Minority Report's Legacy of Terrible Interfaces
jfruh writes "More than a decade ago, the special effects artists working the Steven Spielberg film Minority Report synthesized experimental thinking about GUIs to produce a floating interface that Tom Cruise manipulated with his hands. In 2013, surrounded by iOS and Android and Windows 8 devices, we use stripped down versions of this interface every day — and commercial artist Christian Brown thinks that's a bad thing. Such devices may look cinematic, he argues, but they completely ignore the kinds of haptic and textured feedback that have defined how we interact with devices for centuries."
Speaking of Minority Report interfaces — a new armband sensor using a gesture-based control scheme is the latest gadget to invoke references to the movie.
1) Gray text
2) Animations
3) Swiping
4) Hiding interface controls
5) No menus
6) buttons anywhere all over the screen
7) "sexy" interfaces
Sent from my ENIAC
I never understood why anyone thought that the computer in Minority Report was something worth pursuing. Futuristic computers in Hollywood movies have always been designed to look cinematic with no regard for how they would actually function. Having an intuitive interface isn't important for Hollywood directors, having something that is interesting for the audience and makes it obvious what's going on is.
One common example of this is maps. 3D maps are all the rage in Hollywood movies, even when a simple address would suffice. But an address has no cinematic quality, a 3D map does.
"From the depths of my skeptical and rationalist soul, I ask the Lord to protect me from California touchie-feeliedom."
They've used the same style GUI on NCIS and it still looks horrible to use.
The biggest problem as I see it is that you can't feel the controls. Like all the interfaces in ST:TNG, there is too much dependence on having to look where your hands are. I think that's a distraction at a very basic level that we haven't fully noticed yet, let alone dealt with in any meaningful way.
Think of your old-school cell phone. You could make a call, even text, without looking at it. (Or, I could. Your mileage may vary, I guess.) Can you do that with your glass-smooth smartphone now?
And yeah, I know. "Siri, Call Police!" "Calling Portobello. When would you like reservations?"
As I see it, the big difference between physical controls and colors and text on a touchscreen is that you can manipulate physical controls while looking elsewhere. There are times when that may be kinda important.
Oliver's law of assumed responsibility: If you're seen fixing it, you will be blamed for breaking it.
I remember the local performing arts center getting new stage managers' consoles. The stupid thing was that the que buttons were on a touch screen. So their was no non-visual feedback as to wether it had been pressed or not. A stage manager has to keep their focus on the stage. They went back to the old push button system. This is just one example where the lack of kinaesthetic feedback makes touch screens a bad UI choice. There are many more examples. Wherever one needs to operate a control without looking directly at that control touch screens are a bad choice.
First, one thing we all probably notice is that your arms are going to get so tired after waving them around so dramatically during a good work session.
Second, what's always fascinated me, is that these large, exaggerated gesture and touch based interfaces always seem to reduce your big inputs into something more precise, where as a mouse / keyboard interface will magnify your already precise movements into something larger.
It's a question of precision I guess. A fingertip can cover up to 30 pixels when you hit the screen with it.. A mouse can be made to hover over 1 or 2 pixels before you click it.
Hackers obviously had the best interface. Why look for a file in an alphabetical list when you can glide around virtual skyscrapers randomly searching for info?
It's perfect.
Your mom?
Tic-Tac-Toe, Global Thermonuclear War, and relationships all have the same winning move.
Which is why I am stunned that Cadillac is using this in a car. In fact, they are bragging that this is better than buttons. Because what we need in our cars is more shit that takes our eyes off the road.
Why, without your clothes, you're naked, Miss Dudley!
Minority Report's interface was not "terrible." It was really good, and so are most interfaces seen in movies.
Well, they're really good for doing what they're supposed to do.
What's the purpose of an interface? To provide a means to make what you want to do understood, and to provide feedback on the results of your actions or requests, and both of these things should be clean and unambiguous.
In a real-life interface, when you're trying to "ACCESS FILES" you move a tiny cursor with small hand gestures and then double click on a "Documents" folder that's next to a bunch of other folders, all labeled with small text fonts. Then you look past a bunch of unrelated files to find the one you might be looking for. Or type "ls" in a command line and a bunch of filenames scroll by. And if you need to enter a name and password, a small box appears for you, and when you get the password right, the box just disappears with no other information, or you get a small red line of text that says "wrong username or password."
This is effective for IRL computer systems, as it makes it easy for the user to unambiguously communicate what they're trying to do, and the results are obvious. In a movie, this is terrible. The director has a three second cut to the screen where the hero is trying to ACCESS SECRET FILES before the rogue agent comes back into his office. And you can hear his footsteps coming down the hall! And a cut to the door handle turning! A cut to the hero! And a cut to the screen! And in those brief cuts, you need to unambiguously tell the audience what's going on with the computer. "ACCESS SECRET FILES: ENTER PASSWORD." "ACCESS DENIED." "ENTER PASSWORD." "ACCESS GRANTED!" "COPYING SECRET FILES 15%.30%." Oh, and bonus points if the hero's face is reflected in the screen, because then the audience can see not only that he's trying to ACCESS SECRET FILES but also his intense expression, to build tension in a scene that's basically about pressing buttons on a computer.
So the interface in Minority Report was great. Cruise was doing something really boring: looking up files on a computer. Spielberg could have just plopped him down in front of Windows 2054 (it's a redress of Windows ME) and had him click on some icons, but instead we get to see exactly what he's doing with big, obvious gestures. "Looking at several videos! Picking these! Rejecting these! Zooming in on these! Marking that!" And all the while you got to see his face through the transparent glass screen. Cruise's actions are clear and unambiguous and his goal and the results are communicated well to the audience. That's a great "interface" between the director and the viewers.
Just saying, you don't pay Tom Cruise $20 million and then spend 2 minutes of your movie showing a mouse clicking around a screen.
We don't have a state-run media we have a media-run state.
The key point of the parent article was made back in 2011, and a bit more clearly, by Bret Victor in his article "A Brief Rant on the Future of Interaction Design".
http://worrydream.com/ABriefRantOnTheFutureOfInteractionDesign/
It's a great piece.