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![Make It So: Interaction Design Lessons from Science Fiction (English Edition) par [Nathan Shedroff, Christopher Noessel]](https://m.media-amazon.com/images/W/IMAGERENDERING_521856-T1/images/I/41Qys+hpj5L._SY346_.jpg)
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Make It So: Interaction Design Lessons from Science Fiction (English Edition) Format Kindle
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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.
- LangueAnglais
- ÉditeurRosenfeld Media
- Date de publication17 septembre 2012
- Taille du fichier58509 KB
Description du produit
Revue de presse
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) --Ce texte fait référence à l'édition paperback.
Biographie de l'auteur
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.
--Ce texte fait référence à l'édition paperback.Détails sur le produit
- ASIN : B009EGPJCU
- Éditeur : Rosenfeld Media; 1er édition (17 septembre 2012)
- Langue : Anglais
- Taille du fichier : 58509 KB
- Synthèse vocale : Activée
- Lecteur d’écran : Pris en charge
- Confort de lecture : Activé
- X-Ray : Non activée
- Word Wise : Non activé
- Pense-bêtes : Sur Kindle Scribe
- Nombre de pages de l'édition imprimée : 369 pages
- Commentaires client :
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I've discovered the authors, Nathan and Christopher, through their blog scifiinterfaces.com. After few months of reading, I've decided to take time to read their book.
*Make It So* is a thorough study of interfaces included in Sci-fi movies and TV Shows. Each chapter is focused on a domain, or on a purpose - learning, communications, etc... This is a clever organization that helps you get useful insignts and ideas that can be applied within our daily life as UX workers. There is also some "lessons" resumed and indexed that offer direct applicable advices
The best part of this book, compared to other UX-related books, is that all you learn is extracted from SciFi films: The matrix, Incredibles, Metropolis, Star trek, Star wars, ... Do you know another book that talks about your favorites films AND give you some knowledge at the same time ? I don't, and that's why the reading of Make It So was a real pleasure !
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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.

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.