Make it so interaction design lessons pdf download






















Biggest Weaknesses Threats Biggest Weaknesses vs. A Blue Ocean Strategy! Our customers want the most features possible in a fast , inexpensive application delivered in the cloud. Is it worth doing? Do you have the right culture? Total views 14, On Slideshare 0.

From embeds 0. Number of embeds 1, Downloads Shares 0. Comments 0. Likes You just clipped your first slide! Clipping is a handy way to collect important slides you want to go back to later.

Now customize the name of a clipboard to store your clips. Visibility Others can see my Clipboard. It concerns itself with science fiction cinema. To my delight, it does this in a deft, thoughtful, and sympathetic way. Those benefits are all about making the unthinkable thinkable. This approach allows designers to derive all kinds of exciting design benefits that science fiction never intended to bestow on designers.

How do the authors do it? With a classic, people-centered design approach. They look and they listen. They are at ease with the creators of science fiction cinema, because they can enter into their worldview. However, it requires a design perspective to see past the frenetic razzle-dazzle on the silver screen and point that out.

Furthermore, this is an exciting and refreshing thing for a science fiction writer to read. The authors are correct. Try it for yourself! Watch them go through their entirely mechanical design paradigm, all anvils and chalkboards.

They have no push buttons, no rheostats, no dials, no screens, no return keys. They have no systematic abstraction of the forces that surround them, other than books and papers. How mind-stretching that realization is.

Not a historical curiosity, a thing frozen on aging film like a fossil in amber, but a potential future for interface design. What a fascinating thing to say! Why has no science fiction writer yet written this scene? Where is the science fiction set within a gesture-controlled, augmented, and ubiquitous environment?

It jolts that prospect from the remote to the immediate. People commonly expect science fiction to be predictive. Shedroff and Noessel, to their credit, avoid that mistake. I happen to believe that science fiction often is predictive: but so what? The works of science fiction that last are never accurate forecasts.

Sci-fi, even at its most analytic and mechanical, is always haunted, allusive, and esoteric. Sci-fi is like a Rorschach blot the size of a house. Make It So is like sci-fi film critique, but of a new kind: with kindly instructors equipped with a remote control and a freeze-frame. They deliberately break sci-fi cinema into its atomic design elements. Legions of other critics are eager to get after that stuff, whereas Shedroff and Noessel have created a lucid, well-organized design textbook.

Rating details. More filters. Sort order. Feb 09, Aerin rated it really liked it Shelves: nonfiction , science-fiction , personal-collection , design. It covers some of the more fascinating topics in the book - not only why computer interfaces in science fiction tend to be blue the most futuristic color!

Given my interest in both real-world tech and science fiction, I definitely had to track down the book. Thick, glossy paper; gorgeous, full-color screencaps on virtually every page; and you know a book written by designers is going to be beautifully laid-out.

Divided into fourteen chapters, it looks at how, over the past hundred years or so, science fiction has defined and inspired how we design technological interfaces in the real world. It covers everything from mechanical controls the levers and switches and blinky lights so common in 50's and 60's SF to holograms and anthropomorphic robots and telepathic interfaces, to systems specially designed to teach, diagnose, and get you laid.

If we ever do develop the technology to build a sexbot, this book tells us, science fiction has already mapped out the interface it should look like Jude Law , for one thing. Though most of the examples are iconic Star Trek is heavily overrepresented, as well as The Matrix and Star Wars , there are lesser-known gems that it made me want to track down Chrysalis, and why haven't I seen District 9 yet??

And it was always fun to see some favorites pop up here and there the Ariel brain imager from Firefly! That memory-sucker dome thing from Eternal Sunshine of the Spotless Mind!

I think the most interesting sections were on apologetics - explaining apparent mistakes in a way that may actually reveal good design. For instance, in the video-phone scene in , the character's young daughter is seen mashing the keypad with her hand - but it has no effect on the call. Production oversight? Or maybe the system is advanced enough to realize when input is meaningless and likely coming from a child or a cat!

Very cool! My main disappointment here is the book's focus on American film and television science fiction almost exclusively. Though I understand their reasons for avoiding literary SF, there are so many fascinating ideas that could be examined there.

Also, their total lack of Doctor Who is inexcusable. Twist, twist, it's a soldering iron -- twist, twist, now it levitates shit! Talk about user-friendly! Ah well. Overall, this is a fun and fascinating book, though I suppose it's not for everyone. I spent ten minutes gushing about how awesome it was to a coworker, only to have her look at me skeptically and say, "I literally cannot see any appeal in reading something like that.

Original review date: 11 March View 1 comment. May 09, Chris Noessel rated it it was amazing. I wrote it. Sep 22, Volkan rated it liked it Shelves: ux. There are a lot of interesting observations about the scifi aesthetic here. For example: if you want to make your technology look retro, use capital letters and monospace fonts.

To evoke advanced technology, use a sans serif typeface. Color coding is often used to differentiate different alien races. Social status must be taken under consideration when depicting a conversation two people where one of them is a volumetric projection, i.

This is indeed interesting, but not really useful to most interaction designers, unless your task is to design a dashboard for the next Star Trek movie. The authors are engrossed by the cool and weird technologies they encounter in their survey, but do not draw lessons that are applicable to designing present-day interfaces. By the way, after reading about those awesome movies, I wished they had provided a shortlist in an appendix.

Nonetheless, give this book a try. It is the only one of its kind. If you are designing sci-fi interfaces, it's truly useful. Jun 13, Jeff Greason rated it really liked it. The subject of human interfaces and human-machine integration is an important one and bad interfaces are so common and proliferating that I thought this book might be a useful addition. To a newcomer it would be very useful and it does offer some great illustrations of interface design from SF.

But the more interesting lessons of good interfaces for mission-critical tasks are not covered and I found it somewhat less than I had hoped for. Sep 08, Ben rated it it was amazing.

It delves into some iconic visuals from famous films and TV. It explores why screens and interfaces are coloured blue and offers fascinating apologetics for visual design that might be a mistake.

This is absolutely worth your time and money. Jun 29, Megan Rivera rated it really liked it. This was a great book and I enjoyed reading it.

It was very interesting about the celebrities and those who improved science fiction movies. Such as Alien, Wired Science and others. Learning about design lessons was very informative and it was a great read. Sep 06, Phoenix rated it it was amazing. I have available to me a Star Trek style communicator that I can carry around with me that keeps me in touch with home, friends and work.

My near Universal Translator, while not entirely transparent can supplement my high school French and, while having difficulty with cultural idioms, turn Arabic and Chinese into pidgin English that is at least semi-usable if not amusing.

Major cities are covered with networks of security cameras. I use it too when planning activities Page Rank, social media sites like Trip Advisor. And if I can believe firms like Consumer Physics by this time next year I should be able to purchase an inexpensive tricorder that uses the cloud to crowd source the composition of objects such as food, plants and soil through a digital signature read by a hand held spectrometer.

On the other hand Star Trek's hypo spray was invented before showing up on TV and used for mass vaccinations in Africa.

And whereas that old favorite flying car is not likely to become an everyday reality, the Leap Motion Controller controller and Kinnect are practical and more important, available Minority Report style user interfaces. Though not even close to the speed and utility of a replicator More importantly, low powered devices like solar lamps, cell phones and crank powered radios promise to bring the benefits of 20th and 21st century technology to hundreds of millions of off grid people around the world.

The book focuses mainly on the implementation of different types of user interfaces that appear in science fiction films and TV. There is quite a bit of cultural reciprocity involved, to some extent real world engineers are inspired by the creative visions of filmmakers and vica versa.

But whereas film can gloss over technical difficulties, economic infrastructure required and usability issues, real world design has to not only live with these but also fill in the details. Nevertheless the authors are able to provide a number of stimulating examples where these problems have been overcome and useful products created.

There is also a very good summary of the evolution of UIs used in the Star Trek universe. Nor, 1 meagre reference to Asimov's 3 Laws of Robotics as the only exception, are written works such as Heinlein's Waldo, Pohl's Heechee spaceships or Asimov's The Foundation Trilogy consulted, even though there's terrific description of a UI for visualizing history contained therein.

Caveats aside, it's a fulfilling read, copiously illustrated with full colour slides that will jog your memory and well worth adding to your personal or corporate library. Sep 14, Debjani Sengupta rated it it was amazing Shelves: The first part of the book examines the elements of user interfaces in sci-fi, and the second part looks at how these interfaces are used to assist basic human activities such as communication and learning. The book has a companion website, www. The e-book Make It So: Interaction Design Lessons from Science Fiction is not only giving you much more new information but also to become your friend when you feel bored.

You can spend your spend time to read your e-book. You never really feel lose out for everything if you read some books. Do you considered one of people who can't read pleasurable if the sentence chained inside straightway, hold on guys this kind of aren't like that. You will find the details here are arrange for enjoyable reading experience without leaving actually decrease the knowledge that want to supply to you. The printed and e-book are not different in the content material but it just different in the form of it.

This Make It So: Interaction Design Lessons from Science Fiction is completely new way for you who has fascination to look for some information since it relief your hunger associated with.



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