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The single point that I disagree on: > "Let’s dig into it by looking at the aspirational interface concept from a great movie: Minority Report. (…) I think we
by masswerk 8y ago
The single point that I disagree on:
> "Let’s dig into it by looking at the aspirational interface concept from a great movie: Minority Report. (…) I think we can all agree that the interface of this prospective future is incredible and desirable"
I guess, this single scene of a movie has distracted interface development like no other vision. However, it's just a terrible interface: Working over prolonged stretches of time, gesturing with stretched out arms, would be simply impossible, you had to memorize a complex alphabet of gestures, which made the command set of Wordstar shrink in comparison, not to speak of the visual clutter and the (perceptual) bandwith required. – Please, let's stop speaking about Minority Report in this context. (It's a nice visual effect in a movie, but nothing to aspire to in terms of real life – just as is true for most movie FX scenes.)
- masswerk 8y agoP.S.: If you're looking for inspiration by a movie, have a look at the status screens and their update process in 2001 – A Space Odyssey, which were grossly overlooked for other effects in this movie and didn't have much of a real life impact. (I guess, for the era they came from, the clarity and economy, these are just in line with the article.)
- juancampa 8y agoRelevant: https://ilikeinterfaces.com/ https://ilikeinterfaces.com/
- masswerk 8y agoInterestingly, while the site (which is great BTW – thanks for the link!) features all kind of minor UIs in 2001, the major status screens, which can bee seen in various places and scenes, are not covered in any way. (Again!)
- MrEldritch 8y agoEven more relevant - the Sci-Fi Interfaces blog, which analyzes various science-fictional interfaces in movies from an actual UI/UX standpoint. https://scifiinterfaces.com/category/ghost-in-the-shell-1995/ https://scifiinterfaces.com/category/ghost-in-the-shell-1995...