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Ux futures shedroff

Slides from my UX Futures talk today (without the videos, of course).

Ux futures shedroff

  1. 1. Interaction Design Lessons Literally From the Future Nathan Shedroff UX Futures 02014 nathan@nathan.com @nathanshedroff designmba.cca.edu
  2. 2. Really? Literally?
  3. 3. Design for Dreaming (01956)
  4. 4. TECHNOLOGY SOCIOLOGY BUSINESS/MODEL EXPERIENCE SERVICE
  5. 5. Who’s Future? dream-house-design.blogspot.com
  6. 6. X-Men (02000) Lesson: Science Fiction Inspires Real Development
  7. 7. Star Trek (01966) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  8. 8. Motorola StarTAC (01996) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  9. 9. Motorola MicroTAC (01989) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  10. 10. The Empire Strikes Back (01980) Lesson: Visual Scale Telegraphs Social Hierarchy
  11. 11. Revenge of the Sith (02005) Lesson: Visual Scale Telegraphs Social Hierarchy
  12. 12. The Fifth Element (01997) Lesson: Systems Should Respond to Erroneous Input Appropriately
  13. 13. 2001: A Space Odyssey (01968) Lesson: Systems Should Respond to Erroneous Input Appropriately
  14. 14. The Fifth Element (01997) Lesson: Form Language Can Help Novice Users Quickly Learn Complex Systems
  15. 15. Into Eternity (02010) Onkalo Nuclear Waste Repository, Eurajoki, Finland Design Question: Can Form Language Help Novice Users Quickly Learn Complex Systems
  16. 16. Lifted (02006) Lesson: Form Language Can Help Novice Users Quickly Learn Complex Systems
  17. 17. Metropolis (01927) Lesson: Humanness is Transferrable to Non-human Systems
  18. 18. Roomba (02002) Lesson: Humanness is Transferrable to Non-human Systems
  19. 19. Knight Rider (01982) Lesson: Conversation casts the system in the role of a character
  20. 20. Star Wars: A New Hope (01977) Lesson: Use nonlinguistic sounds expressively to trigger anthropomorphism
  21. 21. Moon (02009) Lesson: Use an agent’s social pressure for a social agenda
  22. 22. Microsoft Bob & Clippy (01987) Lesson: Anthropomorphized interfaces are difficult to create successfully
  23. 23. Microsoft Ms. Dewey (2006) Lesson: Anthropomorphized interfaces are difficult to create successfully
  24. 24. Knowledge Navigator (01987) Lesson: Anthropomorphized interfaces are difficult to create successfully
  25. 25. The Matrix (01999) Lesson: The more human the representation, the higher the expectations of human behavior
  26. 26. 40 Acceptable >>> Realistic >>> Star Trek:The Next Generation (01987) Lesson: Beware the Uncanny Valley
  27. 27. Until the End of the World (01991) Lesson: Consider anthropomorphizing animals for low-functioning systems
  28. 28. Iron man (02008) Lesson: Achieve anthropomorphism through behavior
  29. 29. The Time Machine (02002) Lesson: Achieve anthropomorphism through behavior
  30. 30. Star Trek (02010) Lesson: Rely on a User’s Recognition Rather than Recall
  31. 31. Flash Gordon (01980) Lesson: Avoid Reminding People of the Simulation
  32. 32. 2001: A Space Odyssey (01968) Lesson: The network ruins tension-filled narratives.
  33. 33. Science Fiction is a prototyping tool
  34. 34. Science Fiction Prototyping 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
  35. 35. Why Science Fiction Works
  36. 36. Apple Design Language (0198x) Lesson: Most design IS fiction.
  37. 37. Make It So Workshop Sci Fi Character Story Inspiration Design User/Persona Scenario/Use Case Outcome/Value <>
  38. 38. Lesson: (So is much of Business)
  39. 39. MAKE I T S O Interaction Design Lessons from Science Fiction by NATHAN SHEDROFF & CHRISTOPHER NOESSEL foreword by Bruce Sterling scifinterfaces.com designmba.cca.edu Nathan Shedroff Chris Noessel 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 fascinating investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s machine interfaces.” ANNALEE NEWITZ Editor, io9 blog “Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain.” MARK COLERAN Visual 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 GIUDICE CEO and Founder, Hot Studio www.rosenfeldmedia.com MORE ON MAKE IT SO www.rosenfeldmedia.com/books/science-fiction-interface/ MAKE IT SO by NATHAN SHEDROFF & CHRISTOPHER NOESSEL nathan@nathan.com @nathanshedroff

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