Obviously nothing has happened here in quite a while. And this won't change for another few weeks, while I take care of a few things. But on May 1st, 2010 this Blog will be rebooted and rise from the ashes, better, stronger and sexier than ever before...

Promise.




Flash will officially support multi touch. That's great news. The quick mock ups that I made for a possible three finger navigation up there might not be anything special, in fact I don't even think that the three finger solution is a good one. But just the fact that I felt like quickly putting this together illustrates one of my strongest beliefs: Inspiration for anything can come from anywhere.

For me, both movies and computer games are regularly a huge inspiration for my daily work. Game interfaces of course have to be pleasing to the eye, but at the same time they have to be easy to understand and efficient to use and navigate, otherwise players won't be able to concentrate on the actual game. A bad interface means the players won't perform well and the game experience will be frustrating. That is why some of the most innovative interface design solutions originate from game design.

The same thing goes for movies. Looking at how the ways we interact with technology changed drastically in relatively short time (two finger scaling - like on the iPhone - was unheard of only a few years ago) a movie can quickly look dated if the technology, including the interfaces, aren't up to date with the latest developments in the real world. So if a director wants to create the illusion of a futuristic environment, interface design will play a huge role in that as well. Everyone who saw the movie 'Minority Report' will remember the convincing interface that Tom Cruise was using. So convincing in fact, that some of those ideas displayed in this movie are already/or will be adapted to real world technology (sliding a piece of data off the screen to transfer it to a portable device for example). The question "What came first, the egg or the chicken" of course works for interfaces in movies too. But it's irrelevant at the same time: Even if the futuristic movie interface was based on existing 'real' research, I personally didn't know about it at that point in time. So despite the possibility of existing research it was the movie that inspired me and made me think about how to implement those ideas and bring them to a further level.

Today I saw 'district 9' (a really good movie btw) and in many scenes of the movie, you see an alien interact with alien technology / alien interfaces. While much of the interaction actually looked an awful lot like the interface from 'Minority Report', there was one moment that made a huge impression on me... The alien had some sort of circle on the screen, and with three fingers tentacles it then moved, scaled and rotated the circle. Wait what? Rotated a circle sounds pointless, but yeah: what was a simple 2D circle at first, turned into a rotating 3D circular globe animation (similar to a 3D star map) through a certain interaction with three touch points. Even though that particular scene lasted maybe even less than one second, it made me think about how we could bring the typical iPhone navigation with two fingers to the next level and how the use of three fingers makes sense because of three dimensional space...

So to answer the question that the title brings up: You know that you work in the interactive field, when you leave a movie and while everyone around you talks about whether they liked the movie or not, you think about interface design and start preparing some quick mock ups in your head...



Puma got a nice mention in Rob Ford’s Adobe Edge column:

Related Link:
http://www.adobe.com/newsletters/edge/june2009/articles/article3/




Check it out.

Related Link:
http://www.jensfischer.us