Tog's predictions for user interfaces around the Year 2004, based on Sun
Microsystem's "Starfire" project. About half of the book is a detailed
discussion of one specific design for a very high-end future multimedia
computer system with highly integrated collaboration features. The other
half of the book consists of essays about the future of computing as well
as general user interface issues (e.g., a chapter called "On the Punishment
of Users").
Learning from Other Media
When inventing future interaction styles to go beyond "WIMP", other
communication media form a good source of inspiration. It is clear that
computers are becoming the most important medium and they do differ from
other media in being interactive (thus the need for usability engineering), but even so, we can learn
much from studies of the communicative aspects of earlier media.
Comics are a two-dimensional medium for communicating stories graphically.
Sounds a lot like a computer screen, doesn't it? This book clearly shows
why good comics work and much of the design and layout theory that has been
developed over a hundred years or more of drawing comics. The book uses its
own medium to illustrate the points: it's a comic book and actually quite
entertaining.
McCloud has his own website where you can read his ventures into online comics.
One of the few sites where you don't mind the download time for the
images.
Theme parks are one of the few non-computer media types to be interactive.
This gorgeously illustrated book takes us behind the scenes and shows
drafts and some of the design process in the building of the most
successful theme parks so far.
Despite being rather famous, this book is somewhat boring and the reader
has to work hard at abstracting the lessons from the curious mix of dry
theory and overly hip "Wired"-style quips. There are a lot of
lessons to be had, though.
Future Scenarios
Scenario planning is one of the best systematic approaches to futurism.
Not about user interfaces but a general introduction to the scenario method
for futurism.
Science Fiction
Science fiction books are a "low-fidelity" form of user interface
prototyping: by use of no technology beyond simple words on a page, the
author can invoke a
futuristic user interface in the reader's mind. Also, since these books
are fiction, they tend to focus on how the system is used in the
context of a story (or "scenario" as we UI
folks would put it). All in all, a good way of getting exposed to interface
notions beyond the current conventions (and enjoyable: I am only
recommending SF books that I personally think are a good read).
Many interesting UIs, including a globe as interface to satellite and
weather data and the use of electronic business cards. Virtual reality and
avatars are well described even though I think we are being a little
over-exposed to these ideas.
Two interesting UI ideas: The use of immersive simulation games for
training and the use of multi-level newsgroups where valued authors are
promoted to have their postings distributed nationally.
Flatland,
by Edwin A. Abbott (New American Library).
No UI or computers, but great food for thought when you want to go
out-of-the-box and move beyond current limitations. This classic takes
place in a two-dimensional world (and even visits a one-dimensional
LineLand).
Finally, as discussed in my essay on Harry Potter, books about magic can give a preview of what will happen when formerly inanimate objects come alive, embodying computational power, sensors, awareness, and connectivity.