6. MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
Many designers enjoy the interfaces seen in science fiction films
and television shows. Freed from the rigorous constraints of designing
for real users, sci-fi production designers develop blue-sky interfaces
that are inspiring, humorous, and even instructive. By carefully studying
these “outsider” user interfaces, designers can derive lessons that make
their real-world designs more cutting edge and successful.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a manifesto for the design of experiences
by Nathan Shedroff
product taxonomies 16
user behavior 116
100 years 22
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
product taxonomies 16
user behavior 116
experiences 4
experience taxonomies 10
100 years 22
wisdom 54
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
2008 Edition
Dictionary of
Sustainable Management
Design Strategy in Action
Edited by Nathan Shedroff
A publication from the MBA in Design Strategy program
California College of the Arts
2011
19. functional
CLV = GC • - M •∑
i = 0
n
(1 + d)i
ri
∑
i = 1
n
GC = gross contribution per customer
M = (relevant) retention costs per customer per year
n = horizon (in years)
r = yearly retention rate
d = yearly discount rate.
(1 + d)i - 0.5
r i - 1
(Lifetime Customer Value)
20. functional
{ (V/S)b - (V/S)g}* Sales
(Brand Value)
(V/S)b = Enterprise Value / Sales ratio of the firm with the benefit of the brand name
(V/S)g = Enterprise Value / Sales ratio of the firm with the generic product
Let's use as an example branded cereals maker like Kellogg (K) against a generic provider like Ralcorp (RAH).
Value of Kellogg brand name = (1.78 - 1.32)(13846) = $6,369 Million
Thus, (6369/24200) or 26% of the value of the company is derived from brand equity.
42. GROWTH IS EVERYTHING
FREE MARKETS ARE EFFICIENT
MARKETS OPTIMIZE EVERYTHING
“THE BUSINESS OF BUSINESS IS BUSINESS”
“CORPORATIONS ARE PEOPLE MY FRIEND”
THE FOUNDING FATHERS (USA) WERE PRO-BUSINESS
THE GPD MEASURES PROGRESS
RICH PEOPLE CREATE JOBS
THE NUMBERS TELL THE STORY
MARKETING & SALES ARE SIMILAR
BUSINESSES ARE MORE EFFICIENT THAN GOVERNMENTS
FOCUS ON MINIMAL VIABLE PRODUCT
COOPERATION IS FOR WUSSES
MYTHS OF BUSINESS
43. THE WORK SPEAKS FOR ITSELF
DESIGN IS FOCUSED ON CUSTOMERS
DESIGNERS CREATE CULTURE
BUSINESSPEOPLE ONLY CARE ABOUT THE NUMBERS
NUMBERS DON’T TELL THE STORY
YOU CAN PROTECT AN IDEA
DESIGNERS CREATE AND CONTROL THE EXPERIENCE
IT’S GOTTA LOOK NICE
THE BEST SOLUTION ALWAYS WINS
MYTHS OF DESIGN
49. Lessons from The Catalyst:
The Behaviors That Foster Innovation
Within Orgs Are Often Fireable
Offenses:
• Hiding budget
• Working on projects after they’re
cancelled
• Going “out of bounds” for mentors,
partners, and conspirators
• Reframing the original opportunity
50. Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Marketing
Commun,
Advertising
Customer
Support
Compliance
Business
Development
Market
Research
PR
Social Media
Brand
Strategy
Customers
51. Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Marketing
Commun,
Advertising
Customer
Support
Compliance
Business
Development
Market
Research
PR
Social Media
Brand
Strategy
Customers
52. Dir.
Operations
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Marketing
Commun,
Advertising
Customer
Support
Compliance
Business
Development
Market
Research
PR
Social Media
Brand
Strategy
Customers
53. Dir.
Operations
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Marketing
Commun,
Advertising
Customer
Support
Compliance
Business
Development
Market
Research
PR
Social Media
Brand
Strategy
Customers
54. Marketing
Commun,
Advertising
Business
Development
PR
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Customer
Support
Compliance
Market
Research
Social Media
Brand
Strategy
Customers
55. Marketing
Commun,
Advertising
Business
Development
PR
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Customer
Support
Compliance
Market
Research
Social Media
Brand
Strategy
Customers
56. Marketing
Commun,
Advertising
Business
Development
PR
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Customer
Support
Compliance
Market
Research
Social Media
Brand
Strategy
Customers
57. Marketing
Commun,
Advertising
Business
Development
PR
Product
Development
Board
CEO
Dir. LegalDir. HRDir. Finance
Dir.
Operations
Dir.
Marketing
Dir. StrategyDir. IT
ContractsManufact.
Purchasing
Distribution
Warehouse
Quality
Control
Acc.
Payables
Acc.
Receivables
Recruiting
Training
Health &
Safety
Network
Admin.
Training
Support
Community
Relations
Research &
Development
Strategic
Partnerships
Customer
Insight
Customer
Support
Compliance
Market
Research
Social Media
Brand
Strategy
Customers
Shareholders Stakeholders
59. Research: Cheskin (2008)
INNOVATION CULTURES:
39% Dynamic Innovators
(innovation is lead by executives and cross-functional
teams, strategic innovators, integrating innovation right
into their corporate strategy) ex: GAP, Pepsi
• Strategic Thinking Guides Overall Process
• Led by Senior Management with Cross-Functional
Teams
• Cross-Functional Collaboration Critical
• Creative Environment Important
• Innovation is not Dependent on a “Big Idea”
• Risk-Taking is Accepted
8%
10%
18%
26%
39%
60. INNOVATION CULTURES:
26% Creative Innovators
(more spontaneous and build innovation around inspiration
and instinct derived from one or a few “geniuses,” intuitively
aware of trends and customers’ cultures, act quickly,
decisively, and creatively) ex: Apple, numerous start-ups
• “Big Ideas” Inspire Most Innovation Initiatives
• Led by Senior Management
• Exertion is Often Ad-Hoc and Doesn’t Follow a Set Process
• Creativity and Curiosity are more Important Than Analytics
• Risk-Taking is Encouraged
• Design is recognized and respected as a partner
Research: Cheskin (2008)
8%
10%
18%
26%
39%
61. INNOVATION CULTURES:
18% Structured Innovators
(meticulous processes in the hands of middle managers,
Research & Development, Information Technology, or
Product Development groups) ex: Nestlé, Kraft, Boeing
• Innovation is the Outcome of a Formal Process
• Leadership by Middle Management, R&D, and
Technology Departments
• Cross-Functional Collaboration is Not Emphasized
• Analytic Evaluations are Usually More Important Than
Creativity
• Most Innovations Are Iterative and Risk is Minimized
Research: Cheskin (2008)
8%
10%
18%
26%
39%
62. INNOVATION CULTURES:
10% Ad-Hoc Innovators
(occasionally, and haphazardly create breakthroughs, no
set process and often don’t know how they did it and can’t
replicate it, don’t always understand why an offering is
successful (or not). ex: Healthcare providers, utilities,
retailers, most auto companies
• Innovation Approached in Isolation (internally and externally)
• Leadership by Middle Management, R&D, and
Technology Departments
• Cross-Functional Collaboration is Non-Existent
• Qualitative Metrics Only
• Risk AdverseResearch: Cheskin (2008)
8%
10%
18%
26%
39%
63. INNOVATION CULTURES:
8% Innovation Outsourcers
(just can’t innovate inside the company, culture doesn’t trust or
value innovation processes, regularly hire or acquire innovation
expertise or solutions from the outside, concentrate mostly on
sales, promotion, and brand strategies) ex: many fashion
houses, older technology firms, or pure marketers, most
financial services
• Risk adverse
• Quantitatively managed and focused (only)
• No real support for innovation across all divisions
• Innovators often leave for other opportunities
Research: Cheskin (2008)
8%
10%
18%
26%
39%
64. IT’S MORE IMPORTANT FOR AN
ORGANIZATION TO KNOW ITSELF
THAN TO BE ANY SPECIFIC TYPE
66. Leadership
• Support design from the top
• Communicate vision and values
internally (all parts of the org)
• Support qualitative metrics for
success (not only quantitative)
• Ensure all aspects of the org
understand who is expected to
innovate and the rewards
• Don’t make design decisions
but ensure they’re being made
• Temper legal advice
67. New approaches that support
Innovative Opportunities:
• Qualitative Marketing Insight
(not merely Quantitative Research)
•“Design Research” Techniques
• Customer Insight Before
Technological Development
(Augmenting “Agile” Development)
• Separating Marketing from Sales
Marketing
68. • Invest time and budget
toward design efforts
• Support design efforts
in other org divisions
• Regular dialog throughout
divisions
Operations
69. • Build and maintain a culture
that attracts and enables
integrative and divergent
thinkers
• Provide “cover” for development
• Work with Marketing, Customer
Support, and Customers directly
• Prototype and deploy!
R&D
70. • Abandon “command and
control” for a service mentality:
Explore and deploy in the
service of departmental and
customer needs (not merely
the needs of the IT dept.)
• Consider the experience!
Technology
71. • Explore new business models
• Explore new funding models
• Abandon “command and
control” for a service mentality
Finance
72. • Understand and Develop
appropriate hiring procedures
• Develop and deploy new
review and reward structures
• Source creatively and
dynamically
• Work closely with design leads
• Abandon process when
necessary
HR
73. • Understand business process,
issues, and terminology
• Develop new ways of communicating
customer experience to non-designer
peers
• Respect the need (and time) for
quantitative metrics and decisions
• Work closely with non-designers
• Focus on Total Value!
Design
77. YOU
CAN
ONLY
INNOVATE
FOR
THAT
WHICH
YOU
CARE
ARE
WHERE
YOUR
DRIVES
ENERGY
FOLLOWS
ATTENTION IS
LEADERS AN
GENERATE
CONVER-
SATIONS
WHICH
CREATE
VALUE
COMMIT-
MENTS
WHICH
ENABLE
ACTIONS
WHICH
DRIVE
GENERATIVEOF
RESULTS
INNOVATION
WHICH
ONLY
EXISTS
RELATION-
SHIP
WITHIN AN
AWARENESS CREATES CHOICE
IS AN
ASSESSMENT
THAT
PROVOKES
IS
GROUNDED
FOR
ACTION
WITH
THE
PROPER
FRAME DOMAIN PURPOSE
AND
SUPPORTING
ASSERTIONS
INTRA-
PRENEURS
EXPERIENCE
SEEK
ARE
CLEARLY
SEEK
ENTRE-
PRENEURS
SEEK
OPPOR-
TUNITIES
OPPOR-
TUNITIES
MUST WORK
WITHIN THE
CULTURE
FOR
CONVER-
SATIONS
DECLARE
ORGANIZ-
ATIONS
LEADERS
FOR
BETWEEN
A
FOR
MANAGERS
GROWTH
EFFICIENCY
ORGANIZ-
ATIONS
WITHIN
THE
ORGAN-
IZATION
INI
NEW
TEAMS
ARE
GROUPS
WITH A
SHARED
OF
FUTURE
MEANING
IS AN
ASSESSMENT
OF REALITY
WHOSE
PRIORIT-
IZATION
AND
EXPRESSION
MANIFESTS
IN
VALUES
PEOPLE
TO WHICH
OTHERS
COMMIT
AND
VALUES
BREAK-
DOWNS
RESULT
FROM
COGITIVE
BLINDNESS
DOMAIN
BLINDNESS
OF
THEIR
COMMIT-
MENTS
NEGLECTING
TO MODIFY
COMMIT
TO
SHARED
MISSIONS
& GOALS
VISIONS ACTIONS
WITHIN
THE
ORGAN-
IZATION OWNERSHIP
ROLES &
STRUCTURES
CUSTOMERS MAKE A
FOR
ACTIONS
WITH A
REQUEST
BASED ON
DECLAR
-ATIONS
WITH
ARE MET
WITH AN
WITHIN
A
RELATION-
SHIP
CONDITIONS
FOR
SATISFACTION
OFFER
WHICH
FOLLOWED
BY A
PERFORMERS
PROMISE
MEET
WITH A
PROMISE
CUSTOMERS
CAN
ACCEPT
DECLINE
COUNTER
OFFER
COUNTER
OFFER
OR
COMMIT
TO
COMMIT
OR
COMMIT
TO
COMMIT
...we (effectively or not)
have or not.
The cause of all outcomes
(positive & negative) are the...
Awareness and attention
shape the kind of observers
and actors we are.
Types of value: functional,
financial, emotional,
identity, and meaningful.
Whether they acknowledge
it or not, all organizations are
in the relationship business.
Whether they acknowledge
it or not, all organizations are
in the experience business.
... can be measured
(unlike many things)
• passion & ownership
• lack of commitment
• compliance & obligation
If you don’t change actions,
you can’t chance results.
...is action, not intent. You
only care for those things
in which you invest energy,
time, or sometimes money.
Conversations for Action
include: a request for
participation, negotiation,
performance, & acceptance.
(defer until later)
... should display,
confidence,authenticity,
and centeredness.
(in accordance with standard
community practices)
(requires a speaker and a
hearer and should articulate
the concern to be addressed)
(of future action, to accept
decline, etc. withinset time
period and resources)
How the people and
things that you CARE
about connect to your
experience.
opinion based on evidence
made by a listner/customer,
assessebt of a promise’s
impact on the listener’s ability
(power) to take care of their
concenrs in the future, and is
an additional assessment of
what the listener is willng to
commit to have this promis
fulfilled compared to other
potential promises they can
commit to
performer + individual
listener + performer’s
promise + background
of obviousnss +
conversation for action
The conditions people ask
others to commit to so that
their concerns are cared for.
(does the assessment fit
the listener’s beliefs?)
(to what community,event,
discourse, discussion, or
situation, does it apply?)
Shouldberelevanttothedomain
andpurposeandconsistentwith
commonstandards.
Assertionsarenevertrueorfalse
butshapeyourposturetoward
futurepossibilities.Listeners
orientthemselveswithinthe
assertion’sframeopeningand
closingotheropportunities.
Thereareatleastsixdimensions
ofeveryexperience:intensity,
duration,breadth,interaction,
value,andtriggers.
A fact for which you offer
to provide evidence if
requested.
(what’s the point and
concerns? does anyone
care?)
Generative systems
naturally generate change
and interaction by their use.
Innovation is the adaptation
of a new practice within a
community.
Innovation processes involve:
• Sensing: bringing forth new possibilities that bring value to the community
• Envisioning: building compelling stories of how things could be
• Offering: presenting a proposed practice to community(leaders), who commit to consider it
• Adopting: community members commit to trying the new practice for the first time
• Sustaining: (Adopting) for its useful life
• Executing: carrying-out action plans that produce and sustain adoption
• Leading: Proactively working to produce the outcomes of the previous 6 practices and overcoming the struggles along the way
• Embodying: achieving a level of skill at each practice that makes them automatic, habitual, and effective even in chaotic situations.
CAN
ONLY
TRANSFER
WITHIN A
MAPA
...to coordinating actions
(including declarations of
authority within the team)(including processes)
(including the assessment
of these)
Howthepeopleandthingsthat
youcareaboutconnecttoyour
experience.
Thereare15coremeanings
thatdefinehowpeopleframe
theworldaroundthem.
Peoplecanprioritizethesame
coremeaningsyetexpress
themdifferently.
Any number of people can
collaborate but they aren’t
automatically a team.
Sharing requires clear
communication, care, and
personal investement.
Declarations are acts that
change expectations for
action.
Visions, declarations, &
offers which aren’t clear
cannot be committed to.
...regardless of authority,
from anywhere inside or
outside an organization.
Anyone clearly declaring
a vision others want to
follow becomes a leader...
Language is the primary
mechanism for changing
behavior and the future.
Both requestor & promisor
reset expectations of the
future due to commitments.
The future is changed by
promises of action focused
on new possibilities.
Those who make offers
commit to be satisfied
when these are delivered.
People commit to fulfill
offers made and accepted
by others.
...hasbecomeitsowngoal
insteadofjustameanstoa
largergoal.
(failing to discontinue or
modify obsolete practices
or business models)
acceptance, performance,
conditions of satisfaction,
etc.)
(missing conversations,
cutomers, performers,
requests, promises,
78. YOU
CAN
ONLY
INNOVATE
FOR
THAT
WHICH
YOU
CARE
ARE
WHERE
YOUR
DRIVES
ENERGY
FOLLOWS
ATTENTION IS
LEADERS AN
GENERATE
CONVER-
SATIONS
WHICH
CREATE
VALUE
COMMIT-
MENTS
WHICH
ENABLE
ACTIONS
WHICH
DRIVE
GENERATIVEOF
RESULTS
INNOVATION
WHICH
ONLY
EXISTS
RELATION-
SHIP
WITHIN AN
AWARENESS CREATES CHOICE
IS AN
ASSESSMENT
THAT
PROVOKES
IS
GROUNDED
FOR
ACTION
WITH
THE
PROPER
FRAME DOMAIN PURPOSE
AND
SUPPORTING
ASSERTIONS
INTRA-
PRENEURS
EXPERIENCE
SEEK
ARE
CLEARLY
SEEK
ENTRE-
PRENEURS
SEEK
OPPOR-
TUNITIES
OPPOR-
TUNITIES
MUST WORK
WITHIN THE
CULTURE
FOR
CONVER-
SATIONS
DECLARE
ORGANIZ-
ATIONS
LEADERS
FOR
BETWEEN
A
FOR
MANAGERS
GROWTH
EFFICIENCY
ORGANIZ-
ATIONS
WITHIN
THE
ORGAN-
IZATION
INI
NEW
TEAMS
ARE
GROUPS
WITH A
SHARED
OF
FUTURE
MEANING
IS AN
ASSESSMENT
OF REALITY
WHOSE
PRIORIT-
IZATION
AND
EXPRESSION
MANIFESTS
IN
VALUES
PEOPLE
TO WHICH
OTHERS
COMMIT
AND
VALUES
BREAK-
DOWNS
RESULT
FROM
COGITIVE
BLINDNESS
DOMAIN
BLINDNESS
OF
THEIR
COMMIT-
MENTS
NEGLECTING
TO MODIFY
COMMIT
TO
SHARED
MISSIONS
& GOALS
VISIONS ACTIONS
WITHIN
THE
ORGAN-
IZATION OWNERSHIP
ROLES &
STRUCTURES
CUSTOMERS MAKE A
FOR
ACTIONS
WITH A
REQUEST
BASED ON
DECLAR
-ATIONS
WITH
ARE MET
WITH AN
WITHIN
A
RELATION-
SHIP
CONDITIONS
FOR
SATISFACTION
OFFER
WHICH
FOLLOWED
BY A
PERFORMERS
PROMISE
MEET
WITH A
PROMISE
CUSTOMERS
CAN
ACCEPT
DECLINE
COUNTER
OFFER
COUNTER
OFFER
OR
COMMIT
TO
COMMIT
OR
COMMIT
TO
COMMIT
...we (effectively or not)
have or not.
The cause of all outcomes
(positive & negative) are the...
Awareness and attention
shape the kind of observers
and actors we are.
Types of value: functional,
financial, emotional,
identity, and meaningful.
Whether they acknowledge
it or not, all organizations are
in the relationship business.
Whether they acknowledge
it or not, all organizations are
in the experience business.
... can be measured
(unlike many things)
• passion & ownership
• lack of commitment
• compliance & obligation
If you don’t change actions,
you can’t chance results.
...is action, not intent. You
only care for those things
in which you invest energy,
time, or sometimes money.
Conversations for Action
include: a request for
participation, negotiation,
performance, & acceptance.
(defer until later)
... should display,
confidence,authenticity,
and centeredness.
(in accordance with standard
community practices)
(requires a speaker and a
hearer and should articulate
the concern to be addressed)
(of future action, to accept
decline, etc. withinset time
period and resources)
How the people and
things that you CARE
about connect to your
experience.
opinion based on evidence
made by a listner/customer,
assessebt of a promise’s
impact on the listener’s ability
(power) to take care of their
concenrs in the future, and is
an additional assessment of
what the listener is willng to
commit to have this promis
fulfilled compared to other
potential promises they can
commit to
performer + individual
listener + performer’s
promise + background
of obviousnss +
conversation for action
The conditions people ask
others to commit to so that
their concerns are cared for.
(does the assessment fit
the listener’s beliefs?)
(to what community,event,
discourse, discussion, or
situation, does it apply?)
Shouldberelevanttothedomain
andpurposeandconsistentwith
commonstandards.
Assertionsarenevertrueorfalse
butshapeyourposturetoward
futurepossibilities.Listeners
orientthemselveswithinthe
assertion’sframeopeningand
closingotheropportunities.
Thereareatleastsixdimensions
ofeveryexperience:intensity,
duration,breadth,interaction,
value,andtriggers.
A fact for which you offer
to provide evidence if
requested.
(what’s the point and
concerns? does anyone
care?)
Generative systems
naturally generate change
and interaction by their use.
Innovation is the adaptation
of a new practice within a
community.
Innovation processes involve:
• Sensing: bringing forth new possibilities that bring value to the community
• Envisioning: building compelling stories of how things could be
• Offering: presenting a proposed practice to community(leaders), who commit to consider it
• Adopting: community members commit to trying the new practice for the first time
• Sustaining: (Adopting) for its useful life
• Executing: carrying-out action plans that produce and sustain adoption
• Leading: Proactively working to produce the outcomes of the previous 6 practices and overcoming the struggles along the way
• Embodying: achieving a level of skill at each practice that makes them automatic, habitual, and effective even in chaotic situations.
CAN
ONLY
TRANSFER
WITHIN A
MAPA
...to coordinating actions
(including declarations of
authority within the team)(including processes)
(including the assessment
of these)
Howthepeopleandthingsthat
youcareaboutconnecttoyour
experience.
Thereare15coremeanings
thatdefinehowpeopleframe
theworldaroundthem.
Peoplecanprioritizethesame
coremeaningsyetexpress
themdifferently.
Any number of people can
collaborate but they aren’t
automatically a team.
Sharing requires clear
communication, care, and
personal investement.
Declarations are acts that
change expectations for
action.
Visions, declarations, &
offers which aren’t clear
cannot be committed to.
...regardless of authority,
from anywhere inside or
outside an organization.
Anyone clearly declaring
a vision others want to
follow becomes a leader...
Language is the primary
mechanism for changing
behavior and the future.
Both requestor & promisor
reset expectations of the
future due to commitments.
The future is changed by
promises of action focused
on new possibilities.
Those who make offers
commit to be satisfied
when these are delivered.
People commit to fulfill
offers made and accepted
by others.
...hasbecomeitsowngoal
insteadofjustameanstoa
largergoal.
(failing to discontinue or
modify obsolete practices
or business models)
acceptance, performance,
conditions of satisfaction,
etc.)
(missing conversations,
cutomers, performers,
requests, promises,
79. NATHAN SHEDROFF nathan.com @nathanshedroff
QUANTITATIVE
Business Model Generation, Alexander Osterwalder
businessmodelgeneration.com
}44
The Business Model Canvas
Cost
Structure
Key
Partners
Key
Resources
Channels
Key
Activities
Value
Proposition
Customer
Relationships
Customer
Segments
Revenue
Streams
84. Nathan Shedroff
nathan@nathan.com
@nathanshedroff
THANK YOU
MAKE IT SO
Interaction Design Lessons from Science Fiction
by NATHAN SHEDROFF & CHRISTOPHER NOESSEL
foreword by Bruce Sterling
Many designers enjoy the interfaces seen in science fiction films
and television shows. Freed from the rigorous constraints of designing
for real users, sci-fi production designers develop blue-sky interfaces
that are inspiring, humorous, and even instructive. By carefully studying
these “outsider” user interfaces, designers can derive lessons that make
their real-world designs more cutting edge and successful.
“Designers who love science fiction will go bananas over Shedroff and Noessel’s delightful and
informative book on how interaction design in sci-fi movies informs interaction design in the real
world.... You will find it as useful as any design textbook, but a whole lot more fun.”
ALAN COOPER
“Father of Visual Basic” and author of The Inmates Are Running the Asylum
“Part futurist treatise, part design manual, and part cultural analysis, Make It So is a fascinating
investigation of an often-overlooked topic: how sci-fi influences the development of tomorrow’s
machine interfaces.”
ANNALEE NEWITZ
Editor, io9 blog
“Shedroff and Noessel have created one of the most thorough and insightful studies ever made
of this domain.”
MARK COLERAN
Visual designer of interfaces for movies (credits include The Bourne Identity, The Island, and Lara Croft: Tomb Raider)
“Every geek’s wet dream: a science fiction and interface design book rolled into one.”
MARIA GIUDICE
CEO and Founder, Hot Studio
www.rosenfeldmedia.com
MORE ON MAKE IT SO
www.rosenfeldmedia.com/books/science-fiction-interface/
MAKEITSObyNATHANSHEDROFF&CHRISTOPHERNOESSEL
Experience Design 1.1
a manifesto for the design of experiences
by Nathan Shedroff
product taxonomies 16
user behavior 116
100 years 22
information 42
takeaways 28
data 36
knowledge 48
subjectivity 78
consistency 96
navigation 84
Design Strategy in Action
Edited by Nathan Shedroff
A publication from the MBA in Design Strategy program
California College of the Arts
2011