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Interaction Design Lessons Literally From the Future Nathan ShedroUX Futures 02014 [email protected] @nathanshedroff designmba.cca.edu

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Interaction Design LessonsLiterallyFrom the FutureNathan ShedroffUX Futures 02014

[email protected]@nathanshedroff designmba.cca.edu

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Really?Literally?

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Design for Dreaming (01956)

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TECHNOLOGYSOCIOLOGYBUSINESS/MODELEXPERIENCESERVICE

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Who’s Future?

dream-house-design.blogspot.com

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X-Men (02000) Lesson:Science Fiction Inspires Real Development

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Star Trek (01966) Lesson: Science Fiction Sets Expectations that Audiencesand Developers Internalize

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Motorola StarTAC (01996) Lesson: Science Fiction Sets Expectations that Audiencesand Developers Internalize

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Motorola MicroTAC (01989) Lesson: Science Fiction Sets Expectations that Audiencesand Developers Internalize

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The Empire Strikes Back (01980) Lesson: Visual Scale Telegraphs Social Hierarchy

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Revenge of the Sith (02005) Lesson: Visual Scale Telegraphs Social Hierarchy

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The Fifth Element (01997) Lesson: Systems Should Respond to Erroneous Input Appropriately

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2001: A Space Odyssey (01968) Lesson: Systems Should Respond to Erroneous Input Appropriately

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The Fifth Element (01997) Lesson: Form Language Can Help Novice Users Quickly LearnComplex Systems

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Into Eternity (02010) Onkalo Nuclear Waste Repository, Eurajoki, FinlandDesign Question: Can Form Language Help Novice Users Quickly Learn Complex Systems

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Lifted (02006) Lesson: Form Language Can Help Novice Users Quickly LearnComplex Systems

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Metropolis (01927) Lesson: Humanness is Transferrable to Non-human Systems

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Roomba (02002) Lesson: Humanness is Transferrable to Non-human Systems

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Knight Rider (01982) Lesson: Conversation casts the system in the role of a character

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Star Wars: A New Hope (01977) Lesson: Use nonlinguistic sounds expressively to triggeranthropomorphism

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Moon (02009) Lesson: Use an agent’s social pressure for a social agenda

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Microsoft Bob & Clippy (01987) Lesson:Anthropomorphized interfaces are difficult to create successfully

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Microsoft Ms. Dewey (2006) Lesson:Anthropomorphized interfaces are difficult to create successfully

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Knowledge Navigator (01987) Lesson:Anthropomorphized interfaces are difficult to create successfully

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The Matrix (01999) Lesson: The more human the representation,the higher the expectations of human behavior

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40

Realistic >>>

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Star Trek:The Next Generation (01987) Lesson: Beware the Uncanny Valley

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Until the End of the World (01991) Lesson: Consider anthropomorphizing animals forlow-functioning systems

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Iron man (02008) Lesson: Achieve anthropomorphism through behavior

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The Time Machine (02002) Lesson: Achieve anthropomorphism through behavior

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Star Trek (02010) Lesson: Rely on a User’s Recognition Rather than Recall

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Flash Gordon (01980) Lesson: Avoid Reminding People of the Simulation

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2001: A Space Odyssey (01968) Lesson: The network ruins tension-filled narratives.

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Science Fiction isa prototyping tool

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Exercise 1: Diverge: Design for a New User

Exercise 2: Diverge: Design for New Medium

Exercise 3: Converge: Reverse Engineer for the Present

Exercise 4: Converge: Add a Sci-Fi Patina

Science Fiction Prototyping

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Why Science Fiction Works

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Apple Design Language (0198x) Lesson: Most design IS fiction.

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Make It So Workshop

Sci FiCharacterStoryInspiration

DesignUser/PersonaScenario/Use CaseOutcome/Value

< >

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Lesson: (So is much of Business)

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designmba.cca.edu

Nathan ShedroffChris Noessel

scifinterfaces.comM A K E I T S O Interaction Design Lessons from Science Fiction

b y N AT H A N S H E DR OF F & C H R I S TOP H E R NOE S S E L

foreword by Bruce Sterling

Many designers enjoy the interfaces seen in science fiction films

and television shows. Freed from the rigorous constraints of designing

for real users, sci-fi production designers develop blue-sky interfaces

that are inspiring, humorous, and even instructive. By carefully studying

these “outsider” user interfaces, designers can derive lessons that make

their real-world designs more cutting edge and successful.

“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and informative book on how interaction design in sci-fi movies informs interaction design in the real world. . . . You will find it as useful as any design textbook, but a whole lot more fun.”

ALAN COOPER“Father of Visual Basic” and author of The Inmates Are Running the Asylum

“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinatinginvestigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s machine interfaces.”

ANNALEE NEWITZEditor, io9 blog

“Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain.”

MARK COLERANVisual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)

“Every geek’s wet dream: a science fiction and interface design book rolled into one.”

MARIA GIUDICECEO and Founder, Hot Studio

www.rosenfeldmedia.com

MORE ON MAKE IT SOwww.rosenfeldmedia.com/books/science-fiction-interface/

MAK

E IT SO

by NATH

AN SH

EDR

OFF &

CHR

ISTOPH

ER N

OESSEL

[email protected]@nathanshedroff