Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
Make It So: Apologizing for Bad Sci-Fi UI
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Make It So: Apologizing for Bad Sci-Fi UI

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Interfaces in sci-fi serve a primarily narrative purpose. They're there to help tell the story of how a character disables the tractor beam, or hacks into the corporate database, or diagnoses the alien infection. But what would happen if we tried to build these same interfaces for the real world? Some would fare just fine. Most would need a little redesign. A few appear to be just plain stupid or broken. They couldn't work the way they appear to. That is, until you use the technique of apologetics to discover that in fact far from being stupid, they're brilliant.

Published in: Design
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