Ux futures shedroff

Post on 20-Aug-2015

2.242 views 1 download

Tags:

Transcript of Ux futures shedroff

Interaction Design LessonsLiterallyFrom the FutureNathan ShedroffUX Futures 02014

nathan@nathan.com@nathanshedroff designmba.cca.edu

Really?Literally?

Design for Dreaming (01956)

TECHNOLOGYSOCIOLOGYBUSINESS/MODELEXPERIENCESERVICE

Who’s Future?

dream-house-design.blogspot.com

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

40

Realistic >>>

Ac

cep

tab

le >

>>

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

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

Iron man (02008) Lesson: Achieve anthropomorphism through behavior

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

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

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

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

Science Fiction isa prototyping tool

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

Why Science Fiction Works

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

Make It So Workshop

Sci FiCharacterStoryInspiration

DesignUser/PersonaScenario/Use CaseOutcome/Value

< >

Lesson: (So is much of Business)

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

nathan@nathan.com@nathanshedroff