Sound of the Soul

2021–2022  ·  Master's Thesis, Thomas Jefferson University

Sound of the Soul

Research, Field Interviews, Brand Identity, Video Production, UX & Product Design

A solo master's thesis pairing a video interview series with independent Philadelphia artists and original research into the rights and publishing maze standing between their music and getting paid.

Method

Field Interviews 12 Philadelphia artists Two HMW Iterations Refined through synthesis Three Synthesis Rounds Affinity maps, problem tree, journey map Competitive Analysis 3 platforms, full SWOT Video Production Shot, hosted, edited solo

Why I Did This

Why Independent Artists

Philadelphia has no shortage of independent talent. What's harder to find is the money to keep making music, and harder still to find is anyone asking artists directly what that actually costs them.

Before I talked to a single artist, I went looking for the size of the problem. Independent artists now make up 41.4% of the music industry, the largest share it has ever had, as more people see the value in owning their masters outright. Despite that shift, 59% of those same artists say they're frequently worried about their financial position. That gap, between "biggest group in the industry" and "still can't pay the bills," is where this project started.

12

Independent artists interviewed

3

Rounds of synthesis

2

How-might-we iterations

4

Episodes live on YouTube today

Problem statement slide from the thesis deck, citing that independent artists make up 41.4% of the music industry and 59% report frequent financial worry

This page covers the story. The original thesis deck has every slide, if you want to page through the source material yourself.

Initial research highlights: independent artists own their masters, tours drive most fanbase growth, and artists lean on loans, grants, investors and crowdfunding without a label's backing

What the Early Research Already Showed

A round of desk research before any interviews turned up the same pattern from a different angle. One of the most famous independent artists in the UK had to cancel a tour over financial issues. Touring is often the only real way an independent artist builds a fanbase, but going independent also means owning your masters and your likeness outright, with none of the advertising, tour, distribution, and production budget a label would normally cover. Without that backing, independent artists lean on startup loans, art grants, private investors, and crowdfunding to make up the difference.

Initial how-might-we statement: how might we reduce the financial burdens for independent artists, with three research goals

Where I Started

The Initial Question

The project began with one question: how might we reduce the financial burdens for independent artists? I set three goals for the research that followed: learn how much independent artists actually make, find the different ways they make it, and see where they're struggling the most.

Sound of the Soul Episode 1, featuring Jocinda, DripIsMe, and CSW

My Role

Research Lead, Interviewer, Editor, Designer

This was a solo project start to finish. I recruited and interviewed every artist, shot and edited every episode, ran all three rounds of synthesis, and designed the brand and product work that came out of it.

Eight episodes were recorded in total. Four are live on YouTube today, with more finished and on the way.

The Artists

Twelve Conversations, One Question Each Time

I recruited by joining RecPhilly in the Fashion District, a shared studio space built for independent artists, and meeting as many people there as I could. From there I set up a Calendly link with a few basic exclusion questions, and posted highlights and clips from the interviews online to build momentum for the next ones.

The twelve independent Philadelphia artists interviewed for this project: Shaunamoon, Dalahootchie, Remus, OE, DripIsMe, CSW, Jordan, ZoSoDope, KamAllMighty, Jocinda, Quise Freeman, and Nefertiti

What Came Up Immediately

Some of the same lines came up across completely different genres and career stages.

Interview highlights: quotes including We are doing so much with so little, I never planned to be an artist, and You have to wear multiple hats

Meet the Artists

Every conversation got its own one-page debrief: the strongest quotes and findings from that session, tagged and ready for affinity mapping. Click any of these to read the full page.

Numbers From the Room

What It Actually Costs

"I wouldn't call them burdens. I'd call them sacrifices."

CSW, 21, five years making music. Between promotion, performing, and staying sharp, the job never really stops.

"We're doing so much with so little."

Shauna Moon, 27, two years in. Her real cost breakdown: a beat license around $50, stems to make it her own another $100, mixing $75–$100, and studio time $25–$50 an hour.

"You have to put money into yourself to get anywhere."

DripIsMe, 24, five years in. He cut the studio out entirely: bought his own equipment and records on his own time, which he calls his biggest unlock.

"The problem is the music I make."

Quise Freeman, two years in. Not everyone I talked to blamed the system. He stays true to a message that doesn't chase what's currently popular, and accepts that the tradeoff costs him sales.

The Research

What I Actually Asked

Every interview worked from the same five objectives: learn how artists are currently making money to support their passion, learn how they're actually creating their work, learn the business side of the music-making process, find out how much financial burdens actually affect an artist's work, and learn what methods they use to promote their music or grow a following.

Interview process research plan objectives: five goals covering income, creation process, business side, financial burden, and promotion methods

Synthesis

Turning Twelve Conversations Into Patterns

Every debrief got broken into individual notes and sorted by hand. The first pass turned up nine categories: Money, Promotions, Performances, Time, Branding & Merch, Management, Cutting Costs, Networking & Education, and Supplementing Income.

First-round affinity map sorting interview notes into nine categories: Money, Promotions, Performances, Time, Branding and Merch, Management, Cutting Costs, Networking and Education, and Supplementing Income
Problem tree tracing interview findings down to a single root cause: lack of educational resources

Where the Notes Kept Pointing

Sorting those notes into a problem tree kept resolving to the same root, no matter which branch I followed: a lack of educational resources. That gave me a second how-might-we to test: how might we reduce an independent artist's lack of educational resources?

Mapping the Actual Journey

To see where that lack of resources actually hits, I mapped a full album cycle across three phases: Planning, Album Mode, and Promotion, plotting spending, actions, pain points, and opportunities against each one. Spending peaks hardest in the middle of Album Mode, right where artists described mastering and studio time as the most expensive, least negotiable part of the process.

User journey map across three phases (Planning, Album Mode, Promotion) plotting spending, actions, pain points, and opportunities, with real quotes like It's hard if you don't have the infrastructure and It costs so much to make one song

Conclusions

Three Clusters, Not Nine

A second synthesis pass regrouped those nine categories into three: Artist Development (maximizing studio time), Music Royalties (getting the most out of the money already coming in), and Smart Promotion (being business-savvy about getting heard). Between the problem tree, the journey map, and this regrouping, the same conclusion kept surfacing: the burden independent artists describe isn't really a lack of hustle. It's a lack of access to the education and infrastructure that other paths to a music career take for granted.

Refined affinity map grouping the research into three final clusters: Artist Development, Music Royalties, and Smart Promotion

Further Research

Going Deeper on Money and Promotion

With that read on the problem, I went back for a second round of research focused specifically on the mechanics: royalty types, copyright, distribution, and what actually moves an audience. Mechanical royalties, performance royalties, and sync royalties all pay differently and through different channels. Owning your masters matters. And the research kept coming back to one line: content is still the number one strategy for promotion, ahead of paid ads or PR.

Further research highlights on managing money and better promotion, covering royalty types, copyright, distribution, and audience growth strategy

Checking the Field

I also looked at what already exists to help independent artists, both the platforms that get artists heard and the resources meant to help them get better.

Competitor analysis with strengths, weaknesses, opportunities, threats and success metrics for RecPhilly (1,000+ members, $286,302 paid to creators, 16,516 studio hours booked), Distrokid (250,000+ artists, $25M–$50M annual revenue, 150+ distribution platforms), and Music Gateway (700% member growth in 2020, $5M–$25M annual revenue, 160+ countries)

The Gap That Explained Everything

Laid side by side, the gap became obvious. Artists looking for help distributing music can choose from Tunecore, Distrokid, CD Baby, United Masters, Bandcamp, Music Gateway, Amuse, Ditto, SpinnUp, AWAL, Levelup, and more. Artists looking for help actually developing as artists have RecPhilly, Music Gateway, and online job searches. That's it.

The disparity between music distribution, with a dozen or more platforms, and music development, with only three real resources: RecPhilly, Music Gateway, and online job searches

11+

Distribution platforms available to independent artists

3

Real development resources available to independent artists

The Decision

Four Things an Artist Needs

Every music career comes down to four things: Artist Development (training a professional music artist), Music Creation (making high-quality, enjoyable music), Music Monetization (making money off that music), and Smart Promotion (growing an audience). The first two make up Music Development. The last two make up Music Distribution. The research showed Music Distribution is already flooded with options. Music Development is not.

The four things an artist needs to be successful: Artist Development and Music Creation (Music Development), Music Monetization and Smart Promotion (Music Distribution)

The Finalized Question

That gap is where the project landed: how might we streamline the music development process for independent artists? Independent artists make up 41.4% of the industry, most of them worried about money, most of them navigating labels that still control the resources they'd actually need, and almost none of them with anywhere real to go for the development side of the work.

Finalized how-might-we statement: how might we streamline the music development process for independent artists

The Series

Watch the Episodes

The four episodes released so far, each a full conversation with a Philadelphia independent artist. Click to play right here.

A Little Extra

Mapping the Conversation Itself

After the first episode, I got curious about the conversation itself, not just what was said. I pulled the raw interaction data (who spoke, who agreed, who laughed, and when) and plotted it: bigger circles for more time speaking, thicker lines for more back-and-forth between two people, denser color for a stronger presence in the room, and more dashes for more remarks.

The Sound of the Conversation: a diagram plotting speaking time, agreement, and laughter between the four people in the Episode 1 interview

What's Next

Three More In The Vault

Eight episodes were recorded for this project. Four are live on YouTube today, with the rest, including a conversation with ZoSoDope, still on the way.

Preview of an unreleased episode featuring ZoSoDope

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