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Make It So Workshop
Design Lessons From the Future
Nathan Shedroff
nathan@nathan.com
@nathanshedroff
scifiinterfaces.com MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
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.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Make It So Workshop
Introduction

Presentation

Discussion
Exercise 1: Diverge
Exercise 2: Diverge
Exercise 3: Converge
Exercise 4: Converge
Results Presentation

Discussion
:60
:30
:30
:30
:30
:30
presentation
Make It So Workshop
0:45:00
www.youtube.com/watch?v=u6lHVkTakSs
Make It So Workshop
Design for Dreaming (01956)
Make It So Workshop
Who’s Future?
dream-house-design.blogspot.com
Visible Human Project (01989)
Lesson: Real Design Inspires Science Fiction
X-Men (02003)
Lesson: Real Design Inspires Science Fiction
Damien Hirst (01993)
Lesson: Real Design Inspires Science Fiction
The Cell (2000)
The Cell (02000)
Lesson: Real Design Inspires Science Fiction
X-Men (02000)
Lesson: Science Fiction Inspires Real Development
XenoVision Mark II Dynamic Sand Table (02004)
Lesson: Science Fiction Inspires Real Development
XenoVision Mark II Dynamic Sand Table (02004)
Lesson: Science Fiction Inspires Real Development
Star Trek (01966)
Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
Motorola StarTAC (01996)
Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
Motorola MicroTAC (01989)
Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
The Empire Strikes Back (01980)
Lesson: Visual Scale Telegraphs Social Hierarchy
Revenge of the Sith (02005)
Lesson: Visual Scale Telegraphs Social Hierarchy
The Fifth Element (01997)
Lesson: Systems Should Respond to Erroneous Input Appropriately
2001: A Space Odyssey (01968)
Lesson: Systems Should Respond to Erroneous Input Appropriately
The Fifth Element (01997)
Lesson: Systems Should Respond to Erroneous Input Appropriately
Into Eternity (02010)
Onkalo Nuclear Waste Repository, Eurajoki, Finland
Lifted (02006)
Lesson: Form Language Can Help Novice Users Quickly Learn Complex Systems
Apple “Snow White” Design Language (01984-01990)
Lesson: Most Design IS Fiction
Lesson: (So is much of Business)
Metropolis (01927)
Lesson: Humanness is Transferrable to Non-human Systems
Roomba (02002)
Lesson: Humanness is Transferrable to Non-human Systems
Knight Rider (01982)
Lesson: Conversation casts the system in the role of a character
Star Wars: A New Hope (01977)
Lesson: Use Nonlinguistic Sounds Expressively to Trigger Anthropomorphism
Moon (02009)
Lesson: Use an agent’s social pressure for a social agenda
Microsoft Bob & Clippy (01987)
Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
Microsoft Ms. Dewey (2006)
Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
Knowledge Navigator (01987)
Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
The Matrix (01999)
Lesson: The More Human The Representation, The Higher The Expectations Of Human Behavior
40
Realistic >>>
Acceptable>>>
Star Trek:The Next Generation (01987)
Lesson: Beware the Uncanny Valley
Until the End of the World (01991)
Lesson: Consider Zoomorphizing (Animal-likenesses) For Low-Functioning Systems
Iron man (02008)
Lesson: Achieve Anthropomorphism Through Behavior
The Time Machine (02002)
Lesson: Achieve Anthropomorphism Through Behavior
Star Trek (02010)
Lesson: Rely On A User’s Recognition Rather Than Recall
Flash Gordon (01980)
Lesson: Avoid Reminding People of the Simulation
2001: A Space Odyssey (01968)
Lesson: The Network Ruins Tension-Filled Narratives
Science Fiction is
a prototyping tool
Make It So Workshop
Make It So Workshop
Make It So Workshop
Sci Fi
Character
Story
Inspiration
Design
User/Persona
Scenario/Use Case
Outcome/Value
<>
Make It So Workshop
Exercise 1: Diverge: Design for a New User
Exercise 2: Diverge: Design for New Medium
Exercise 3: Converge: Reverse Engineer for 

the Present
Exercise 4: Converge: Add a Sci-Fi Patina
Make It So Workshop
exercise 1 :
Diverge: Design for a New User
Choose a character from a Sci-fi film or TV show (similar to your
user) and imagine the system that would meet their needs
0:30:00
Make It So Workshop
0:30:00
exercise 1 :
Diverge: Design for a New User
Choose a character from a Sci-fi film or TV show (similar to your
user) and imagine the system that would meet their needs
Make It So Workshop
0:30:00
Make It So Workshop
0:30:00
exercise 1 :
Diverge: Design for a New User
Refamiliarize yourself with it by researching
its interfaces online with images.
exercise 2 :
Diverge: Design for New Medium
Choose one of the following media and imagine

how it might transform your system:
AR, VR or 3D
Gesture Interface
Voice Interface
Anthropomorphism
Make It So Workshop
0:30:00
exercise 3 :
Converge: Reverse Engineer for the Present
Redevelop your new solution into present-day
technology. How much of it can be built “today”?
Make It So Workshop
0:30:00
exercise 4 :
Converge: Add a Science Fiction Patina
Incorporate Sci-Fi typography, colors, shapes,

and other visual design elements into your solution.
Make It So Workshop
0:30:00
Lesson: Sans Serif Is The Typeface Choice Of The Future
The Island (c 02005)
Lesson: Incorporate Typographic Principles From Print
Star Trek (02009)
Lesson: Science Fiction Glows
Star Trek: The Next Generation (c 01987-01994)
Lesson: Science Fiction Glows
Galaxy Quest (01999) Supernova (02000) Battlestar Galactica
(02004) The Hitchhiker’s Guide to the Galaxy (02008)
Lesson: Future Screens Are Mostly Blue
1968 1973 1974 1977 1979
1980 1982 1983 1986 1989
1990 1991 1996 1997 1999
2000 2002 2003 2004 2005
2007 2008
Lesson: Future Screens Are Mostly Blue
The Fifth Element (01997) Red Planet (02000)

Star Trek: Nemesis (02002) The Incredibles (02004)
Lesson: Red Means Danger
Enterprise (02001) The Matrix: Revolution (02003)
Lesson: Gray Makes Interfaces Look Like An Early-Generation GUI
Roomba (2002)
Space:1999 (01975)

Star Wars 1: The Phantom Menace (01999)
Lesson: To Create A Unique Interface, Avoid Single, Common Colors And The Glow Effect
Men in Black II (02002) Firefly (02002) Torchwood (02005)

Star Wars IV: A New Hope (1977)
Lesson: Use Nonrectilinear-Shaped Screens To Make Them Look Advanced
District 9 (02009)
Lesson: Use Transparency To Order Important Information While Preserving Context
Star Trek (02009)
Lesson: Avoid The Confusion Caused By Too Many Overlapping, Transparent Layers
Eagle Eye (02008)
Lesson: Avoid The Confusion Caused By Too Many Overlapping, Transparent Layers
Gamer (02009) Hackers (01995)
Lesson: Three-Dimensional Data Makes Use of Users’ Spatial Memory
Lost in Space (01998)
Lesson: Use Motion To Draw Attention, Cautiously
The Hitchhiker’s Guide to the Galaxy (02008)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
Final Fantasy (02001)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
The Chronicles of Riddick (02004)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
The Incredibles (02004)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
LCARS Interface, Star Trek: The Next Generation, Star Trek:
Deep Space 9, and Star Trek: Voyager (01987-2001)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
Misc. Alien Interfaces, Star Trek: The Next Generation,

Star Trek: Deep Space 9 (01987-2001)
Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
present :
What did you create?
1: what is your system/interface?
2: who is your character (and what changed)?
3: what sci-fi tech did you try (and what changed)?
4: how do you bring it back to the present?
Make It So Workshop
0:30:00
scifinterfaces.com
Nathan Shedroff & Chris Noessel
nathan@nathan.com
@nathanshedroff
MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
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.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL

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Science Fiction Prototyping Workshop

  • 1. Make It So Workshop Design Lessons From the Future Nathan Shedroff nathan@nathan.com @nathanshedroff scifiinterfaces.com MAKE IT SO Interaction Design Lessons from Science Fiction by NATHAN SHEDROFF & CHRISTOPHER NOESSEL foreword by Bruce Sterling 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. “Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and informative book on how interaction design in sci-fi movies informs interaction design in the real world.... You will find it as useful as any design textbook, but a whole lot more fun.” ALAN COOPER “Father of Visual Basic” and author of The Inmates Are Running the Asylum “Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s machine interfaces.” ANNALEE NEWITZ Editor, io9 blog “Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain.” MARK COLERAN Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider) “Every geek’s wet dream: a science fiction and interface design book rolled into one.” MARIA GIUDICE CEO and Founder, Hot Studio www.rosenfeldmedia.com MORE ON MAKE IT SO www.rosenfeldmedia.com/books/science-fiction-interface/ MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
  • 2. Make It So Workshop Introduction Presentation Discussion Exercise 1: Diverge Exercise 2: Diverge Exercise 3: Converge Exercise 4: Converge Results Presentation Discussion :60 :30 :30 :30 :30 :30
  • 3. presentation Make It So Workshop 0:45:00 www.youtube.com/watch?v=u6lHVkTakSs
  • 4. Make It So Workshop Design for Dreaming (01956)
  • 5. Make It So Workshop Who’s Future? dream-house-design.blogspot.com
  • 6.
  • 7. Visible Human Project (01989) Lesson: Real Design Inspires Science Fiction
  • 8. X-Men (02003) Lesson: Real Design Inspires Science Fiction
  • 9. Damien Hirst (01993) Lesson: Real Design Inspires Science Fiction
  • 10. The Cell (2000) The Cell (02000) Lesson: Real Design Inspires Science Fiction
  • 11.
  • 12. X-Men (02000) Lesson: Science Fiction Inspires Real Development
  • 13. XenoVision Mark II Dynamic Sand Table (02004) Lesson: Science Fiction Inspires Real Development
  • 14. XenoVision Mark II Dynamic Sand Table (02004) Lesson: Science Fiction Inspires Real Development
  • 15. Star Trek (01966) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  • 16. Motorola StarTAC (01996) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  • 17. Motorola MicroTAC (01989) Lesson: Science Fiction Sets Expectations that Audiences and Developers Internalize
  • 18. The Empire Strikes Back (01980) Lesson: Visual Scale Telegraphs Social Hierarchy
  • 19. Revenge of the Sith (02005) Lesson: Visual Scale Telegraphs Social Hierarchy
  • 20. The Fifth Element (01997) Lesson: Systems Should Respond to Erroneous Input Appropriately
  • 21. 2001: A Space Odyssey (01968) Lesson: Systems Should Respond to Erroneous Input Appropriately
  • 22. The Fifth Element (01997) Lesson: Systems Should Respond to Erroneous Input Appropriately
  • 23. Into Eternity (02010) Onkalo Nuclear Waste Repository, Eurajoki, Finland
  • 24. Lifted (02006) Lesson: Form Language Can Help Novice Users Quickly Learn Complex Systems
  • 25. Apple “Snow White” Design Language (01984-01990) Lesson: Most Design IS Fiction
  • 26. Lesson: (So is much of Business)
  • 27. Metropolis (01927) Lesson: Humanness is Transferrable to Non-human Systems
  • 28. Roomba (02002) Lesson: Humanness is Transferrable to Non-human Systems
  • 29. Knight Rider (01982) Lesson: Conversation casts the system in the role of a character
  • 30. Star Wars: A New Hope (01977) Lesson: Use Nonlinguistic Sounds Expressively to Trigger Anthropomorphism
  • 31. Moon (02009) Lesson: Use an agent’s social pressure for a social agenda
  • 32. Microsoft Bob & Clippy (01987) Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
  • 33. Microsoft Ms. Dewey (2006) Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
  • 34. Knowledge Navigator (01987) Lesson: Anthropomorphized Interfaces Are Difficult To Greate Successfully
  • 35. The Matrix (01999) Lesson: The More Human The Representation, The Higher The Expectations Of Human Behavior
  • 36. 40 Realistic >>> Acceptable>>> Star Trek:The Next Generation (01987) Lesson: Beware the Uncanny Valley
  • 37. Until the End of the World (01991) Lesson: Consider Zoomorphizing (Animal-likenesses) For Low-Functioning Systems
  • 38. Iron man (02008) Lesson: Achieve Anthropomorphism Through Behavior
  • 39. The Time Machine (02002) Lesson: Achieve Anthropomorphism Through Behavior
  • 40. Star Trek (02010) Lesson: Rely On A User’s Recognition Rather Than Recall
  • 41. Flash Gordon (01980) Lesson: Avoid Reminding People of the Simulation
  • 42. 2001: A Space Odyssey (01968) Lesson: The Network Ruins Tension-Filled Narratives
  • 43. Science Fiction is a prototyping tool Make It So Workshop
  • 44. Make It So Workshop
  • 45. Make It So Workshop Sci Fi Character Story Inspiration Design User/Persona Scenario/Use Case Outcome/Value <>
  • 46. Make It So Workshop Exercise 1: Diverge: Design for a New User Exercise 2: Diverge: Design for New Medium Exercise 3: Converge: Reverse Engineer for 
 the Present Exercise 4: Converge: Add a Sci-Fi Patina
  • 47. Make It So Workshop exercise 1 : Diverge: Design for a New User Choose a character from a Sci-fi film or TV show (similar to your user) and imagine the system that would meet their needs 0:30:00
  • 48. Make It So Workshop 0:30:00 exercise 1 : Diverge: Design for a New User Choose a character from a Sci-fi film or TV show (similar to your user) and imagine the system that would meet their needs
  • 49. Make It So Workshop 0:30:00
  • 50. Make It So Workshop 0:30:00 exercise 1 : Diverge: Design for a New User Refamiliarize yourself with it by researching its interfaces online with images.
  • 51. exercise 2 : Diverge: Design for New Medium Choose one of the following media and imagine
 how it might transform your system: AR, VR or 3D Gesture Interface Voice Interface Anthropomorphism Make It So Workshop 0:30:00
  • 52. exercise 3 : Converge: Reverse Engineer for the Present Redevelop your new solution into present-day technology. How much of it can be built “today”? Make It So Workshop 0:30:00
  • 53. exercise 4 : Converge: Add a Science Fiction Patina Incorporate Sci-Fi typography, colors, shapes,
 and other visual design elements into your solution. Make It So Workshop 0:30:00
  • 54. Lesson: Sans Serif Is The Typeface Choice Of The Future
  • 55. The Island (c 02005) Lesson: Incorporate Typographic Principles From Print
  • 56. Star Trek (02009) Lesson: Science Fiction Glows
  • 57. Star Trek: The Next Generation (c 01987-01994) Lesson: Science Fiction Glows
  • 58. Galaxy Quest (01999) Supernova (02000) Battlestar Galactica (02004) The Hitchhiker’s Guide to the Galaxy (02008) Lesson: Future Screens Are Mostly Blue
  • 59. 1968 1973 1974 1977 1979 1980 1982 1983 1986 1989 1990 1991 1996 1997 1999 2000 2002 2003 2004 2005 2007 2008 Lesson: Future Screens Are Mostly Blue
  • 60. The Fifth Element (01997) Red Planet (02000)
 Star Trek: Nemesis (02002) The Incredibles (02004) Lesson: Red Means Danger
  • 61. Enterprise (02001) The Matrix: Revolution (02003) Lesson: Gray Makes Interfaces Look Like An Early-Generation GUI
  • 62. Roomba (2002) Space:1999 (01975)
 Star Wars 1: The Phantom Menace (01999) Lesson: To Create A Unique Interface, Avoid Single, Common Colors And The Glow Effect
  • 63. Men in Black II (02002) Firefly (02002) Torchwood (02005)
 Star Wars IV: A New Hope (1977) Lesson: Use Nonrectilinear-Shaped Screens To Make Them Look Advanced
  • 64. District 9 (02009) Lesson: Use Transparency To Order Important Information While Preserving Context
  • 65. Star Trek (02009) Lesson: Avoid The Confusion Caused By Too Many Overlapping, Transparent Layers
  • 66. Eagle Eye (02008) Lesson: Avoid The Confusion Caused By Too Many Overlapping, Transparent Layers
  • 67. Gamer (02009) Hackers (01995) Lesson: Three-Dimensional Data Makes Use of Users’ Spatial Memory
  • 68. Lost in Space (01998) Lesson: Use Motion To Draw Attention, Cautiously
  • 69. The Hitchhiker’s Guide to the Galaxy (02008) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 70. Final Fantasy (02001) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 71. The Chronicles of Riddick (02004) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 72. The Incredibles (02004) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 73. LCARS Interface, Star Trek: The Next Generation, Star Trek: Deep Space 9, and Star Trek: Voyager (01987-2001) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 74. Misc. Alien Interfaces, Star Trek: The Next Generation,
 Star Trek: Deep Space 9 (01987-2001) Lesson: Creative Combinations of Even Common Stylistic Choices Create Unique Appearance
  • 75. present : What did you create? 1: what is your system/interface? 2: who is your character (and what changed)? 3: what sci-fi tech did you try (and what changed)? 4: how do you bring it back to the present? Make It So Workshop 0:30:00
  • 76. scifinterfaces.com Nathan Shedroff & Chris Noessel nathan@nathan.com @nathanshedroff MAKE IT SO Interaction Design Lessons from Science Fiction by NATHAN SHEDROFF & CHRISTOPHER NOESSEL foreword by Bruce Sterling 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. “Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and informative book on how interaction design in sci-fi movies informs interaction design in the real world.... You will find it as useful as any design textbook, but a whole lot more fun.” ALAN COOPER “Father of Visual Basic” and author of The Inmates Are Running the Asylum “Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s machine interfaces.” ANNALEE NEWITZ Editor, io9 blog “Shedroff and Noessel have created one of the most thorough and insightful studies ever made of this domain.” MARK COLERAN Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider) “Every geek’s wet dream: a science fiction and interface design book rolled into one.” MARIA GIUDICE CEO and Founder, Hot Studio www.rosenfeldmedia.com MORE ON MAKE IT SO www.rosenfeldmedia.com/books/science-fiction-interface/ MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL