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Nathan Shedroff and Christopher Noessel
Make It So
Interaction Design Lessons from Science Fiction
Rosenfeld Media
Brooklyn, New York
Make It So: Interaction Design Lessons from Science Fiction
By Nathan Shedroff and Christopher Noessel
Rosenfeld Media, LLC
457 Third Street, #4R
Brooklyn, New York
11215 USA
On the Web: www.rosenfeldmedia.com
Please send errors to: [email protected]
Publisher: Louis Rosenfeld
Developmental Editor: JoAnn Simony
Copyeditor: Kathy Brock
Interior Layout Tech: Danielle Foster
Cover Design: The Heads of State
Indexer: Nancy Guenther
Proofreader: Ben Tedoff
© 2012 Rosenfeld Media, LLC
All Rights Reserved
ISBN: 1-933820-98-5
ISBN-13: 978-1-933820-98-9
LCCN: 2012943408
Printed and bound in the United States of America
iii
Dedication
To my nieces, Aleksandra and Isabella, who have yet to see their first sci-fi.
However, I have big plans for them and plenty of time to combat Barbie.
—Nathan Shedroff
To my nieces, nephews, and goddaughters: Hunter, Abby, Ava, Kaili, Andrea,
Craig Jr., and Evan; and to my little, forthcoming boy (and any more to
come). The vision of the future is increasingly in your hands.
—Chris Noessel
iv
How to Use This Book
Being an interaction designer colors how you watch science fiction. Of
course you’re enjoying all of the hyperspacey, laser-flinging, computerhacking action like everyone else, but you can’t help but evaluate the
interfaces when they appear. You are curious if they’ll disable the tractor
beam in time, but you also find yourself wondering, Could it really work that
way? Should it work that way? How could it work better? And, of course, Can
I get the interfaces I design in my own work to be this cool or even cooler?
We asked ourselves these questions with each new TV show and each new
film we watched, and we realized that for every eye-roll-worthy moment of
technological stupidity, there are genuine lessons to be learned—practical
lessons to be drawn from the very public, almost outsider-art interfaces that
appear in the more than 100 years of sci-fi cinema and television. Then we
wondered what we would learn from looking at not just one or even a dozen
of them but as many as we could.
This book is the result of that inquiry, an analysis of interfaces in sci-fi films
and TV shows, with lessons that interface and interaction designers can use
in their real-world practice. We’ve learned a great deal in writing it, and we
want to share those lessons with you.
Who Should Read This Book?
We have written this book principally for interface designers interested
in learning best practices from sci-fi, understanding sci-fi’s role in design
history, and using sci-fi interfaces in their own work.
If you’re a sci-fi fan with an interest in interface design, use this book to explore
your favorite movies and TV shows more deeply and to discover new ones.
If you make sci-fi, you can learn how the interfaces you create are evaluated
by audiences and influence real-world developers.
Similarly, individuals interested in media theory through the perspective of
sci-fi can find insights here, though a more thorough and deep discussion of
theory will have to wait for more research.
How to Use This Book v
What’s in This Book?
To make the material easily accessible, we’ve organized the discussions in
two sections: the first examines the elements of user interfaces in sci-fi, and
the second looks at how these interfaces are used to assist basic human
activities such as communication and learning.
Discussing interface elements first should make it clear where to find
information, examples, and lessons pertaining to individual user interface
components. These deal with inputs and outputs. Lots of examples can be
found throughout sci-fi for each of these, but we’ve chosen some of the most
interesting and unique.
The second section focuses on things people do. This content is organized
around the flow of activities and the system interactions that support users’
goals. There’s even a chapter on sex-related systems, of which there are more
than you might at first think, and which reveal some surprisingly applicable
lessons to everyday, less titillating work.
All of the lessons and opportunities in the book have been gathered in an
appendix for quick reference.
What Comes with This Book
There is a lot of material in this book, but we’ve still only scratched the
surface. Lou Rosenfeld has been generous in giving us so much space,
but there is a lot that couldn’t be included, some of which is available on
the book’s companion website, www.scifiinterfaces.com. There we’ll be
adding material as new films and TV series are released, a list of all of the
titles we’ve reviewed so far, as well as links to where you can buy or rent
titles, or watch clips. We’re in the process of adding more detailed reviews
of particular sci-fi interfaces, our extensive tag cloud, larger versions of the
images used in the book, and more.
vi
Frequently Asked
Questions
The topic of this book is a fun idea, but how
is science fiction relevant to design?
Design and science fiction do much the same thing. Sci-fi uses characters
in stories to describe a possible future. Similarly, the design process uses
personas in scenarios to describe a possible interface. They’re both fiction.
Interfaces only become fact when a product ships. The main differences
between the two come from the fact that design mainly proposes what it
thinks is best, and sci-fi is mostly meant to entertain. But because sci-fi can
envision technology farther out, largely freed from real-world constraints,
design can look to it for inspiration and ideas about what can be done today.
See Chapters 1 and 14.
Do you distinguish between science fiction and sci-fi?
In a 1997 article, Harlan Ellison claimed the term “science fiction” for the
genre of story that is concerned with science and “eternal questions,” with
an implied focus on literature.1 We wanted to look at interfaces, and this
led us quite often into that other category of story that he characterized as a
“debasement” and “a simplistic, pulp-fiction view of the world” called “sci-fi.”
We don’t entirely agree with his characterization, and it’s true that we didn’t
look at literature for this project, so we don’t make the same distinction. We
just use sci-fi as an abbreviation for science fiction to save space. Hopefully
Mr. Ellison won’t be too mad.
Where is [insert an example from sci-fi here]?
To misquote Douglas Adams: Sci-fi is big. Really big. We couldn’t get to
everything, and we didn’t have the room to include everything we got to.
Fortunately, many sci-fi examples build on very similar ideas. Sometimes we
passed over one example in favor of another that might be more well known
or, alternatively, we included an unsung one that deserved some credit.
Most of what we’ve reviewed is sci-fi from the United States, but we’ve also
ventured into sci-fi from other countries. Even given what we’ve managed to
achieve, we’ve barely scratched the surface. You can find additional material
on our website: www.scifiinterfaces.com.
1 Ellison, Harlan. (1997, April 7). Strangers in a strange land. Newsweek.
Frequently Asked Questions vii
Why didn’t you talk about [insert interaction
design principle here]?
The lessons are derived from sci-fi, not the other way around. If no example
in the survey pointed us toward, say, Fitts’s Law, then it doesn’t appear, and
some principles didn’t make the final cut due to space constraints. Another
style of investigation would have been to write a textbook on interaction or
interface design using only examples from sci-fi, which would be interesting,
but isn’t this project.
Wouldn’t this have worked better as a movie
or an ebook that can play video clips?
Because our lessons and commentary involve moments from movies and
television, it’s a little problematic to publish them in a medium that doesn’t
allow us to show these interfaces in action. But because our focus was on
studying interfaces and deriving lessons, we’ve started with media that would
work best for later reference: traditional book, ebook, and website. If you’re
eager to see some of these interfaces in action, certainly check out the original
movies or TV shows, or come to one of the workshops and lectures we give on
the subject, where we share relevant clips. And be assured that we’re exploring
alternative media for these lessons and ideas next.
These interfaces weren’t designed to be studied or for
users in the real world. Aren’t you being a little unfair?
Indeed, we are using real-world criteria for interfaces that aren’t in the
real world—the vast majority of which aren’t meant to be. But as fans and
designers, we can’t help but bring a critical eye to bear on the sci-fi we watch,
and with most of the world becoming more technologically savvy as time
goes on, audiences will become so, too. But it’s the “outsider” nature of these
interfaces that make them fascinating to study, as their creators produce
both blunders and inspired visions.
What was the most interesting thing you
discovered when writing the book?
We were surprised at how productive it was to investigate the “bad”
interfaces. The “good” interfaces often serve as reminders of principles with
which we are already familiar. Sometimes they are inspiring. But the “bad”
interfaces, because they still worked at a narrative level, revealed the most
surprising insights through the process of “apology,” discussed in Chapter 1.
viii Frequently Asked Questions
What was left on the editing room floor?
One of our early ideas for the book was to include interviews with sci-fi
makers and science practitioners. The interviews didn’t make it into the final
iteration of the book, but these people gave their time and shared much with
us, and we’d like to acknowledge them individually with special thanks:
Douglas Caldwell, Mark Coleran, Mike Fink, Neil Huxley, Dean Kamen, Joe
Kosmo, David Lewindowsky, Jerry Miller, Michael Ryman, Rpin Suwannath,
and Lee Weinstein.
Additionally, we had early draft chapters on sci-fi doors, chemical interfaces,
weapons, and spacesuits/spaceships. Early reviews of the sheer size of the
book forced us to make some hard choices. Perhaps in some future work we
will be able to develop this content further, but for now it will have to wait.
Why didn’t you mention [insert title] more?
Several movies and TV shows are incredibly seminal and culturally
influential. Star Trek, Minority Report, and 2001: A Space Odyssey are three
we can name off of the top of our heads. But we didn’t want to lean too much
on a small set of movies and shows. Rather, we wanted to use these examples
for their most salient aspects, then branch out into other examples from the
survey when the topic warranted.
What about other speculative technology found in
video games, futuristic commercials, or industry films?
The hard-core genre nerds know that conversations about defining science
fiction often lead to conversations about speculative fiction instead, which
is a much broader topic of interest to us, but isn’t the focus of this project.
Anyone interested in these related media should read Chapter 14.
ix
Contents
How to Use This Book iv
Frequently Asked Questions vi
Foreword xvii
Chapter 1
Learning Lessons from Science Fiction 1
What Is an Interface? 3
Which Science Fiction? 3
What Counts? 5
Why Look to Fiction? 6
The Database 7
Finding Design Lessons 7
The Shape of a Lesson 10
Finding Inspiration in Science Fiction 11
Let’s Begin 13
part I: Elements of Sci-Fi User Interfaces
Chapter 2
Mechanical Controls 15
At First, Mechanical Controls Were Nowhere 16
Then They Were Everywhere 17
For a While, Mechanical Controls Started
Disappearing 21
Now They Coexist with Other Interfaces 24
Mechanical Controls Are Used to Evoke Moods 26
Mechanical Controls: Will We Come Full Circle? 27
Chapter 3
Visual Interfaces 29
What Counts? 32
Text-Based Interfaces 32
Command-Line Interfaces 32
x Contents
Graphical User Interfaces 36
Typography 36
Glow 40
Color 41
Display Shape 50
Layers and Transparency 51
21
/2D 54
Grouped Controls 55
File Management Systems 58
Motion Graphics 62
Visual Style 64
The Hitchhiker’s Guide to the Galaxy 65
Final Fantasy 66
The Chronicles of Riddick 66
The Incredibles 67
Case Study: Star Trek’s LCARS 68
Visual Interfaces Paint Our Most Detailed
Pictures of the Future 73
Chapter 4
Volumetric Projection 75
What Counts? 76
What Do Volumetric Projections Look Like? 78
How Are Volumetric Projections Used? 81
Communications 81
Reinforcing Social Hierarchy 85
Navigation 86
Medical Imaging 87
Real-World Problems 87
Confusion 87
Eyestrain 88
Cropping 88
Contents xi
Occlusion 89
Overuse 89
Volumetric Projection Has Been Defined by Sci-Fi 90
Chapter 5
Gesture 91
What Counts? 92
The Canonical Gestural Interface: Minority Report 95
Gesture Is a Concept That Is Still Maturing 97
Hollywood’s Pidgin 98
1. Wave to Activate 98
2. Push to Move 99
3. Turn to Rotate 99
4. Swipe to Dismiss 100
5. Point or Touch to Select 100
6. Extend the Hand to Shoot 101
7. Pinch and Spread to Scale 101
Direct Manipulation 102
Gestural Interfaces Have a Narrative Point of View 104
Gestural Interfaces: An Emerging Language 108
Chapter 6
Sonic Interfaces 109
What Counts? 110
Sound Effects 110
Ambient Sound 112
Directional Sound 112
Music Interfaces 114
Voice Interfaces 115
Simple Voice Output 116
Voice-Identification Interfaces 117
Limited-Command Voice Interfaces 118
xii Contents
Conversational Interfaces 121
Sonic Interfaces: Hearing Is Believing 124
Chapter 7
Brain Interfaces 125
Physically Accessing the Brain 126
Invasive Brain Interfaces 126
Noninvasive Brain Interfaces 127
Disabling the Mind 131
Two Directions of Information 132
Writing to the Brain 132
Reading from the Brain 138
Telexperience 142
Active Subjects 144
Virtual Telepresence 144
Actual Telepresence 148
Manifesting Thought 149
Having Virtual Sex 149
Piloting a Spaceship 150
Playing a Game 151
Dismantling Two Sci-Fi Brain-Tech Myths 151
Myth: Brain-Affecting Interfaces Will
Be Painful 151
Myth: Knowledge Can Be Installed and
Uninstalled Like Software 153
Where Are the Thought Interfaces? 153
Brain Interfaces: A Minefield of Myths 155
Chapter 8
Augmented Reality 157
What Counts? 158
Appearance 160
Sensor Display 160
Contents xiii
Location Awareness 163
Context Awareness 165
Object Awareness 165
Awareness of People 167
Goal Awareness 171
Goal: Flying Well 171
Goal: Precise Targeting 172
What’s Missing? 176
Augmented Reality Will Make Us Laser-Focused,
Walking Encyclopedias 176
Chapter 9
Anthropomorphism 177
Humanness Is Transferable to Nonhuman
Systems 179
Appearance 185
Voice 186
Audible Expressiveness 188
Behavior 189
Degrees of Agency: Autonomy and Assistance 190
Anthropomorphism: A Powerful Effect That
Should Be Invoked Carefully 195
part II: Sci-Fi Interfaces and Human Activities
Chapter 10
Communication 197
Asynchronous versus Synchronous Communication 199
Composing 199
Playback 201
Activating the System 202
Specifying a Recipient 203
Fixed Connection 203
xiv Contents
Operator 204
A Unique Identifier 205
Stored Contacts 206
Receiving a Call 208
Notification 208
What We Don’t See 211
Accepting 211
Monitoring the Connection 212
Ending a Call 213
Audio 214
Audiovisualization 216
What We Don’t See 217
Video 217
What We Don’t See 218
Two More Functions 218
Language Translation 218
Disguise 220
Communication: How We’ll Be Talking Next 221
Chapter 11
Learning 223
Direct Download 225
Psychomotor Practice 227
Presentation Tools 232
Reference Tools 236
Machines to Think With 241
Testing Interfaces 244
Case Study: The Holodeck 247
Psychomotor Training 248
Presentation 250
Reference 250
Machines to Think With 251