A trilogy movie poster triptych created by Phantom City Creative.
Jonathan Ive, March 2012
This sandbox created by UC Davis is equipped with an Xbox Kinect camera and projector to create hands on museum exhibits as an education tool for freshwater lake and watershed science.
Soon screens will no longer be trapped by a device, where we can manipulate projections in front of us, like some display on a science-fiction starship. A time when we’ll design for data rather than devices. In a way, we’re halfway there — designing for four corners, no matter the size and not for any specific device. The future is creeping around the corner, it’ll be interesting to see how we meet it.
“A science fiction story about what you see when you die. Or: the Singularity, ruined by lawyers.” Created by Tom Scott
John Maeda, on the future and creativity
Predicting the future of September 16, 2011 back in 1987, Apple painted the vision of a tablet device with a natural language voice assistant. Exactly 24 years later Apple is only one month off their fictitious September 16, 2011 date with the release of the iPhone 4S and Siri.
This growing desire among designers to bring their user focus, strategic vision, iterative methodologies, and propositional thinking to the still-geeky, tech/engineering-centric world of startups promises to be transformative and explosive.
This is exactly why I left the ad agency world and ditched all clients after an amazing 11 year run. The future is incredibly bright.
“Great Scott!” Nike is finally releasing the shoe that every kid in the 80s dreamed of owning. Unfortunately the auto-laces feature doesn’t come out until 2015. With a limited run of 1,500 shoes, Nike is auctioning them off on eBay to benefit the Michael J Fox Foundation for Parkinson’s Research. There is only 10 hours to go on some of the first shoes being auctioned, and the bids are already hitting $6,000.
Now where is my hoverboard?
Tim Armstrong, CEO of AOL at Cannes Lions
Although I fully agree with the quote, I find it slightly ironic that it was said by the CEO of a company known for less than stellar content and design.
Recently the motion graphics pioneer Bradley G Munkowitz’s, GMUNK, updated his portfolio with eight case studies for the visual graphics and eye-candy work that he lead for Tron. Each of the projects show multiple renders, behind the scenes elements, and beautiful screenshots of the work.
For the entirety of 2010, munkowitz led a black-ops team of GFX all-stars deep into the darkness at Digital Domain crafting over 12 minutes of holographic content for the feature film Tron
Back in the early 2000s I remember being blown away by GMUNK’s work. In fact his work, along with other up and coming interactive and motion designers, was one of my major influences in perusing design.
Bonus points to anyone who makes an animated GIF of his Mandingo Immortal project. I’m sure it’ll be an instant Tumblr hit.
The future belongs to the few of us still willing to get our hands dirty.
Interactive dirt poster poster by Roland Tiangco.
Found on Designinspiration
Watch as NBC’s Today Show hosts struggle to explain and understand what the internet is in 1994. It’s amazing to realize how far we have come in just a few short years. Imagine where this thing called “the internet” will be in another 17 years.
The Internet hasn’t gone to College YET! I mean this was less than 17 years ago, I have often said we are underestimating this whole thing and this video reminds me why! I just think people dont grasp how young this whole movement and platform is! Just wait!
A collection of “hyperspace” scenes from films assembled by Clair L. Evans.
The hyperspace is an enduring concept in science fiction, as it provides a kind of panacea for all conflict. The slip into hyperspace/warp speed as a plot device is ordinarily used either as a) An accidental tunnel to the unknown, or B) An escape from danger via total oblivion.
Reblogged from topherchris
Director Joseph Kosinki is making his big-screen directorial debut with the upcoming TRON: Legacy movie after a well accomplished career as commercial director behind the “Starry Night” - Halo 3 and “Mad-World” - Gears of War commercials. While creating the visual look for TRON Kosinski relied on his background architecture to create the scientific, geometrical and glossy world.
In architecture school, Joseph Kosinski had to post his work in class for professor critiques before returning to the drawing board to fix his mistakes. Years later, he used the same approach to codify the look of Disney’s Tron: Legacy
Inspired by real-world architects Kosinki looked to the clean and stark pioneers of modern architecture like Ludwig Mies van der Rohe and Louis Kahn. “This is a world that had to be designed from scratch,” says Kosinski. “I don’t know how you can direct a movie like this if you’re not interested in design and architecture. It became the guiding philosophy.”
Read the entire interview with Joseph Kosinki on Fast Company.