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:
http://www.youtube.com/watch?v=HxKJyeCRVek&feature=related

Why did they have to do this manually?  What if they messed up? It seemed
pretty dangerous - no prevention of user error.  I guess they never answered
what would happen if there was a mistake.  Probably a painful splinching,
for those harry potter fans.


On Mon, Oct 20, 2008 at 1:33 AM, Andy Polaine <[EMAIL PROTECTED]> wrote:

> 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 III version (that you don't get to
> see much of in the film).
>
> Also, there was a question of whether the HUD presents information
> for to look at, or whether when you look at something it presents
> supplementary information.
>
> Here's what Dav had to say:
>
> %u201CEarly on we were mostly talking about its functionality and
> what it would technically do, but we weren%u2019t really talking
> about it as a character. All the real answers came when we identified
> the suit as a character and what it should accomplish in the
> story.%u201D
>
> %u201CI asked John Favreau and he said, %u2018He%u2019s having a
> conversation with Jarvis, it depends on who%u2019s asking the
> question%u2019. If Tony asks a question then Jarvis responds, if Tony
> is flying and he%u2019s hit then Jarvis throws up some information and
> Tony looks at it. Once I started looking at the shots like that it
> became so obvious. What was really interesting for myself and the
> team is that we weren%u2019t just making visual effects, we
> weren%u2019t just doing design, we were filmmaking and we were making
> stories and doing it in a very collaborative way.%u201D
>
> I felt this was everything that Clippy failed to be. Thinking of
> interface design as a conversation is crucial, I feel.
>
> Andy
>
>
> . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
> Posted from the new ixda.org
> http://www.ixda.org/discuss?post=34500
>
>
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