Make It So: Learning From SciFi Interfaces

From http://2008.sxsw.com/blogs/podcasts.php/2008/03/26/learning_from_scifi

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  1. Make It So: Learning From SciFi Interfaces

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  3. Make It So: Learning From SciFi Interfaces

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  5. Make It So: Learning From SciFi Interfaces

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Possibly related…

  1. Make It So: Interaction Design Lessons from Science Fiction with Nathan Shedroff & Chris Noessel » UIE Brain Sparks

    Science fiction films often take liberties with the technology that they display. After all, it is fiction. Though they can make up essentially whatever they want, technologies still need to be somewhat realistic to the audience. This influences the way that sci-fi technology is presented in film, but in turn, it’s how sci-fi influences technological advances in the real world.

    Nathan Shedroff, Chair of the MBA in Design Strategy Program at California College of the Arts, and Chris Noessel, Managing Director at Cooper, took it upon themselves to study the lessons that can be learned from science fiction. They analyzed a variety of interfaces from all different time periods of film and television. They discovered that when new technologies are developed and released to the market, people already have expectations of how it should work. This is based upon having already seen a similar, fictional technology.

    Of course, there are instances where the technology in film is all but an impossibility, or at least impractical in real life. This changes as gestural and voice recognition technologies become more advanced, but a lot of interfaces in sci-fi are developed simply for the “cool” factor. Even then, looking to these interfaces as a reference point can help focus a design.

    Nathan and Chris join Jared Spool to discuss their Rosenfeld Media book, Make It So: Interaction Design Lessons from Science Fiction in this podcast.

    https://www.uie.com/brainsparks/2012/10/24/make-it-so-interaction-design-lessons-from-science-fiction-with-nathan-shedroff-chris-noessel/

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  2. Make It So: Learning From SciFi Interfaces by Nathan Shedroff and Chris Noessel

    Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.

    http://2009.dconstruct.org/schedule/nathanshedroff/

    Nathan Shedroff is the chair of the ground-breaking MBA in Design Strategy at California College of the Arts (CCA) in San Francisco, CA. This program melds the unique principles that design offers business strategy with a vision of the future of business as sustainable, meaningful, and truly innovative — as well as profitable.

    http://2009.dconstruct.org/schedule/chrisnoessel/

    Chris Noessel is an interaction designer and self-described “nomothete” (ask him directly about that one.) In his day job as a consultant with Cooper, he designs products, services, and strategy for a variety of domains, including health, financial, and software.

    —Huffduffed by dConstruct 4 years ago

  3. The Mind & Consciousness As an Interface

    This session is about the role and form that brain interfaces might take on in coming years. It draws from the science, the facts, the fictions and products currently on the market.

    As interfaces have evolved they’ve followed a predictable path of increasing directness, from keyboards to mice, touch, voice and gestures. As we peel away the layers between us, our bodies, our tools, and the objects we want to control, interactions become faster, less exerted, and more natural. If we follow the possible trajectories of user interfaces, where might we end up? Is the brain the evolution of the user interface? Are our thoughts the logical next step in natural interaction?

    The brain user interface has played a role in design fiction and science fiction, and there are valuable insights in that world. And, the technologies that enable brain UI have become real and almost practical. But - in everyday interactions, what will brain interfaces actually be useful for? What will we and the world around us look, behave and interact like? How, where, and when will we use them? What are the opportunities, and what are the challenges in creating experiences for brain interaction?

    This session will set out to answer questions about the evolution of user interfaces by exploring the speculative and real product applications that are ahead for brain interaction, and the design patterns that will emerge around them.

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