Interaction/UX designer Eris Stassi spun an art-and-science
double helix of a story about the future of user interfaces during her
presentation, A Touchy History of the Future. In the description she said she’d
“explore some progressive interaction models that go beyond touch and into
movement, infrared, wearable computing, sound, ambient data to really give us
an idea on what our immersive interactive future may hold.” Technology is and always has been about transforming human
experience – from fire breaking protein molecules in raw meat, making it more
palatable, to contact lenses that augment our vision. Now that the user
interfaces between technology and biology are beginning to approach
frictionlessness, the possibility of deciding what that experience will be - by developing those user interfaces purposefully - is within reach.
Stassi gave several examples of current biotech user
interfaces like nanotech contact lenses
that detect glucose levels to warn diabetics when they’re in danger, UIs that
use the natural resonance of flesh and bones to manipulate data with sound,
brainwave-operated computers and RFID tags that can interact with their
environment.
So what about the zombies? The brilliant bit about Stassi’s
presentation was enveloping the science and data about progressive UIs in its
own immersive environment of the zombie apocalypse. She developed a story “user
interface” between the technological facts and the minds of attendees by asking
how best to design a UI for a jetpack, say, that would ensure your escape from
brain-eating zombies.
To survive the zombie apocalypse, you would want a solution
that the zombies themselves couldn’t master. Since zombies have motor skills, a
joystick-operated jetpack would not do. Zombies, however, do not have brains so
a brain-wave operated jetpack would be a good choice if you would like to
increase your chance of avoiding zombies eating your brains. Once you’re aware
of what experience you would like to create – in this case surviving zombie
apocalypse – you can make intelligent choices about how you will build your
user interface.
Each of the progressive UIs Stassi described were brought to
life within this alternate reality scenario. Intentionally creating a “user
interface” between what she was communicating and who she was communicating to
through an alternate reality scenario made her point a meta-point. Only at
SXSWi could one learn tips for both surviving a zombie apocalypse and for delivering
a great presentation.