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Make It So (2010)
Interaction Design Lessons from Science Fiction Interfaces

ISBN: 9780982233948

6"x9" 250 pages, 4-color

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English (coming Fall 2010)

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Description:

This book is an authoritative look at how science fiction has influenced Interface Design and the vision it still offers designers. It functions as a review of current and historical interfaces from science fiction movies and television and what interface designers can learn from them. It includes a survey of some of the most important films and television shows throughout the long history of science fiction (from the 1920s to the present). The book is arranged in chapters based on interface modes and technologies, using stills from films and shows extensively as well as a supporting text. The book will include references to the current state-of-the-art in interface development with examples of the projects and products now in development and how close they come to the visions set by science fiction. Included as well will be some science fiction parodies that make our lapses in judgment painfully obvious and further sharpen our view of what truly matters in the interface—and in the future.

Aside from a serious deconstruction of what we normally see as nostalgic, the points made in this book highlight the difference between genuine futurism and retro-futurism; between what the future once meant to people and what it doesn’t mean now. Science fiction has always been more of a commentary about the present—especially hope and aspiration—than about the future. From books to films to the “Futurama’s” promise of a ranch house with modern appliances and an automated yard, we have always been seduced by the future but it is, of course, always bounded by our understandings of the present.

There was a time when the future shocked us because it represented necessary change on a huge scale. Until recently, change was a more difficult experience for most people. However, we’ve come to view change as the only constant; something to be expected—even eagerly anticipated. Instead of future shock we now seem to suffer from future ennui. We’re so used to change that it when it comes, it’s more a let-down from our visions or a development that comes far after our expectations and almost always with much less significance and power.

The commentary in this book will describe “lessons learned” from science fiction interfaces that are directly applicable to the state-of-the-art in current interface development and research. A such, it will interest a variety of developers and researchers through the spectrum of interface and HCI disciplines. In addition to a being a serious treatise on interface design, it will also function as a nostalgic compendium of science fiction, with the visuals alone making it an obvious and easy gift for many science fiction fans.


About the Authors:

Nathan Shedroff is the chair of the ground-breaking MBA in Design Strategy at California College of the Arts (CCA) in San Francisco, CA. This program melds the unique principles that design offers business strategy with a vision of the future of business as sustainable, meaningful, and truly innovative—as well as profitable.

He is one of the pioneers in Experience Design, an approach to design that encompasses multiple senses and requirements and explores common characteristics in all media that make experiences successful, as well as related fields, Interaction Design and Information Design.

He co-founded vivid studios, a decade-old pioneering company in interactive media. Prior to that, he worked with Richard Saul Wurman as a senior designer at TheUnderstandingBusiness. He has an MBA in Sustainable Managment at Presidio School of Management and a BS in Industrial Design, with emphasis in Automobile Design from Art Center College of Design in Pasadena, California.

Chris Noessel

Chris Noessel is a senior consultant at Cooper. His industry experience ranges from owning a small, museum-focused company in Houston to working with Microsoft's futures prototyping group in Seattle. For marchFIRST he was Director of Information Architecture, conducting research and design for notable web sites such as Apple, SEGA, and Harmon Kardon. He was one of the founding graduates of the Interaction Design Institute Ivrea.

 

Table of contents and sample spreads to come.

 

 

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