Many novel instruments have been build in recent decades, but they are so specific that they rarely catch on or even get played to any degree of virtuosity. When so few people play a given instrument, it limits the development and sharing of techniques. The goal of many designers of new interfaces for musical expression is to create an instrument that is so compelling that it becomes widely used, therefore allowing the building of shared technique. A new model of instrument design is emerging, shifting away from instruments designed for a broad range of musicians, such as the Theremin. Instead, these instrument builders are creating instruments designed purely for their own compositional goals. Computer music software is making it relatively easy and affordable for individuals to create their own instrument tailored to their goals, or even to a specific piece or performance. Many performers interested in using new interfaces are employing general software and hardware building blocks that allow the individual musician to create their own instrument. Software such as Ableton Live, Pd, and Reaktor provide this kind of high-level modular approach to music programming. But this seems to worsen the problem of developing virtuosity.
Traditional instruments have a great advantage in this regard. There standardization allows musicians to learn and share an existing body of technique. Musicians using standardized instruments can learn from existing masters, as well as collaboratively develop and share a body of technique further. Musical technique can be modular as well, with musicians learning controllers, synthesizers, and even mappings as distinct “modules” of technique. Using high-level software modules with standard human interface devices make a modular approach to instrumental technique increasingly feasible.
Modular technique allows musicians to play newly created instruments with some degree of existing skill, putting virtuosity within reach. These modules of technique can exist separately from whole instruments, therefore a shared body of technique is starting to be developed.
Knowledge of particular synthesis methods is an example of modular technique that has been common in the computer music world for a long time. Many musicians and composers choose a specific synthesizer (software or hardware) and learn the details of the range of sound that it can produce. For example, someone knowledgable about FM synthesizers has a strong idea about what modulating frequencies make vibrato sounds or how high to raise that frequency to stop sounding like vibrato. This knowledge can be usefully applied to any implementation of this algorithm much like how trumpet mouthpiece technique can be usefully applied to a french horn. It can also be applied regardless of the control interface.
Turntable and DJ mixer interfaces have long been standardized, providing a common platform for turntablists. The body of technique is quite established, with a variety of techniques for manipulating the turntables and mixer, with specific names such as “the chirp” and “the flare” [password-protected source, arg!] . Using different source records dramatically changes the resulting sound, i.e. scratching beats versus tones, yet the same techniques apply. The turntables are even becoming a general controller with software like Final Scratch or Ms. Pinky.
Already some musicians are defining technique for consumer controllers. A paper by Wessel and Wright [password-protected source, arg!] describes a few techniques for the graphics tablet: “Drag and Drop”, “Scrubbing”, and “Dipping”. The video game world provides further examples for technique with standard controllers, with an established body of technique, for example: “Pawing (verb): the act of lifting a mouse and returning it to the center of your mouse pad. Useful when trying to make a sequence of fast mouse movements” [source]. Serious video gamers spend years perfecting their skills in interactive tasks that require similar levels of control and concentration as making music. Though certain controllers are better suited to specific games, the technique developed on a given controller outweighs the possible benefit of changing controllers. Similarly, they are hesitant to use unorthodox controllers partly because the technique has not been developed, nor would the user community be as large.
If this approach was applied broadly, skilled performances with new instruments would be within reach for a wide range of musicians.