Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 ubiquitous networking, heads-up displays, spimes, gestural interfaces, and a general blurring of real and virtual. - Tim . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 to run on. Where did that platform come from? Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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/ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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=HxKJyeCRVekfeature=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 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 Generation was designed to include a human factor that prevents it from going nuts. Which is still a common theme anyway. In Deep Space Nine and later Voyager, more and more automatic technology seems in, finally with the holographic doctor in Voyager. You'll also notice that transporter technology on voyager is much faster and what you see them doing in the transporter room is merely the residual swoop motion telling it to do the transport now. All the rest is automatic, or directed through other means. My question was always more practical. How do the people on the enterprise know which 3 to beam up? I very-much want to see more conversational interfaces. The computer is doing tasks the user doesn't want to do, and in many situations, treating the computer like another person is advantageous in getting your point across. So long as the computer is subservient and polite, it would work for it to ask for help as if it is a person. I can see complicated server software working like this, where it merely alerts the sysadmin to problems, perhaps with a log, and also asks direct questions, and offers up as much helpful information as it can. The sysadmin won't be torn away from their terminal, they will just have a few other valuable screens and an IM-style window to the man on the inside. Natural language processing could be helpful, but isn't explicitly needed. You can present much more complicated information and tools this way, and if done right, the computer can guide the user to where problems most likely are. And as AI advances, be able to solve many problems on its own, perhaps even learning from the user and applying what it learns automatically, or perhaps with a permission step the first few times so it knows it got it right. This also has the wonderful side effect of making the computer seem to work for the user, rather than now, where most software seems to force the user to work for it. Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 for some time: What is art? The personal expression of one’s emotions or ideas What is graphic design? The communication that occurs between a designer and their audience What is interface design? The conversation that occurs between a product and its user, purposefully crafted into existence by the designer From: http://www.designbyfire.com/pdfs/think_center_print.pdf Page 16. -- Andrei Herasimchuk Principal, Involution Studios innovating the digital world e. [EMAIL PROTECTED] c. +1 408 306 6422 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 interfaces for a variety of computers, gadgets, and equipment. Near the beginning there's an in-car navigation system that's personalizable. Then, the detective Winter has bounty hunter interfaces that feature a very interesting Super Mario-like character/agent, that reflects searching activity. Lots of great animation and near-Google Earth-like behavior. Then there's the famous Bounty Bear application that the Russian Bounty Hunter demonstrates (on a computer that uses advanced Vietnamese chips), wherein a 3D animated Bear, dressed as Stalin, reflects search activity by wandering around in a 3D environment, opening doors, looking in manholes (all the while exclaiming, I'm looking... I'm looking, Be patient...) until the query is found and presented onscreen. There are also many handheld computers, videophones (which capture video much like camphones today, though in the movie it's referred to as videofaxing - indicating that there's a network, but that the Internet is not itself mentioned). Set in what at the time was the future, 1999 - 2000, the film made a very serious attempt to create a range of believable interfaces. And here's where I think that this film is instructive to our field. The types of interfaces that the film portrayed were, I believe, achievable. What the film failed to anticipate, was the bland, grey-concrete-wall of Microsoft-type Windows applications descending like a dull thud on our entire software industry. The film anticipated something that was possible, but did not come to pass - namely an intersection of the much more engaging Game Industry (and the quality of delight) with normal enterprise and functional software. So instead of novel and creative interfaces, the 1990s was cheated by a tsunami of boring enterprise-software-like field-filled forms and software experiences drained of all possible joy and supportive visualization/animation. It was an incredible failure of imagination, a disease of risk-aversion, and sad testament to the low power of UX professionals in the non-game areas of software. Today we may have another chance (albeit nearly two decades later) to rethink software of many types, and begin to bring more creativity, novelty, and visual reinforcement to our work. It's unfortunate that this film (which in the theatrical release was 3 hours long, and the Director's Cut is much longer) is not available in a U.S./English Language regional DVD. It can still be found on VHS, or on German and Italian DVDs (in PAL /European Region versions). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 reevaluate the movie Lost in Space! Dan Dan Saffer Principal, Kicker Studio http://www.kickerstudio.com http://www.odannyboy.com Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 game inspired interfaces. I remember one from About Face 1 which was like an adventure game, showing a street-level view of buildings to represent the tasks. It doesn't work. That isn't to say that there aren't places that it could work, but there needs to be a speedy backup interface, and it needs to make sense. I can't see a gamey word-processor ever working. Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 during areas of usage where processes are occurring in the background. Speed and efficiency are of course primary to good usage experiences, but that doesn't restrict design and presentation to the kind of interfaces that represent the overwhelming majority of software of the past two decades. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 of performance art / data manipulation demo which combines their proprietary multi-touch software with Musion's Eyeliner 3D holographic projection system.(http://feeds.engadget.com/~r/weblogsinc/engadget/~3/355992821/) { Itamar Medeiros } Information Designer designing clear, understandable communication by carefully structuring, contextualizing, and presenting data and information mobile ::: 86 13671503252 website ::: http://designative.info/ aim ::: itamarlmedeiros skype::: designative . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 helpful if you can use the attention to get a message across. How might we improve on this. What might be a better way to interact with holographs? Any thoughts? Will . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
[IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 can be two-fold: What devices and interfaces do you find memorable from sci-fi you've read/seen? And/or how do you think some of these ideas, or even some of your own ideas, could end up being. In other words, what do you love and how do you think it should function. As IxDs it should fall to us to design these future interactions. Many of the devices we saw in science fiction that have become fact, function the way they were described. Perhaps it is time we think ahead and imprint our philosophies onto the fabric of the future? Will Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help
Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.
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. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Posted from the new ixda.org http://www.ixda.org/discuss?post=34500 Welcome to the Interaction Design Association (IxDA)! To post to this list ... [EMAIL PROTECTED] Unsubscribe http://www.ixda.org/unsubscribe List Guidelines http://www.ixda.org/guidelines List Help .. http://www.ixda.org/help