Imaginative future interfaces
By Dan Alexandru. Thursday, 14. June 2007, 10:01:55
Originally posted by Salvador Dali:
We are all hungry and thirsty for concrete images. Abstract art will have been good for one thing: to restore its exact virginity to figurative art.
This post started about a graphic designer's work for film and television. Mark Coleran's portfolio as a clip, which I recommend. Since there's too much to see, please consider watching the big resolution version, keep the sound off, and use the space key generously to pause and investigate the interfaces from:

- Alien vs Predator: Design of vision elements for Predator
- The Island: Art direction, Screen design and animation for onset playback
- Mr & Mrs Smith: Art direction, Screen design and animation for post insert
- Blade 2: Art direction, Screen design and animation for onset playback
-
My Little Eye: Art direction, Screen design and animation for post insert
-
Mee Shee - The Water Giant: Art direction, Screen design and animation for onset playback
- Cody Banks 2: Art direction, Screen design and animation for post insert
- Lara Croft Tomb Raider: Screen design and animation for onset playback
- Harry Potter & TPoA: Processing & effects of imagery for composite
- The World Is Not Enough: Screen design and animation for onset playback
- The Bourne Identity: Screen design and animation for post insert
- Triple X 2: Screen design and animation for onset playback
- Picadilly Pictures: Design and animation for film leader
- BBC News 24: Design and animation for channel promotion
- Cartoon Network: Design and animation for channel identity graphics
-
Layerlab: Design and animation for promotional graphics
-
CNX: Design, animation and deployment of channel identity graphics
-
13th Street: Design and animation for graphic cut elements
But this clip shows the exact reason I watch LFN reruns to look at the background screens, or why some people fall in love with interfaces.
Incidentaly, Del.icio.us's recommended tags for the website included art, design, graphics, inspiration, interface, motion.



gr8dude # 20. June 2007, 18:44
However, we should not confuse productivity and usability with eye-candy.
This article has convinced me to write about an idea that I thought of earlier: BHS - the Bank Hacking System, http://ralien.nytka.org/index.php/2007/06/18/bhs_the_bank_hacking_system
It's an abstract way to describe eye-candy interfaces in movies... I'm afraid they're not suitable for real world applications. For instance, check out the sequence with Coleran's fingerprint scanner (from "Bourne's Identity") - it is filled with a lot of redundant graphical information; while in real world applications you just need a "Pass" or "Fail" message on the screen, and maybe a number that indicates how much the hand matches the template against which it was compared.
Nevertheless, the GUI's are very pretty, I take my hat off.
Schneemann # 20. June 2007, 20:18
gr8dude # 27. June 2007, 11:05
For example, "fingerprint check failed" -> "this is a different person" or something of that sort.
At the same time, other messages would be "no biometric device was found" or "the detected biometric device does not have a driver".