Thursday, January 6, 2011

Film: Iron Man 2 (2010)
Director: Jon Favreau
Responsible Agencies:

If you go to the links above you'll get a much better explanation of how these graphics were created and you'll be able to see video clips from the movie as well as production stage pieces that weren't used in the movie. In the case of a move the size of Iron Man 2, the conceptualization and production of the interfaces is done by motion graphic companies. There were several companies that worked on Iron Man 2, but the two that did most of the work on the interfaces was Perception and Prologue. 
So lets break down the major elements of the interfaces seen in this movie. 
  • Glass screens with transparent - largely monochrome graphics
  • Holograms that can physically interacted with
  • Traditional monitor based graphics
  • HUD graphics inside of the armored suit
  • Voice interactions with his majordomo AI, Jarvis
The glass screen interfaces come in many sizes from the pocket sized to full curtain window size. 
  • Pocket PDA (glass iPhone)
  • Coffee table surface
  • Hotel Window (interface on demand including mirror)
  • Stark garage desktop monitors
  • Glass door passcode entry
  • Shield agency 8 foot tall slanted glass panels
The holograms are used largely by Tony Stark in his garage / workshop
  • Wire-frames over physical objects (cars, armored suits, etc.)
  • Schematic wire-frames of machinery
  • abstract representations of data








Saturday, May 1, 2010

Introduction

I was taking an afternoon stroll with my wife through our suburban neighborhood when the idea for this blog came to me. I had been mulling over my interest in UX and especially fictional UI designs. When I watch science fiction I tend to scrutinize the interfaces for the gadgets, computers and machinery. I do this partially so that I can use the techniques and motifs in my own design work. For instance, I had an idea for a flash project a few months ago where I would try to imitate the colors and style of 1970s era science fiction anime. This idea is, of course, not completely original; the idea of imitating this style was sparked in my brain by watching Daft Punk's Interstella 5555. Unfortunately I only owned a copy of one or two anime from this period, so I didn't really get as much source material as I needed. But since I was already taking screen shots of science fiction interfaces, it seemed natural to me that I should go ahead and continue taking screen shots from all the anime and science fiction films that I own to create a large morgue file to reference in the future and also add to when I rent more sci-fi movies. In this way I was creating what, in my mind, would be a journal of pictures grabbed from movies as I was exposed to new ideas in fictional UXD.

This brings me back to my epiphany while taking a stroll. It occurred to me then that if I am going through the trouble of taking these screen shots then I should probably organize and present the material in a blog. That way I have motivations to do this in a habitual manner, and there would be more structure for analyzing these interesting designs. This also solves a problem I've been having in coming up with material for blog posts. All the bits seemed to come together rather nicely.

So to begin the blog I've already collected a bank of movies to present and analyze. This will mean that I can post rapidly and build up a large amount of content in a short amount of time. After I've gone through the ones I am currently in possession of, then the posting schedule will slow down. The opportunity to post will only present itself when I come across a new movie with intriguing interfaces. I'm thinking that this blog might at some point expand to include science fiction inspired interfaces from other media like still imagery, television, and video games, but for the mean time I will stick to motion pictures and possibly anime.

I'm not exactly sure how the analyzation will be structured, but I've got a few vague ideas. I know that I will want to outline some of the elements used in the interfaces. There area always common elements that are identifiable from source to source. I'd also like to just do a rough analyzation of how practical the presented UI would be to use. In other words, how realistic is it? Does it adhere to any sort of usability standards used in the real world? Of course this isn't a criteria for the designers who created the fictional UI, but I think it would just be enlightening and fun to see how well they would stand up in the real world.

With any luck, this blog will serve to chronicle some interesting fictional UI and help inspire new directions in real UX design.