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Make It So: Interaction Design Lessons from Science Fiction, by Nathan Shedroff, Christopher Noessel
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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.
- Sales Rank: #647861 in Books
- Published on: 2012-09-13
- Number of items: 1
- Binding: Paperback
Review
Designers who love science fiction (and don't we all?) will go bananas over Shedroff and Noessel's delightful and informative book on how interaction design in sci-fi movies informs interaction design in the real world. Many movie interfaces are remarkably creative, effective, and useful, and the authors analyze and deconstruct more than a century of cinema to find the best. With dozens of familiar examples, they illuminate some of the trickier aspects of designing how complex future systems interface with humans. You will find it as useful as any design textbook, but a whole lot more fun. --Alan Cooper, President of pioneering interaction design company Cooper, Father of Visual Basic, and author of The Inmates Are Running the Asylum
Shedroff and Noessel are leaders in their fields. Make It So is well-researched, pragmatic, and entertaining. The authors show us that science fiction can not only give us visions of the future but can help us design a better future as well. --Brian David Johnson, Futurist and Director, Future Casting and Experience Research, Intel Corporation
It has been both revealing and refreshing to see a book that, for the first time, so deeply explores the contrasts, connections, and influences from the realm of fantasy to the real. Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain and from a unique angle, not only providing comprehensive coverage of the vast number of examples, but also drawing practical and valuable lessons that inform and can be applied to the problems we think about every day. --Mark Coleran, visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
Shedroff and Noessel are leaders in their fields. Make It So is well-researched, pragmatic, and entertaining. The authors show us that science fiction can not only give us visions of the future but can help us design a better future as well. --Brian David Johnson, Futurist and Director, Future Casting and Experience Research, Intel Corporation
It has been both revealing and refreshing to see a book that, for the first time, so deeply explores the contrasts, connections, and influences from the realm of fantasy to the real. Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain and from a unique angle, not only providing comprehensive coverage of the vast number of examples, but also drawing practical and valuable lessons that inform and can be applied to the problems we think about every day. --Mark Coleran, visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
Shedroff and Noessel are leaders in their fields. Make It So is well-researched, pragmatic, and entertaining. The authors show us that science fiction can not only give us visions of the future but can help us design a better future as well. --Brian David Johnson, Futurist and Director, Future Casting and Experience Research, Intel Corporation
It has been both revealing and refreshing to see a book that, for the first time, so deeply explores the contrasts, connections, and influences from the realm of fantasy to the real. Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain and from a unique angle, not only providing comprehensive coverage of the vast number of examples, but also drawing practical and valuable lessons that inform and can be applied to the problems we think about every day. --Mark Coleran, visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
Shedroff and Noessel are leaders in their fields. Make It So is well-researched, pragmatic, and entertaining. The authors show us that science fiction can not only give us visions of the future but can help us design a better future as well. --Brian David Johnson, Futurist and Director, Future Casting and Experience Research, Intel Corporation
It has been both revealing and refreshing to see a book that, for the first time, so deeply explores the contrasts, connections, and influences from the realm of fantasy to the real. Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain and from a unique angle, not only providing comprehensive coverage of the vast number of examples, but also drawing practical and valuable lessons that inform and can be applied to the problems we think about every day. --Mark Coleran, visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
About the Author
Nathan Shedroff is a seasoned, professional strategist and serial entrepreneur as well as a pioneer in the fields of experience design, interaction design, and information design. He speaks and teaches internationally, and his many books include Experience Design 1.1, Making Meaning, Design Is the Problem, Design Strategy in Action, and the upcoming Make It So.
Nathan is the chair of the groundbreaking MBA program in design strategy at California College of the Arts in San Francisco. This program prepares the next generation of innovation leaders for a world that is profitable, sustainable, ethical, and truly meaningful. The program unites the perspectives of systems thinking, design and integrative thinking, business models, sustainability, and generative leadership into a holistic strategic framework.
He holds an MBA in sustainable management from Presidio Graduate School and a bachelor's degree in industrial design from Art Center College of Design. He worked with Richard Saul Wurman at The Understanding Business and, later, co-founded vivid studios, a pioneering interactive media company and one of the first web services firms on the planet. vivid's hallmark was helping to establish and validate the field of information architecture by training an entire generation of designers in the newly emerging web industry.
Nathan is on the board of directors for Teague and the AIGA.
Christopher Noessel, in his day job as managing director at the pioneering interaction design firm Cooper, designs products, services, and strategy for the health, financial, and consumer domains, among others. In his role as practice lead, he helps manage the generator type of interaction designers, helping them build their skills and lead client projects to greatness.
Christopher has been doing interaction design for more than 20 years (longer than we've even been calling it that). He co-founded a small interaction design agency where he developed interactive exhibitions and environments for museums, and he worked as a director of information design at international Web consultancy marchFIRST, where he also helped establish the interaction design Center of Excellence.
Christopher was one of the founding graduates of the now-passing-intolegend Interaction Design Institute Ivrea in Ivrea, Italy, where his thesis project was a comprehensive service design for lifelong learners called Fresh. The project was presented at the MLearn conference in London in 2003. He has since helped to visualize the future of counterterrorism as a freelancer, built prototypes of coming technologies for Microsoft, and designed telehealth devices to accommodate the crazy facts of modern health care in his role at Cooper.
Christopher has written for online publications for many years, and was first published in print as co-author of the interaction design pattern chapter in the textbook edited by Simson Garfinkel, RFID: Applications, Security, and Privacy. His Spidey sense goes off at random topics, and this has led him to speak at conferences around the world about a wide range of things, including interactive narrative, ethnographic user research, interaction design, sex-related interactive technologies, free-range learning, the Interface Parenthesis and the future of interaction design, and the relationship between science fiction and interface design.
Most helpful customer reviews
12 of 12 people found the following review helpful.
Smart, fun and insightful: why aren't all business books done this way?
By Amanda C. Peterson
No joke. This is the best book related to design strategy I've ever read.
As a content strategist and taxonomy consultant, I've worked with UX and IA folks since the dawn of the Web and, while we're all aiming for usability and ease, sometimes the metaphors just aren't there.
Trying to read books on usability has been... laughable. Filled with jargon, outdated before they're printed and more useful in curing insomnia than usability issues.
Obviously, Make It So is not that book.
First, by using sci-fi, it establishes a common metaphor that makes talking about interaction tangible, real and understandable - rather than an ethereal or theoretical thing to guess at. Whether someone's read the book or not, it helped me talk about big concepts through simple examples in Star Trek, for example.
Secondly, it's a fun read, which is rare in business books, no matter how useful. I found myself wanting to read it, sneaking a chapter in whenever possible and making notes about principles I wanted to put in place, as well as a few movies I wanted to see.
Thirdly, it's immensely powerful.
I saw William Gibson speak about sci-fi storytelling once. A screenwriting student asked him how he was able to envision the future of computing so well in Neuromancer. He said (roughly) that he was glad that he hadn't seen or used a computer before he wrote it and that the first time he actually used one, he was sorely let down - that experience with computers would have prevented him from, well, inventing cyberspace.
That insight and that magic is exactly what's captured in Make it So. Through the lens of on-screen sci-fi (movies and TV), the authors take the public's hopes and fears for technology, the Platonic ideal of interaction and turn it into simple, relevant, useful, jargon-free imperatives that can apply directly (or in the case of brain-based interfaces, more indirectly) to the most basic interface choices, universal across web design, product design and, I would imagine, the future of fiction as well.
27 of 32 people found the following review helpful.
Exhaustive, but mainly exhausting
By Matthias Schreck
Summary: although the premise of the book is enticing, reading through the minute detail of hundreds of UIs in movies becomes boring very quickly, and the design recommendations are as mundane and obvious as I've ever seen them. If you're a movie buff and into sci-fi, this might be a good book, but if you want to buy this to learn UX, you should seriously reconsider.
I'm a regular reviewer, and really despise people who differ from all the other customer ratings, just to draw attention. Having said that, I couldn't disagree more with the positive reviews of this book - I found it an almost complete flop.
The premise of the book is simple: watch as many sci-fi movies as you can, categorize the interactions with computer systems that take place in them, and then write about what you saw. Then use what you saw to draw conclusions and design lessons from it and offer them to the reader. Therefore, the book consists of two components: a massive list of sci-fi references, and an equally large list of design recommendations. I would like to review each of them individually.
Sci-fi interface categorizations
You've got to give it to the two authors: the mountain of material they went through to write this book must have been enormous. The references to sci-fi movies start with early movies like Metropolis and go right up to 2010, also including sci-fi TV series like Star Trek or Firefly. Whenever I thought "I wonder why they haven't referenced movie XYZ yet" and then I would spot that movie on the next few pages. They clearly know their movies, there is no doubt about it. In the beginning, I read through the references with a smile on my face because I had seen the majority of movies. But then around page 100, I started skipping pages. And then in the last 100 or so pages I caught myself just jumping from one chapter headline to the next, and only briefly scanning for interesting content I couldn't find. The problem is that the book is trying a little bit too hard to be serious about the interfaces. I know, some people will now through their hands up in the air and say "This guy doesn't get the sarcasm!" I did. But it was just weak. Considering how ludicrous some of the interfaces are in the movies, and how unlikely that people could actually use them, the authors took their task of 'learning' from them a little too seriously.
The repetitiveness doesn't help, and there are chapters that are mainly discussing categorizations of interfaces, a subject that is hard to be interested in at all.
So for sci-fi movie buffs, and maybe for people who want to make a sci-fi film, I can see some use of the never-ending exhausting discussions, but all others should stay clear.
Design recommendations
I've been a UI designer and UX professional for many years, so I've read some good UX books and a truck load of bad ones. I've got to say that the 'recommendations' in this book are more mundane, irrelevant and arbitrary than in most books I've seen. I'm not saying that all are bad - some recommendations are straight out of the standard UX works, like "Recognition rather than recall", but for most I got the strong feeling that the authors desperately tried to see relevance in the movie interfaces and therefore pumped as many 'recommendations' into them as possible. And some of them are outright ridiculous! After another exhausting discussion of medical interfaces, it suggests "Use the wave form to indicate vital signs over time" or "being useful is more important than being impressive" or even "Design the future of medical testing". By page 150 or so, I stopped reading these tidbits of confusing design 'recommendations' altogether, and whenever my eye caught another headline that looked interesting and I made the mistake of reading it, I was once again disappointed by the pointlessness of most.
While being completely aware of the danger that this negative review might start a flame war, I strongly advise UX professionals and designers NOT to buy this book. The only reason I gave it 2 stars was because of the effort the authors clearly put into pulling this material together. However, my learning after having forced my way through the book can be summed up with one sentence: future user interfaces are blue.
5 of 5 people found the following review helpful.
Irresistible
By Philip Tabor
The authors know their sci-fi inside out. So it was a smart and witty move to launch a megaton of really useful design wisdom in this glowing capsule of fantasy and futuristic fact. And at almost 700 iPad pages, it packs quite a payload. Interaction design students and professionals will find it irresistible.
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