Being formally educated as a graphic designer, first in Liverpool and later in London, Farrington started to combine these two areas of stimuli from early on, making them a leading feature of his projects while studying for an MA at the Royal College of Art. One of these early explorations resulted in Audible Communities, an interactive installation in which the user’s sounds are translated into a graphic landscape. Another was Design for a Deaf Audience, which allowed Farrington “to look at the relationship between sound and its associated image and enabled me to make typographic forms of each individual sound”. The exploratory approach developed during the creation of these projects is still defining Farrington’s working methods today, he believes. “The laws of music and the laws of design I have always tried to ignore as they just get in the way of the creative response to a work—and I’d rather have something feel that it works than having it work as it is meant to.”
Both pieces could be seen as early versions of the Soundtoys which Farrington started to design around 2000 and which should significantly influence his future career. A Soundtoy enables a user to create his or her own music or sound environment using a graphic interface. Farrington particularly enjoys “how graphic icons can be moved around the screen and change the sound you hear”. Although called Soundtoys, they could be seen as instruments, which can be rewarding to play on various levels. There is a basic concept to them— and an instant reward—but, used with a little experience, they are capable of entertaining large audiences, as Tonne has proved during numerous gigs at Sonar, Barcelona, Ars Electronica, Austria, Barbican, London, and Experimenta, Lisbon.
“Within my music and my design, I am very fixated in systems as well as allowing the design to be organic and feel open. I like my work to be controlled, be it by a grid or a system (in music by bars, etc), then, once this grid is established, I like to move around it. It’s a simple process that seems to work very well for me. But this [connection between the changing interface and the changing sound] is also very important when playing live, as the audience gets to see a visual system for the music I am making,” Farrington says; which strikes a parallel with Brian Eno’s comment—after having experienced one of the Soundtoys, Eno said that these visual music systems “are the new music.”
But Farrington also makes sure that his Soundtoys are not only accessible to music fanatics. What is important is that everybody can use them. They are very inclusive projects which Farrington ‘road-tests’ on a very critical audience. “On the Depeche Mode toy [a more recent addition to the collection of Soundtoys] my four-year-old had hours of fun using the toy and drawing patterns. I find it very rewarding that she can use my toys—more so sometimes than when adults get their hands on them. Most of us are so used to techno gadgets, that we forget how to have fun with them. So when you give your kid something like the Soundtoy, they just play away.”
Soundtoys are an experimental combination of sound and vision but were not the end of Farrington’s quest as a graphic designer into music. After the Soundtoy album, which was released in 2002 by Bip-Hop, and included tracks mixed by Tonne as well as Hakan Libido, Scanner, and Si cut.db, there is now also music without vision. Under the Spanish label, Klitekture Tonne’s latest album was released in 2004. For Farrington, this is the perfect place for his music to exist. The album is called Lilium and was named after his first-born, four-year-old daughter Lily “as it quite literally took four years to make after she was born”. Farrington claims that the work itself has no deeper concept or idea behind it: “it’s just something that made me happy to create.”
This welcomingly unintellectual statement stands in sharp contrast to the project he is pursuing at the moment. The idea is the visual and conceptual integration of time into sound and vision. “I am very interested in time as a system as it is very fixed in its structure. Imagine taking this structure and designing programmes that work with the system of hours/minutes/seconds but attaching sounds and events that can move around this structure.” As a simple version of the grander one to follow, Farrington refers to Time:Tone, an application designed for Mute Records. “Time:Tone is designed so that it always plays music from Mute’s back catalogue—but does so in a manner that is very random. For example, I attached twenty-four sounds for the hour display, sixty sounds for minutes, sixty sounds for seconds, thirty-one sounds for months, sounds for years, etc. Hence every time the toy is launched, depending on the time and date, it will sound differently to the previous or the next time.”
Like a design studio—in the old sense of the word—should do, Tonne tackles other people’s communication problems with equal enthusiasm. On these lines it has been a steep learning curve for the small enterprise, having suddenly been asked to work for teenage idols like V23 or 4AD. “In my early days as a student all I ever wanted to do was to work at V23— they were my connection between the music I loved and the design I adored. I used to go and visit Chris Bigg at V23 and show my work. In the end, I went to the RCA to do my MA and found my own way of working. But now ten years later I’m working with Vaughan and Chris on a navigation device for a new 4AD site—so my dream has finally come true—but in a different route.”
These days Tonne is focusing its energies on a rather big fish. It was the persistency of publishing work touching both disciplines that eventually made Tonne’s name known to the big guns of the music industry. Next to established clients like the already mentioned Mute Records, Tonne also introduced Moby to his list. “Early December Mute asked if I—along with ten other design companies—would like to pitch ideas for this game for the new Moby album. Luckily the number dwindled down to three competitors but Mute changed the game idea to a full-blown website. The album was called Hotel and so I pitched my idea of a web application based on a virtual hotel, which is used as a game, and won. It is a twelve-week project where every week we announce new floors and new rooms that have new content.
“The project was an absolute dream. It is also so exciting because Tonne came up with a big part of the content. Like the piano soundtoys that you download and just play away (like a hotel pianist does). Or the game/toy called Sonic Draw—where you get to draw a picture that makes sounds— when you have finished your drawing you can submit it to the hotel art gallery where Moby will judge the best sonic drawings so you can win a prize etc.”
For Farrington, it is the variety of opportunities of the ever-developing Hotel building site that keeps him on his creative toes.” There is a Hotel radio and TV, morning newspapers, the piano bar, the gatherings and guest books around the pool area, games and many more things and a lot of freedom from the client. I think the project has gone so well with Moby as he is just the right person to inhabit such a place—if you think of Robbie Williams, I don’t think Robbie Hotel would feel the same.’
Considering Farrington’s daily working schedule, which is interwoven with helping Mags, his girlfriend, tucking in their daughters for a nap, or freeing a few hours from the screens to see his older one performing in a ballet, one can appreciate his obvious talent for multitasking. It enables him not only to successfully juggle his private and professional life, or client-based and self-initiated projects at the same time but also the two worlds of sound and vision.