Make It So

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 shows:

  • Sci-fi interfaces have been there (almost) from the beginning
  • Sci-fi creates a shared design language that sets audience expectations
  • If an interface works for an audience, there’s something there that will work for users
  • Bad sci-fi interfaces can sometimes be the most inspiring
  • There are ten “meta-lessons” spread across hundreds of examples
  • You can use—and not just enjoy—sci-fi in your design work
  • Over 150 lessons and 10 “meta“ lessons that developers can use to enhance their realworld interfaces

Table of Contents
Chapter 1. Learning Lessons from Science Fiction

Part I: Elements of Sci-fi Interfaces
Chapter 2. Mechanical Controls
Chapter 3. Visual Interfaces
Chapter 4. Volumetric Projection
Chapter 5. Gesture
Chapter 6. Sonic Interfaces
Chapter 7. Brain Interfaces
Chapter 8. Augmented Reality
Chapter 9. Anthropomorphism

Part II: Sci-fi Interfaces and Human Activities
Chapter 10. Communication
Chapter 11. Learning
Chapter 12. Medicine
Chapter 13. Sex
Chapter 14. What’s Next?

Book Details

  • Paperback
  • Publisher: Rosenfeld Media (September 2012)
  • Language: English
  • ISBN-10: 1933820985
  • ISBN-13: 978-1933820989
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