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3,9 sur 5 étoiles
3,9 sur 5
24 évaluations
5 étoiles
45%
4 étoiles
25%
3 étoiles
12%
2 étoiles
9%
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8%
Make It So: Interaction Design Lessons from Science Fiction (English Edition)

Make It So: Interaction Design Lessons from Science Fiction (English Edition)

parNathan Shedroff
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Depuis France

Christopher M
5,0 sur 5 étoiles A great read !
Commenté en France 🇫🇷 le 9 septembre 2013
Just one of my most enjoyable, insightful and fun reading since a loooong time! For a work-related book, It's as amazing as are Sci-fi films.

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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D’autres pays

Matthias Schreck
2,0 sur 5 étoiles Exhaustive, but mainly exhausting
Commenté aux États-Unis 🇺🇸 le 11 décembre 2012
Achat vérifié
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.
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Amanda C. Peterson
5,0 sur 5 étoiles Smart, fun and insightful: why aren't all business books done this way?
Commenté aux États-Unis 🇺🇸 le 18 octobre 2012
Achat vérifié
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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T. Wesley
4,0 sur 5 étoiles Fascinating.
Commenté aux États-Unis 🇺🇸 le 3 octobre 2012
Achat vérifié
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.
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MATTHEW L BROWN
4,0 sur 5 étoiles Very good, and gets better after the first couple of chapters.
Commenté aux États-Unis 🇺🇸 le 11 janvier 2015
Achat vérifié
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.
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Erik A. Saltwell
3,0 sur 5 étoiles An interesting topic but not so well executed
Commenté aux États-Unis 🇺🇸 le 29 juillet 2013
Achat vérifié
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.
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Robert F. Tow
5,0 sur 5 étoiles It's about time... travel
Commenté aux États-Unis 🇺🇸 le 25 septembre 2012
Achat vérifié
This work shall be a long legged text for serious students - if the authors & publisher can get away with the blatant fair use exemption of visual content. I find in my experience of dealing with licensing issues that they are on firm ground; defending it may be overly exciting. In the the case where they are injuncted I advise samizdat (please post the full text in the format of your choice ASAP to the Pirate Bay). This work should be required of design students as basic ground, before they engage in war/discourse/battle/creation (Sun Tzu, anyone?).

I have advised graduate students of design who have no sense of history. As an old fart (I started with punched cards, and I liked Ike) I would now require reading of this text before & while inventing the Next Thing.

Destination Moon... make it so...

Time traveler.
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Marta
5,0 sur 5 étoiles Perfect for interaction designers
Commenté au Brésil 🇧🇷 le 20 mars 2019
Achat vérifié
I use this book to help me with a paper about space ship design, comparing real and fictional, at my interaction design post-degree. As a huge fan of Star Trek, I keep reading it because it's so fun and full of trivia. It really helps to understand why media portraits sci-fi the way it does and the real life usability lessons it gave to us.
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kesseljunkie
4,0 sur 5 étoiles well worth the read
Commenté aux États-Unis 🇺🇸 le 3 mai 2013
Achat vérifié
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.
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JayKK
3,0 sur 5 étoiles Ho Hum
Commenté aux États-Unis 🇺🇸 le 19 mars 2013
Achat vérifié
I haven't finished reading it completely but I can tell you it's very "wordy" and pretentious and I'm not sure what the goal was of the authors. Some may like this style, but I would prefer a more direct style of presenting the information with less self aggrandizing. If you fit the style of this book you will probably get something from it, but I am finding it boring to dig through.
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