You are previewing Make It So.

Make It So

Cover of Make It So by Nathan Shedroff... Published by Rosenfeld Media
  1. Cover Page
  2. Title Page
  3. Copyright Page
  4. DEDICATION
  5. HOW TO USE THIS BOOK
    1. Who Should Read This Book?
    2. What’s in This Book?
    3. What Comes with This Book
  6. FREQUENTLY ASKED QUESTIONS
    1. The topic of this book is a fun idea, but how is science fiction relevant to design?
    2. Do you distinguish between science fiction and sci-fi?
    3. Where is [insert an example from sci-fi here]?
    4. Why didn’t you talk about [insert interaction design principle here]?
    5. Wouldn’t this have worked better as a movie or an ebook that can play video clips?
    6. These interfaces weren’t designed to be studied or for users in the real world. Aren’t you being a little unfair?
    7. What was the most interesting thing you discovered when writing the book?
    8. What was left on the editing room floor?
    9. Why didn’t you mention [insert title] more?
    10. What about other speculative technology found in video games, futuristic commercials, or industry films?
  7. Contents
  8. FOREWORD
    1. They Made It So
  9. CHAPTER 1 Learning Lessons from Science Fiction
    1. What Is an Interface?
    2. Which Science Fiction?
    3. What Counts?
    4. Why Look to Fiction?
    5. The Database
      1. Finding Design Lessons
      2. The Shape of a Lesson
    6. Finding Inspiration in Science Fiction
    7. Let’s Begin
  10. CHAPTER 2 Mechanical Controls
    1. At First, Mechanical Controls Were Nowhere
    2. Then They Were Everywhere
    3. For a While, Mechanical Controls Started Disappearing
    4. Now They Coexist with Other Interfaces
    5. Mechanical Controls Are Used to Evoke Moods
    6. Mechanical Controls: Will We Come Full Circle?
  11. CHAPTER 3 Visual Interfaces
    1. What Counts?
    2. Text-Based Interfaces
      1. Command-Line Interfaces
    3. Graphical User Interfaces
      1. Typography
      2. Glow
      3. Color
      4. Display Shape
      5. Layers and Transparency
      6. 2½D
      7. Grouped Controls
      8. File Management Systems
      9. Motion Graphics
    4. Visual Style
      1. The Hitchhiker’s Guide to the Galaxy
      2. Final Fantasy
      3. The Chronicles of Riddick
      4. The Incredibles
      5. Case Study: Star Trek’s LCARS
    5. Visual Interfaces Paint Our Most Detailed Pictures of the Future
  12. CHAPTER 4 Volumetric Projection
    1. What Counts?
    2. What Do Volumetric Projections Look Like?
    3. How Are Volumetric Projections Used?
      1. Communications
      2. Reinforcing Social Hierarchy
      3. Navigation
      4. Medical Imaging
    4. Real-World Problems
      1. Confusion
      2. Eyestrain
      3. Cropping
      4. Occlusion
      5. Overuse
    5. Volumetric Projection Has Been Defined by Sci-Fi
  13. CHAPTER 5 Gesture
    1. What Counts?
    2. The Canonical Gestural Interface: Minority Report
    3. Gesture Is a Concept That Is Still Maturing
    4. Hollywood’s Pidgin
      1. 1. Wave to Activate
      2. 2. Push to Move
      3. 3. Turn to Rotate
      4. 4. Swipe to Dismiss
      5. 5. Point or Touch to Select
      6. 6. Extend the Hand to Shoot
      7. 7. Pinch and Spread to Scale
    5. Direct Manipulation
    6. Gestural Interfaces Have a Narrative Point of View
    7. Gestural Interfaces: An Emerging Language
  14. CHAPTER 6 Sonic Interfaces
    1. What Counts?
    2. Sound Effects
    3. Ambient Sound
    4. Directional Sound
    5. Music Interfaces
    6. Voice Interfaces
      1. Simple Voice Output
      2. Voice-Identification Interfaces
      3. Limited-Command Voice Interfaces
      4. Conversational Interfaces
    7. Sonic Interfaces: Hearing Is Believing
  15. CHAPTER 7 Brain Interfaces
    1. Physically Accessing the Brain
      1. Invasive Brain Interfaces
      2. Noninvasive Brain Interfaces
    2. Disabling the Mind
    3. Two Directions of Information
      1. Writing to the Brain
      2. Reading from the Brain
      3. Telexperience
    4. Active Subjects
      1. Virtual Telepresence
      2. Actual Telepresence
      3. Manifesting Thought
      4. Having Virtual Sex
      5. Piloting a Spaceship
      6. Playing a Game
    5. Dismantling Two Sci-Fi Brain-Tech Myths
      1. Myth: Brain-Affecting Interfaces Will Be Painful
      2. Myth: Knowledge Can Be Installed and Uninstalled Like Software
    6. Where Are the Thought Interfaces?
    7. Brain Interfaces: A Minefield of Myths
  16. CHAPTER 8 Augmented Reality
    1. What Counts?
    2. Appearance
    3. Sensor Display
    4. Location Awareness
    5. Context Awareness
      1. Object Awareness
      2. Awareness of People
    6. Goal Awareness
      1. Goal: Flying Well
      2. Goal: Precise Targeting
    7. What’s Missing?
    8. Augmented Reality Will Make Us Laser-Focused, Walking Encyclopedias
  17. CHAPTER 9 Anthropomorphism
    1. Humanness Is Transferable to Nonhuman Systems
    2. Appearance
    3. Voice
    4. Audible Expressiveness
    5. Behavior
      1. Degrees of Agency: Autonomy and Assistance
    6. Anthropomorphism: A Powerful Effect That Should Be Invoked Carefully
  18. CHAPTER 10 Communication
    1. Asynchronous versus Synchronous Communication
      1. Composing
      2. Playback
      3. Activating the System
    2. Specifying a Recipient
      1. Fixed Connection
      2. Operator
      3. A Unique Identifier
      4. Stored Contacts
    3. Receiving a Call
      1. Notification
      2. What We Don’t See
      3. Accepting
      4. Monitoring the Connection
      5. Ending a Call
    4. Audio
      1. Audiovisualization
      2. What We Don’t See
    5. Video
      1. What We Don’t See
    6. Two More Functions
      1. Language Translation
      2. Disguise
    7. Communication: How We’ll Be Talking Next
  19. CHAPTER 11 Learning
    1. Direct Download
    2. Psychomotor Practice
    3. Presentation Tools
    4. Reference Tools
    5. Machines to Think With
    6. Testing Interfaces
    7. Case Study: The Holodeck
      1. Psychomotor Training
      2. Presentation
      3. Reference
      4. Machines to Think With
      5. Lessons Unique to the Holodeck
      6. What We Don’t See
    8. Learning: Aiming for the Holodeck
  20. CHAPTER 12 Medicine
    1. Assistive Medical Interfaces
      1. An Ounce of Prevention
      2. Evaluation
      3. Diagnosis
      4. Treatment
    2. Autonomous Medical Interfaces
      1. Case Study: The Doctor
    3. Life and Death
      1. Assisting Birth
      2. Revival
      3. Signaling Death
    4. Sci-Fi Medical Interfaces Are Focused Mainly on the Critical Situation
  21. CHAPTER 13 Sex
    1. Matchmaking
    2. Sex with Technology
      1. Devices
      2. Sexbots
      3. Virtual Partners
    3. Coupling
      1. Augmented Coupling
      2. Cyborgs
      3. Mediated Coupling
    4. The Interface Is Not the Sex
  22. CHAPTER 14 What’s Next?
    1. Using Sci-Fi
    2. More Than Sci-Fi
    3. And Sci-Fi to Come
  23. APPENDIX: COLLECTED LESSONS AND OPPORTUNITIES
    1. CHAPTER 1 Learning Lessons from Science Fiction
    2. CHAPTER 2 Mechanical Controls
    3. CHAPTER 3 Visual Interfaces
    4. CHAPTER 4 Volumetric Projection
    5. CHAPTER 5 Gesture
    6. CHAPTER 6 Sonic Interfaces
    7. CHAPTER 7 Brain Interfaces
    8. CHAPTER 8 Augmented Reality
    9. CHAPTER 9 Anthropomorphism
    10. CHAPTER 10 Communication
    11. CHAPTER 11 Learning
    12. CHAPTER 12 Medicine
    13. CHAPTER 13 Sex
    14. CHAPTER 14 What’s Next?
    15. Meta-Lessons
    16. Use escape commands
    17. Break stylistic rules to stand out
    18. Be aware of passé styles
    19. Interpreters need to correct
    20. Fit information to channels
    21. The number of selected objects connotes a mode
    22. Manipulation fits hands
    23. People like technologies that are like themselves
    24. Guide attention respectfully
    25. Balance ease of use and error prevention
  24. Credits
  25. Index
  26. ACKNOWLEDGMENTS
  27. ABOUT THE AUTHORS
  28. Footnotes
    1. Preface 2
    2. Chapter 2
    3. Chapter 3
    4. Chapter 5
    5. Chapter 6
    6. Chapter 7
    7. Chapter 9
    8. Chapter 11
    9. Chapter 12
    10. Chapter 13
O'Reilly logo

CHAPTER 12

Image

Medicine

Assistive Medical Interfaces 259

Autonomous Medical Interfaces 280

Life and Death 283

Sci-Fi Medical Interfaces Are Focused Mainly on the Critical Situation 290

Image

Figure 12.1Star Trek: The Original Series, “The Naked Time” (Season 1, Episode 4, 1966).

In sickbay, Dr. McCoy gestures with an open palm, inviting Mr. Spock to rest against the nearly vertical biobed. Nurse Chapel presses down on the head of the bed, swiveling it horizontally. At once a panel above the bed illuminates, showing how the patient’s vitals are doing against ...

The best content for your career. Discover unlimited learning on demand for around $1/day.