How User Interface Design Was Influenced from ‘Star Trek’ and ‘Minority Report’

I can remember my first reaction upon watching the transparent touch screens of Minority Report and just being in complete and utter awe.  I felt that we could potentially get to that point technologically to achieve this feat in my lifetime (hopefully).  But even before that, I remember watching some episodes of Star Trek: The Next Generation (or the cooler acronym, TNG) and seeing the LCARS operating system in action and was fascinated by this futuristic-looking technology.  It’s safe to say that there’s a plentiful amount and number of innovative user interface (or UI) ideas in science-fiction, or in the real world for that matter. However, these multiple UI ideas can be more than just a method for showing off  how far the entertainment industry has come with the latest special effects and computer-generated graphics applied in post-production. Nathan Shedroff and Christopher Noessel believe that they can serve as a tool for the people responsible for developing and designing UIs in the present. In their book Make It So: Interaction Design Lessons from Science Fiction, Shedroff and Noessel take a deeper look into what lessons UI designers can take from interfaces found in the varied assortment of science-fiction movies and television programs. The pair asks the questions more-or-less similar to “could it really work that way?”, along with “should it work that way?” as well as “and, of course, can I get the interfaces I design in my own work to be this cool or even cooler?”

Also, wouldn’t this look just AWESOME in an office or living room?

The “g-speak” spatial operating environment, developed by Oblong Industries.

[Thanks to The Verge & Amazon]

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