I've recently become a big fan of Vernor Vinge's work, specifically
A Fire Upon The Deep, A Deepness In The Sky, and Rainbow's
End. He really has a knack for realizing some far out
systems...the first two books are set way way in the future, but
Rainbow's End takes place in a near future, full of
IDIOCRACY
A man travels to the future where everyone in the world has become
incredibly stupid because they no longer need to think.
The interface used at the Hospital (a large touchscreen pad with
icons for every possible ailment) is funny and accurate!
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One issue I really had with Idiocracy's premise is where all the
innovation comes from.
I haven't seen the movie yet, I'm working on that. But I am forced
to wonder who invented the interface at the hospital you are talking
about. I mean, even the most basic, half-assed interface needs a
platform
Brian Daley is the be-all end-all writer of new language, technology,
and culture for me.
Neal Stephenson runs second.
Welcome to the Interaction Design Association (IxDA)!
To post to this list ... [EMAIL PROTECTED]
There's a good collection by Michael Schmitz called Human Computer
Interaction in Science Fiction Movies from a paper he wrote:
http://w5.cs.uni-sb.de/~butz/teaching/ie-ss03/papers/HCIinSF/
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Posted from the new ixda.org
I interviewed Dav Mrozek Rauch who designed the HUD for the film Iron
Man. It's an interesting example of interaction design for several
reasons. One is that it goes through three stages in the film, from
the very basic MK I, to the Mk II's bells and whistles, before
simplifying it again in the MK
To bring it down to the level of a single feature, I was always concerned by
the Transporter controls on Star Trek. They had this battery of controls
which they'd fiddle with, gradually phasing the teleportee from place to
place.
Unintended usability humor:
Andy Polaine wrote:
Thinking of interface design as a conversation is crucial, I feel.
Yep, so does this guy:
Paul Heckel 'The Elements of Friendly Software Design' (1982)
Oleh Kovalchuke
Interaction Design is design of time
http://www.tangospring.com/IxDtopicWhatIsInteractionDesign.htm
Loren,
Actually, the lack of automatic control is the Star Trek universe is
a crucial aspect of the story line. In one of the TOS episodes, the
enterprise is refitted with a new-fangled AI controler. And it goes
haywire and kills a bunch of people.
As a result, all the core technology in Next
On Oct 20, 2008, at 12:57 PM, Oleh Kovalchuke wrote:
Yep, so does this guy:
Paul Heckel 'The Elements of Friendly Software Design' (1982)
Heckel's book should be required reading for anyone in this field and
for any serious course on software and interface design. Also, I've
been saying
I still think that king of all User Interface films is Wim Wenders'
masterpiece, Until The End Of The World (1991).
One of the interfaces in UTEOTW is mentioned in Shedroff's and
Noessel's talk (Bounty Bear), but the film is packed with a wide
range of very clever and different kinds of user
On Oct 18, 2008, at 8:02 PM, Jeff Howard wrote:
Nathan Shedroff and Chris Noessel gave a talk on this topic called
Make It So: Learning From SciFi Interfaces earlier this year at
SXSW. Lots of good examples.
Reportedly they are working on a book about this topic too.
They forced me to
I'm not sure that game-like interfaces are the way to go for most
software. People want to have fun, but fun comes after all the other
needs are met. One of which is getting some work done, ie,
efficiency. Most game-style interfaces make things take longer.
In the early 90's we did have various
What you're describing isn't the kind of usage of visualization and
animation that I'm describing, nor was shown in the interfaces in
UTEOTW.
I'm not talking about using animation and delight to get in the
way of functionality. I'm describing the use of it to enhance the
experience, especially
The first one that comes to mind (and probably the most obvious) was
Minority Report's Image Viewer, which allowed Tom Cruise to
manipulate images that were being pulled down out of the minds of the
prescients.
That said, it was really exciting to see Obscura Digital put together
a stunning piece
This stuff is really cool, but is it the future of interface?
Certainly we will see holographs and holographic interaction, but in
many ways this big movements are tiring.
Even for a presentation, as shown, it doesn't help communicate
information. It is flashy, but getting attention is only
I'm a huge sci-fi dork, I'm sure I'm not alone in that here. One of the reasons
I enjoy sci-fi is the chance to reevaluate the devices and computer systems
thought-up by the great writers and film-makers of the past. It is interesting
just how bad many of these interfaces are.
This discussion
Nathan Shedroff and Chris Noessel gave a talk on this topic called
Make It So: Learning From SciFi Interfaces earlier this year at
SXSW. Lots of good examples.
http://nathan.com/thoughts/MakeItSo.pdf
http://tinyurl.com/5qk6az
// jeff
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Thanks Jeff. We're also presenting a sexy subset of this material at
the 2009 SxSW. We're aiming for the book to be done by then, Will.
I think my favorite scifi device was the video phone from Metropolis,
but for what it reveals rather than that I think it is good
interaction design.
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