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∎ Descargar Free Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook

Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook



Download As PDF : Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook

Download PDF Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook

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.


Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook

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 Filled with jargon, outdated before they're printed and more useful in curing insomnia than usability issues.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.

Product details

  • File Size 58512 KB
  • Print Length 369 pages
  • Publisher Rosenfeld Media; 1 edition (September 17, 2012)
  • Publication Date September 17, 2012
  • Sold by  Digital Services LLC
  • Language English
  • ASIN B009EGPJCU

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Make It So Interaction Design Lessons from Science Fiction 1 Nathan Shedroff Christopher Noessel eBook Reviews


A good book and very though provoking. Not for the non-geek and not, as the title might suggest, a light trip through the fantastic. But many of the questions raised and answers given will trigger thoughts and inspire. It's almost like each chapter is a coach's half-time speech to those of us wrestling with interfaces and what to do with them - you want to charge the field and do something special.
Having heard about this from the amazing radio show "99% Invisible" I had to pick up a copy. The author's though experiment, in attempting to categorize and interpret designs and interfaces from scifi, is an intriguing one. The book certainly has a wide variety of pictures from a range of scifi film and television, but the analysis grows lengthy and over-wrought at times. Still worth reading, but it can be skimmed.
I found this book through the author's blog ( http//scifiinterfaces.wordpress.com/ ). I was initially disappointed as I was expecting more like that, when this, initially, more from a movie perspective, giving advice to people designing interfaces for science fiction. However, as the book went on the advice shifted to UI design and using apologetics to explain how systems work, all of which was presented on a level that I, who know nothing about UI design, could understand and be engaged by. Overall it was very well written, the pictures were well chosen, and the tone remained conversational and easy to get into.

Alright, I'm terrible at writing reviews. I quite liked this book, though I did find the start a bit unfocused. Still, overall it was great, and I'd recommend it to anyone interested in the topic.
God, I wanted to love this book but alas it was not to be.

The idea behind the book, that we can push the frontiers of UX design by looking at how UX design is done in Science Fiction TV and movies, seemed like a really great idea, and after the early chapters (particularly the first chapter on mechanical UX) seemed very promising.

In the end, however, this book felt a little bit too much like a laundry list of how SciFi has treated various categories of 'fantastic' UX, covering topics like volumetric displays and natural input. There are definitely jewels to be found in this data, and I definitely walked away with some learning, but if the authors had chosen to drill deep on a few core learnings rather then going for breadth, I think I would have walked away with more actionable data than was the case.
If you're into the nitty-gritty of interface design, this might be the one book you HAVE to buy this year.

I think we've all come to understand how the communicator from the original Star Trek TV series predated & predicted the flip phone that became so ubiquitous in the late 1990s; indeed, that was the design cue that prompted me to pick up this book in the first place. The great thing about this book is that it looks much, much deeper into interface design than Motorola's Star-Tac phone and many of the interfaces inspired by or affected by sci-fi movies & TV shows are things many of us wouldn't even think of at first.

I'm not into the nitty-gritty of interface design, but I am very much into design in general and a huge fan of sci-fi. There's 2 things that keep this book from 5 stars in my mind. #1 is the very small typeface chosen for the bulk of the book. I wear glasses for a reason, sure, but reading "Make It So" for long periods of time was difficult due to the size of the text. #2 is the times when the author goes off on a tangent about some particularly obscure aspect of interface design. Fortunately these latter sections are relatively few.

Overall, this is a fascinating book packed with great ideas and a ton of information on how sci-fi affects modern life. Recommended.
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.
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