4th Semester | Thesis Project


Revolutionizing conventional over ear headphone designs by fusing auditory and visual experiences, resulting in a new form of wearable technology.  By rethinking the delivery mechanism of portable music, ARORA will create a statement through a visionary rich-media device.  Reframing over ear headphones as an optical experience, allows for a new collaboration between music and multimedia. The user and non-users’ interactions are amplified through enhanced spectacular outward displays.  Advancements in flexible Organic LED (OLED) will give the product superior levels of interactivity than ever before.  The dynamic acoustics and well balanced sound quality will accompany the innovative design.  With cloud support enabling upgradable firmware and third-party software, the headphone concept becomes a personal expression of social identity for the user.  ARORA headphones will provide individuals a new medium for self-expression through interactive multimedia displays.


How can I prove concept through a product, combining auditory and optical senses, using modern advancements in Organic LED displays while listening to portable music?

How can a product, traditionally used to relay sound, collaborate with visual components resulting in an interactive multimedia device offering the user customization options? 


2nd Year (3rd Semester) Thesis | Progress Sketches

Working Thesis Outline | PDF


Thesis Proposal | 2015-2016

I plan on leading the design and development of an innovative style of over the ear headphones. My design will incorporate modern technologies presented in a new, attention grabbing way.   


Project Two | 2nd Semester

Artist Statement 

As a multimedia artist, I am engrossed in many different areas of art.  I am currently interested in the relationship between production design and art.  Using modern techniques and technology, I have ventured into new territories as I conceptualized a product from an industrial design perspective.   I am creating original, unique and expressive headphones. These headphones are more than just a device to deliver audio, it is a form of individual self-expression.  These headphones will bring something new and different to the outside visuals.  Music has always been a method of self-expression.  The device used to distribute music will now give the user a new way to self-express and communicate while in isolation.

Sound & Aggression

This project would be an extension of last semester’s final project. I want to continue combining computer art, new printing techniques, and sound.  My concept is to sculpt mouth forms (color & scale TBD) that would project sounds. The use of the mouth shapes are to represent the human ability to use sounds/tones to convey different emotions.

Process & Methods

I began the semester focused on continuing my exploration of new technologies to visualize sounds.  My love for music led me to create concept sketches dealing with devices that produce sound, headphones.  My research, using the Stanford Process, informed me about the market, users and potential demographic.  Using Autodesk Maya, I developed 3D concepts to expand on my sketches.  I applied Sculpey to fabricate mockups of the computer generated forms. The sculpted forms allowed me to get a better sense of the product.  All the different stages paved the way for the digital screens on the outside of the headphones.  Using Adobe after Effects, I animated a rough scenario of the types of display options the user/non-user would experience.  End of the semester review consists of sketches, sculpted mockups, digital prints and animated video. 


Autodesk Maya 2015

Pixologic ZBrush

Adobe Photoshop CC

Adobe Illustrator CC

Adobe after Effects CC

Adobe Premiere CC

Problem Statement  

How to create visually expressive headphones that utilize modern forms of
technology.  These forms are designed to allow the user to experience music
through isolation mode or experienced them through speaker mode. The
product should bridge the gap between art and design.


The breakdowns were developed to open the discussion on the functionality of the headphones.  The manufacturing and development of the headphones has yet to be explored, however these breakdowns helped envision the cavity required to house the hardware necessary to produce quality sound. 

Used Sculpey for the first time.  Created the mouth form on an old pair of Sony headphones. This has given me a great feel for how a more realistic (compared to exaggerated forms) mouth form would look.  Definitely needs work, but all I used was my fingers and a chopstick.
The Stanford Process
Steps in a Design Thinking Process

  1. Understand
Understanding is the first phase of the design thinking process. During this phase, students immerse themselves in learning. They talk to experts and conduct research. The goal is to develop background knowledge through these experiences. They use their developing understandings as a springboard as they begin to address design challenges.
  1. Observe
Students become keen people watchers in the observation phase of the design thinking process. They watch how people behave and interact and they observe physical spaces and places. They talk to people about what they are doing, ask questions and reflect on what they see. The understanding and observation phases of design thinking help students develop a sense of empathy.
  1. Define
In this phase of design thinking, students the focus is on becoming aware of peoples’ needs and developing insights. The phrase “How might we....” is often used to define a point of view, which is a statement of the:

user + need + insight | This statement ends with a suggestion about how to make changes that will have an impact on peoples’ experiences.

  1. Ideate

Ideating is a critical component of design thinking. Students are challenged to brainstorm a myriad of ideas and to suspend judgment. No idea is to far-fetched and no one’s ideas are rejected. Ideating is all about creativity and fun. In the ideation phase, quantity is encouraged. Students may be asked to generate a hundred ideas in a single session. They become silly, savvy, risk takers, wishful thinkers and dreamers of the impossible...and the possible.

  1. Prototype

Prototyping is a rough and rapid portion of the design process. A prototype can be a sketch, model, or a cardboard box. It is a way to convey an idea quickly. Students learn that it is better to fail early and often as they create prototypes.

  1. Test

Testing is part of an iterative process that provides students with feedback. The purpose of testing is to learn what works and what doesn’t, and then iterate. This means going back to your prototype and modifying it based on feedback. Testing ensures that students learn what works and what doesn’t work for their users.


Radio-less Flyers

After I completed my 1st semester experimentation with sound, new media & alternative printing methods, I progressed to this series.  I looked at a genre of music I am connected too, while emphasizing a culture that was so heavily reliant on the voice.  

I proceeded to replace all the text with the visual representation of the sound. I wanted to see how the context of the flyers changed. To me, the images are so iconic, while transporting me to a particular time in my life, the lack of text doesn’t affect the way I view the flyers. I used scrap pieces of paper, sharpies and tape. To stay true to the era and punk music, I photocopied the pieces going back to the salad days…BPS (Before Photoshop). 

What happens to words when there is no tone, articulation or emotion? This came from many misinterpreted text messages. I read and interpreted messages how I wanted, leaving too much room for misinterpretation. Sound, the voice, becomes important again. 

Project One | 1st Semester | Fall 2014

My work this semester began with a focus on three dimensional models, generated on a computer, to be composited into static digital photographs.  The emphasis was to examine the effects of physically based light sources on different surface materials to recreate a photo-realistic look through digital recreation.  As the semester progressed, I gravitated towards new media forms to extract my digital art from the computer to tangible objects.  My focus eventually revolved around the depiction of audio and sound.  With the advancements in technology, the voice is becoming a form of nonverbal communication.  I am transcribing the visual representation of sound through different mediums. 

Software, Technology & Materials

Adobe Photoshop

Adobe Premiere

Adobe Illustrator

Laser Printer | Fabrication Lab | CCAD

Large Format Printer



Luster Paper

Designs, Concepts & Art are Trademarks of SUNIL KETTY CONCEPTS, LLC.


MFA Graduate 2016 | Columbus College of Art & Design | Columbus, OH

Proof of Concept Video & Day in The Life (Persona) 

Product Design Box Concept, Take-Away and Mini-Process Book 

 Branding Logo and Text.

The graphic on the digital screen is from Video Copilot

Concept Art 

Fall 2015 Thesis Proposal

Semester Two | Spring 2015

"literal depiction of the mouthpiece as the sound carrier" (D.Ellis | 2nd Semester Mentor)

Final End of the Semester Review

Design&Concept Copyright 2015 |Sunil Ketty Concepts.LLC 2012


Stanford Process | Preliminary Research

Semester One | Fall 2014

Salad Days | Final Presentation

Final Installation | Design Studios | CCAD

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