Make it So: Interface Design Lessons from Science Fiction

Das Buch Make it So: Interface Design Lessons from Science Fiction klingt ohnehin schonmal wie etwas, das ich anscheinend besitzen muss. Und dann habe ich auf dem Blog zum Buch (mit jeder Menge Auszügen und Interfaces aus Filmen wie Metropolis oder Forbidden Planet) dieses Posting über ein Drogen-Interface aus „Cabin in the Woods“ gefunden. Sowas von gekauft.

Careful observers will note while watching the scene that a menu appears on a screen behind him as he’s stating this. The menu lists the following four drugs.

- Cortisol (a stress hormone)
- Pheromones (a category of hormonal social signals, most likely sex pheromones)
- Thorazine (interestingly, an antipsychotic that causes known to cause drowsiness and agitation)
- Rhohyptase (aka Rhohypnol, the date rape drug)

Given that content, the timing of the menu is curious. It appears, overlaid on the victim monitoring screen, the moment that Hadley says “500.” (Before he can even specify “Thorazine.”) How does it appear so quickly? Either there’s a team in the Chem department also monitoring the scene, and who had already been building a best-guess menu for what Hadley might want in the situation and Hadley just happened to push it to Hadley’s screen at that moment; Or there’s an algorithmic voice- and goal-awareness system that can respond quickly to the phrase “500 ccs” and provide the top four most likely options. That last one is unlikely, since we don’t see evidence of it anywhere else in the movie, Hadley addresses the Chem department explicitly, and we’d expect him to have his eyes on the display, ready to make a selection on its touch surface, if this was something that happened routinely. But, if we were designing the system today with integrated voice recognition capabilities, it’s what we’d do.

Amazon-Partnerlink: Make It So: Interaction Design Lessons from Science Fiction (via Protein)