Introducing Afrofuturist Lonny J Avi Brooks

My guest contributor for the Black Panther reviews is Dr. Lonny J. Avi Brooks.

Dr. Brooks is an Associate Professor in the department of communication at California State University, East Bay, where he has piloted the integration of futures thinking into the communication curriculum for the last fifteen years. Emerging in recent years as a leading voice of Afrofuturism 2.0, Brooks contributes prolifically to journals, conferences and anthologies on the subject, as well as serving as executive producer and co-creator, with Ahmed Best, of The Afrofuturist Podcast. e is the lead co-editor for a special issue of the Journal of Futures Studies: “When is Wakanda? Afrofuturism and Dark Speculative Futurity.”

Cover image for the special edition (uncredited)

He is lead organizer in Oakland and advisory board member for the Black Speculative Arts Movement (BSAM), co-founded by Reynaldo Anderson, a national and global movement dedicated to celebrating the Black imagination and design. Dr. Brooks serves as Creative Director for BSAM Futures, which aims to promote, publish, and teach forecasting with Afrocentric perspectives in mind, using gaming and facilitation for imaginative, action-oriented thinking.

Cover art for Afrofuturism 2.0: The Rise of Astro-Blackness, by John Jennings.

He also volunteers as a core member for outreach at Dynamicland.org, a pioneering non-profit dedicated to creating a more collaborative and dynamic computational medium for the long term. He has a passion for creating games to envision social justice futures including black and queer liberation from Afro-Rithms From The Future to United Queerdom, and Futurescope, he and his co-game designer Eli Kosminsky are committed to articulating emerging new future visions for traditionally underrepresented voices.

He is currently writing Imagining Queer Futures with  Afrofuturism@Futureland: Circulating Afro-Queer futuretypes of Work, Culture and Racial Identity.

“As a forecaster and Afrofuturist who imagines alternative futures from a Black Diaspora perspective, I think about long-term signals that will shape the next 10 to 100 years.”

Dr. Lonny J Avi Brooks

Welcome, Dr. Brooks!

Introducing Hugh Fisher

Hi there. Tell us a bit about yourself. What’s your name, where are you from, how do you spend your time?

I’m Hugh Fisher (or Hugo if you’re French, Spanish, or Italian and rightly appalled by English spelling and pronunciation). I’ve lived most of my life in Canberra, Australia. I’ve been playing around with computer graphics for one purpose or another since the days of the Apple 2, and occasionally manage to get paid for doing so. Outside of that I draw, read a lot, and play tabletop roleplaying games. When I want to be a bit more active, I’m doing casual jogging, archery, or ultimate frisbee.

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What are some of your favorite sci-fi interfaces (Other than in Johnny Mnemonic)? (And why?)

I’m a sucker for old school monochrome text and wireframes, so Alien and Aliens, Star Wars: A New Hope, and classic Battlestar Galactica. And not just the graphics, but also the physical keys, sliders, and joysticks—none of your shiny smooth glass. For color and animation, the BBC Hitchhiker’s Guide to the Galaxy. Strangely, I’m also fond of the very modern full body gestural interfaces seen in Iron Man and Ender’s Game.

Why did you decide to review Johnny Mnemonic in particular?

Because I’m a William Gibson fan and interested in virtual reality. It’s a terrible film, but I’ve always liked the presentation of a futuristic VR Internet. More about this when we get into the film…

What was your biggest surprise when doing the review?

The number of different interfaces and devices was one—I had no idea how much work I’d inadvertently signed up for. I was also surprised to realise that an awful lot of the film makes no sense at all if you haven’t read everything by William Gibson.

What else are you working on?

I’m building up a toolkit of Python code for 3D graphics and the Microsoft Kinect for a couple of artistic/fun interactive projects. I’m also drawing science fictional sheep, and learning about the new edition of the Paranoia RPG.

Entrevista Maximiliano Pena

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Hi there. Tell us a bit about yourself. What’s your name, where are you from, how do you spend your time?

Hi! I´m Maximiliano Pena and right now I live in La Plata, Argentina. I graduated in Multimedia Design not so long ago, and I usually spent my time doing some freelance work as a web designer. Besides that I like to practice drawing, learning new stuff—currently I’m teaching myself Portuguese—and I like to work on some DIY electronic projects now and then too.

I’ve always thought that I ended up into interaction design thanks to my flying lessons, it always surprised me how the controls on the plane somehow were always available, always at reach but never getting in the way of the task you were doing.

What are some of your favorite sci-fi interfaces (Other than in Oblivion)? (And, of course, why?)

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In Guardians of the Galaxy I was amazed by the holographic projector that Peter uses at the start of the movie. As he was walking through that ruined planet, he pointed the device at one specific spot and it showed him a whole city and its inhabitants. Somehow the device was able to play holographic video recordings from a way distant past. But not only that, it could also track and place those recordings exactly where they took place, of all places on an entire planet.

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Tron: Legacy has a lot going for it but the one that really caught my eye was the hologram of Quorra´s DNA. While on board the solar sailer—which is awesome too—Flynn was trying to find the damaged code inside Quorra. The way the hologram looked and behaved really gave an organic feel to it, as Flynn was interacting with something more than a mere program. It got me thinking about affordances beyond shape and around interactions too.

Why did you decide to participate in the group review of Oblivion for your first scifiinterfaces review?

I’m a frequent reader and I had the idea of writing something for a while now. I looked into the Contribute! page on the blog a couple of times, but college kept me busy back then. So later when I saw the nerdsourcing post I jumped right in. I loved the idea of discussing opinions around interaction design with other people around the world, and to have something that I could show to other people at the end of that. And from the four movies listed there Oblivion was my favourite, so there was my vote.

What was your biggest surprise when doing the review?

It took me a while to realize that some interfaces were meant not for one but for many different users and scenarios too. Sometimes these interfaces acted as a contact point between users, some other times the same interface or device had to fit different purposes. So I found myself writing something that just made sense for one user, and later in the review I would realize those same design changes would make another user´s goals much more difficult to achieve. In a way I was saying that the interface was flawed, when actually it was just making a tradeoff.

What else are you working on? (Alternately: What other awesomeness should we know about you?

Something that I’m working on is an improved version of a gesture-driven desktop lamp that I made as my thesis project last year. I’m moving away from the mechanical parts—as those were somewhat cumbersome—and making it work based entirely on electronic components. If that does well enough, maybe I could be doing some marketable product.

Other than that I’m thinking about translating some of the reviews I made here into Spanish, just to spread la palabra. 🙂

Introducing Heath Rezabek

MLIS—Librarian and Futurist.

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Hi there. Tell us a bit about yourself. What’s your name, where are you from, how do you spend your time?

I’m Heath Rezabek. I live in Austin, Texas, and have been an enthusiast of user interface design for many years. By career and calling I’m a librarian, and am a library services and technology grant manager by day. I have long been interested in how information is portrayed, symbolized, and accessed. I’m also writer of experimental speculative fiction, and have an interest in how the future is seen by creators and audiences. Interfaces play a key role in my fiction series, as well, from holographic to virtual world driven to all-out surrealist.

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What are some of your favorite sci-fi interfaces (Other than in Oblivion)? (And, of course, why.)

In the realm of sci-fi interfaces, I’m quite drawn to the interplay between computer-based systems and the more physical failsafes often used to counterbalance or circumvent them. Two favorite examples would be the range of interfaces found in 2001: A Space Odyssey (from vocal interface to highly abstracted displays to physical systems such as HAL’s memory chamber), and the blend of failsafe systems in Danny Boyle’s Sunshine. Another favorite interface is that of the infamous Self Destruct levers in Ridley Scott’s Alien. Gmunk’s interfaces in TRON Legacy, particularly the ISO DNA editing orb interface, is another key inspiration. Again: Information as alive, as primal, as root-level mission-critical source-code.

2001: A Space Odyssey

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Sunshine

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Alien

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Tron Legacy

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Why did you decide to participate in the group review of Oblivion for your first scifiinterfaces review?

I decided to participate in the group review of Oblivion partly for a behind-the-scenes look at how Chris Noessel / scifiinterfaces approached such a project, and partly to get myself to take a deep look at interfaces I might otherwise only have considered from a distance. I’m an admirer of gmunk’s design work, on TRON Legacy as well as here, and that was another draw.

What was your biggest surprise when doing the review?

I don’t know whether this bit of analysis will make the final cut in the review, but my biggest surprise came as a mental leap while evaluating the direct drone linking and maintenance system used by Jack before deploying the hacked drone. In the end, I arrived at the idea that in tech-heavy stories, low-level physical interfaces (such as the thick, external cable which not only carried data from the reprogramming unit to the drone but also sparked, livewire-like, when detached) might often be symbolic signifiers of particularly root-level or fundamental information, commands, and (in the end) plot points. As important as a fictional interface is the way in which it is (or isn’t) eventually circumvented, (also built into the interface as a whole system) and what that moment means for the story.

In the case of Oblivion, I ended up drawing a connection between this brute, physically hazardous (sparking data cable!) reprogramming method and the sudden, stunning, reorienting effect that finding the crumbling book of poetry had on Jack. It’s no surprise to me that this particular moment had such an impact, given my interest in the role of physical-level and failsafe systems in overall fictional interfaces elsewhere. I’ll have to rewatch 2001 and Sunshine with this thought in mind.

What else are you working on? (Alternately: What other awesomeness should we know about you?)

I’m the Director of Strategic Initiatives at Icarus Interstellar, a research group focused on developing our prospects for eventual interstellar travel.  (Yes, actual eventual interstellar travel.)

I’m Deputy Lead of Project Astrolabe (also via Icarus Interstellar), a project to research long-term models of civilization.  My main research focus is very long term archival of the biological, scientific, and cultural record as a mitigation of risk to civilization’s capabilities over the long term.  I’ve Interned with the Long Now Foundation on their Manual for Civilization, and am advising Lunar Mission One on their Public Archive.

I’m also a lead for a project called the FarMaker Design Corps (also via Icarus Interstellar), which at a basic level is a biannual concept art contest with brackets for starship visualizations as well as (if all goes well) interface design. Chris Noessel is one of our Judges, and joins an amazing team of Advisors:

  • Mike Okuda (Star Trek)
  • Mark Rademaker (freelance ship concept designer)
  • Stephan Martiniere (Guardians of the Galaxy)
  • Steve Burg (Prometheus & Nolan’s Interstellar)
  • Oliver Scholl (Edge of Tomorrow)
  • Doug Drexler (Star Trek & Battlestar Galactica)
  • Thomas Marrone (UI for Star Trek Online)
  • Chuck Beaver (story, game, and UI director for the Dead Space series, formerly at EA)

We’ve started with an art contest to help find and encourage artists envisioning an interstellar future. Of course, with an advisory team like that, I most definitely look forward to seeing what the future holds.

Introducing Aleatha Singleton

Hi there. Tell us a bit about yourself. What’s your name, where are you from, how do you spend your time?

Hi. I’m Aleatha Singleton, hailing from Houston, Texas. I’ve been a UX Designer for over 15 years. I enjoy solving problems and making things that are easy and fun to use whether they’re digital or analog.

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When I’m not at work, I like to read, study the Japanese culture, and teach myself new things such as designing and building furniture or making udon noodles from scratch.

I’ve always been a big fan of sci-fi interfaces and technology, especially when the concepts become reality. It’s always fun and exciting to see how ideas that seemed so impossible only a couple of decades ago are being prototyped and developed in labs around the world, such as holodecks, 3D volumetric interfaces, neural scanners, etc., etc.

In the future, I would like to be a part of cutting edge innovation and ideation—thinking about how technology could improve lives—and then build it and make it real.

What are some of your favorite sci-fi interfaces (Other than in Oblivion)? (And, of course, why?)

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Psycho-Pass: This futuristic, high-tech society is dictated by the Sybil system, which is a fully integrated system of technology including wearables, cameras and sensors that are placed throughout the country.

Sybil analyzes a person’s psychological state and dictates career and other choices in life. The lower rankings result in blue collar work while higher rankings provide better opportunities and choices. People with mental states that are considered by the system to be unstable are institutionalized and are locked away from society for the rest of their lives.

Most people blindly follow Sybil, resulting in a society that accepts things without question in the fear that thinking differently will result in the system considering them to be at risk.

“What needs to be done is done by those capable of doing it. Such is the grace bestowed upon mankind by Sybil”

This system shows that there are a lot of social ramifications and ethical questions that designers and society should consider when creating and utilizing technology. It can be terrifying if used improperly, but can make society a better place if used conscientiously and ethically.

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Gargantia on the Verdurous Planet: Ledo is shipwrecked and stranded on a “primitive” planet when his AI automated mobile suit gets sucked into a wormhole during an intense battle. While he is still learning the language, he uses a floating translation display with accompanying audio that helps him communicate with the people on the planet. It’s a great implementation since he can take the time to read body language and expressions instead of having to keep his head down, staring at a screen.

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I’m fascinated with the interfaces and technology from the Iron Man and Avengers universe, especially how Tony Stark works across multiple channels—both physical and digital—that flow seamlessly together. For example, he can easily switch a file from a phone to a monitor, to a computer, to a table with 3D volumetric projection for instant prototyping and virtual testing.

Why did you decide to participate in the group review of Oblivion for your first scifiinterfaces review?

I’ve been doing personal observations of sci-fi interfaces and technology in movies, TV shows, books and Japanese anime for a few years now in order to study how they influence society for better or worse. I was considering starting my own blog when I saw the call for nerdsourcing volunteers and decided to take the leap.

What was your biggest surprise when doing the review?

It is really easy to get into the nitty gritty details of the designs. I like building things and seeing ideas come to life, so I catch myself trying to figure out details of the interactions so I can make it real.

A one finger swipe from here to here does this…a two finger swipe from here to here does that…if this, then this, otherwise that…like I was getting ready to write design annotations.

It took longer to write the articles, so I had to stop myself and step back to look at the overall experience.

What else are you working on? (Alternately: What other awesomeness should we know about you?)

I take Japanese language classes at the local Japan America Society. A lot of my time is spent immersing myself in the language through textbooks, reading Japanese language manga and light novels and watching anime in Japanese with and without the subtitles.

My next project for scifiinterfaces.com will be an anime interface. Please look forward to it.
楽しみにして下さい。

Introducing Clayton Beese

Now this this exciting. Scifiinterface.com’s first guest review begins this week! That’s right, someone took a look at the terrifying Contribute! page, and stepped up to the sci-fi plate! So with no further ado, let me introduce Clayton Beese, and share his answers to a few questions I posed to him.

Clayton Beese

Hi there. Tell us a bit about yourself. What’s your name, where are you from, how do you spend your time?

Hi! I’m Clayton Beese, a User Experience designer from Overland Park, Kansas, and I’m someone who is drawn to the idea of storytelling as a very basic human activity. Outside of work I bike, I’m an amateur writer, I am usually the designated photographer on family trips, and I like taking random classes in things like rock climbing, blacksmithing, and Tai Chi to see what they’re like. Science fiction has always captured my interest because it asks questions about our needs as people, and what we want to see out of our future.

What are some of your favorite sci-fi interfaces (Other than in Wall•E)? (And why.)

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Iron Man: Tony Stark has managed to create an interface that tracks his eye focus, his conversational commands, and his gestures perfectly, and he has mastered their use. I think it’s one of the biggest gaps in current gesture technology, in that they’re only tracking one piece of cognition that their user is working with. By just capturing the motion of a person’s arms the interface is missing out on eye focus, which is a huge hint as to what the user actually wants to work with; and without being able to capture the random vocal thoughts that seep out, the interface is lacking context to add richness to the choices of gesture commands.

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The new Battlestar Galactica: The show got to play with two completely different technology aesthetics. The Galactica is a brutalist machine, meant to take a beating and come out the other side still working. It has redundant systems, physical hardware everywhere it can, and a lived-in quality that says those systems are well used. The Galactica isn’t the most efficient, but it gets across its needs. The Cylon ships are the complete opposite. They speak to interactions that don’t require memorization or practice, and instead speak of an intuitive grasp of a system that can figure out what you want to do. The ships are so built around the idea that their users interact at a higher level than mere physical-ness that the walls aren’t even painted.

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And, from pure enjoyment of how intuitive and awesome they’ve managed to make everything, Gurren Lagann.

Why did you pick Wall-E for your first scifiinterfaces review?

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I really like how Wall-E shows the two spectrums of endurance technology: both post-apocalyptic hardened ruggedness, and post-AI takeover hands-off automation. There was also a lot to work with in the motivations that the different interfaces were built to serve. For me, watching how the Axiom works is always fun because it describes what Buy-N-Large expected out of its customers. I think there are a lot of companies that would like to do what BNL did, and the movie asks us if it’s really a world we want to live in.

Also, of the Pixar movies that has interfaces to review, Wall-E is my favorite.

What was your biggest surprise when doing the review?

I was surprised at how easy it was to descend into nitpicking aspects of the interface designs, without acknowledging that they were very effective at their purpose. After writing a review, I could go back and realize that I made it sound like the interface failed completely when that wasn’t my intention at all. Especially when most of the interfaces I went into the most detail on were the ones that I really enjoyed. Pixar did a good job relaying Buy-N-Large’s design goals and intentions through their interfaces, and I really wanted to get that idea through when I did my reviews.

What else are you working on?

The biggest single other project I’m working on (outside of work at least!) is my first full-length novel. I’ve written a lot of stuff for fun, but this novel has grown far past my initial attempts to just write down some fun scenes and concepts I was working on. It’s turned into a way of getting down ideas I’ve had floating around about artificial intelligence and having fun writing long form plot that is actually intended to be marketable:

When a vindictive fellow pilot tries to steal Elizabeth’s warship and Artificial Intelligence, Phi, Elizabeth suddenly realizes that there’s more to an interplanetary war than just fighting against enemy forces. Elizabeth will have to tease out who she can trust among her fellow pilots, and whether she should hide the surprising intelligence Phi displays from her paranoid superiors if she wants to survive the growing conflict.

It’s aimed at a high school reader, and just needs a bit more work before it’ll be ready to go out and look for an agent.