Make It So: What Interaction Designers can Learn from Science
Presentation Notes, Nathan Shedroff and Chris Noessel
4 September 2009, dConstruct 09 Conference, Brighton, UK
(also SXSW 2012?)
This is the first presentation of only a portion of the material we’ve found in our analysis of Science Fiction films and television series. Weʼre also looking a industry future films (like Apple’s Knowledge Navigator) as well as existing products and research projects. Our analysis includes properties (films and TV), themes (different issues in interface design), as well as the historical context of the work (such as the current technology of the time of the propertyʼs release). In addition, weʼre interviewing developers (including production designers from films) but this material isnʼt presented in this talk. For this presentation, weʼve focused on the major issues, part academic and theoretical, and part lessons (more practical) weʼve uncovered.
How design influences SciFi and how SciFi influences design:
We’ve chosen to focus on interface and interaction design (and not technology or engineering). Some visual design issues relate but, mostly, in this talk, weʼre not approaching issues of styling. Weʼve chosen the media of SciFi (TV and films) because a thorough analysis of interaction design in SciFi requires that the example be visual so interfaces are completely and concretely represented, include motion that describe the interaction, and (sometimes) has been seen by a wide audience.
Scientifically determining “influence” in any context (whether from Design on SciFi or visa versa) is difficult, and much of what we illustrate is inference on the part of the authors.