Shot on a canon 5d mkii with canon 24 f/1.4 (version 1) with the zacuto rapid fire, Zoom H4N and a sennheiser g2 wireless lav. The zacuto was really great at being there when I needed it but also staying out of the way.
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Don't you remember Sun's Starfire and Apple's Knowledge Navigator? The corporate imaginations of the future created in the 80ies are set 10 to 20 years in the future, but they outdated immediately. This is a collection of Silicon Valley's corporate futures dubbed on a "Back to the Future" rental VHS tape.
A collaboration with Natalie Jeremijenko
1987 Ameritech, Electronic Homes (08:11min)
1987 Apple, Knowledge Navigator (05:58min); 1988 Apple, Grey Flannel (08:02min)
1990 Motorola, 2000 A.D. (06:23min)
1991 Pacific Bell, Concept Video (08:40min)
1993 AT&T, Visions of the Future (14:12min)
1993 Sun, Starfire (15:42min)
1996 Philips, Vision of the Future (13:27min)
1998 NEC, New Ways of Communicating (02:43min)
Visual Futurist Syd Mead ("Blade Runner," "Aliens," "Tron") reflects upon the nature of creativity and how it drives the future. Photographed in P2 High Definition, this featurette provides insight into the fascinating mind of one of the most influential artists of modern cinema and automotive design.
For many years, Fantasy user interfaces (FUI) in film and television have drawn both acclaim and ridicule in equal measure. Credited with pushing boundaries about what is possible and dumbing down and misrepresenting a complex field of work and setting false expectations in the eyes of users. What is the truth?
In this presentation, Mark Coleran will examine why FUI looks the way it does, how it has evolved and the unique challenges and requirements that shape this unusual area of UI work.
Make It So explores how science fiction and interface design relate to each other. The authors have developed a model that traces lines of influence between the two, and use this as a scaffold to investigate how the depiction of technologies evolve over time, how fictional interfaces influence those in the real world, and what lessons interface designers can learn through this process. This investigation of science fiction television shows and movies has yielded practical lessons that apply to online, social, mobile, and other media interfaces.