Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-21 Thread Tim Lynch
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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-21 Thread james horgan
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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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-21 Thread William Brall
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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread live
Brian Daley is the be-all end-all writer of new language, technology,  
and culture for me.

Neal Stephenson runs second.


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread Andy Polaine
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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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread Andy Polaine
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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread Loren Baxter
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


 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread Oleh Kovalchuke
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

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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread William Brall
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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-20 Thread Andrei Herasimchuk

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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread Jim Leftwich
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).


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread Dan Saffer


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




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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread William Brall
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 


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread Jim Leftwich
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.


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread Itamar Medeiros
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


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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-19 Thread William Brall
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


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[IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-18 Thread William Brall
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

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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-18 Thread Jeff Howard
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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Re: [IxDA Discuss] Future Interaction: The application of IxD to science fiction.

2008-10-18 Thread Chris Noessel
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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