UXPA 2013 Annual Conference July 11, 2013 7:00-9:00pm by Aaron Marcus
The workshop "UX in Sci-Fi Movies and TV" will summarize and analyze the past 100 years of user-experience (UX) design, usability, and human-computer interaction design as incorporated into science-fiction cinema and television, beginning with the advent of movies in the early 1900s (Melies' "A Trip to the Moon," which was recently referenced in the recent movie "Hugo").
For many decades movies have shown technology in advance of its commercialization (for example, video phones and wall-sized television displays, hand-gesture systems, and virtual reality displays). In some cases mistaken views about what is usable, useful, and appealing seem to be adopted, perhaps because of their cinematic benefits. In any case, these media have served as informal "test-beds" for new technologies of human-computer interaction and communication. They provide ample evidence for heuristic evaluations, ethnographic analysis, market analysis, critique of personas and use scenarios, and new approaches to conceptual and visual design.
The workshop examines UX design issues: whether movies/TV serve as use scenarios and personas, whether the UX depicted is good/bad, what is "futuristic"/misguided, gender-role differences, optimism/pessimism, and specific technology emphasis. Examples come from EU, USA, China, India, and Japan.
Participants in this workshop will learn the following: new terms, concepts, and issues to understand science-fiction media, user-centered design, personas, and use-scenarios; latest projects/trends in sci-fi media; and latest trends and challenges of user-interface design components (metaphors, mental models, navigation, interaction, and appearance). Benefits of the course include: increased understanding of key issues, challenges, philosophies, and principles; increased awareness of current and cutting-edge products and services; and increased knowledge of how to use your skills, expertise, and experience, specifically in regard to science-fiction media.
Participants will be informally quizzed about their recognition of the media examples shown throughout the presentation, and their analysis of contexts, technologies, business models, user communities, and designs. Discussion with participants throughout the presentation will be encouraged.