Quantcast
Channel: anthropology news ticker - antropologi.info » anthropology
Viewing all articles
Browse latest Browse all 2364

xirdalium: futuristic user interfaces

$
0
0
An interface from ‘Prometheus’ (Scott 2012) The head-up display (↑HUD) of ‘The Terminator’ (Cameron 1984) VisualPunker has amassed a ↑nice collection [containing a lot of animated gifs] of futuristic and retrofuturistic interfaces and HUDs from anime, other motion pictures, and computer games. In this respect I fullheartedly recommend ‘↑Make it so: Interaction design lessons from science fiction‘ (Shedroff & Noessel 2012): 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. Make It So shows:     Sci-fi interfaces have been there (almost) from the beginning     Sci-fi creates a shared design language that sets audience expectations     If an interface works for an audience, there’s something there that will work for users     Bad sci-fi interfaces can sometimes be the most inspiring     There are ten “meta-lessons” spread across hundreds of examples     You can use—and not just enjoy—sci-fi in your design work     Over 150 lessons and 10 “meta” lessons that developers can use to enhance their realworld interfaces There is a ↑companion blog to the book, carrying additional visual material, interviews, and more. All this is a fine example of the to and fro between fictional and non-fictional technology, the mutual influences, one creating and reproducing the other and vice versa. CAMERON, JAMES FRANCIS. 1984. The terminator [motion picture]. Los Angeles: Orion Pictures. SCOTT, RIDLEY. 2012. Prometheus [motion picture]. Century City: 20th Century Fox. SHEDROFF, NATHAN AND CHRISTOPHER NOESSEL. 2012. Make it so: Interaction design lessons from science fiction. New York: Rosenfeld Media. ↑VisualPunker’s collection via ↑entry at ↑doktorsblog share this post

Viewing all articles
Browse latest Browse all 2364

Trending Articles