A Quote by Douglas Trumbull

IBM was the original contractor for much of the computer interface design on the film. — © Douglas Trumbull
IBM was the original contractor for much of the computer interface design on the film.
There were IBM logos designed for the film, and there were IBM design consultants working with Kubrick on the layout of the controls and computer screens.
Once the product's task is known, design the interface first; then implement to the interface design.
For thirty years most interface design, and most comptuer design, has been headed down the path of the "dramatic" machine. Its highest idea is to make a computer so exciting, so wonderful, so interesting, that we never want to be without it. A less-traveled path I call the "invisible"; its highest idea is to make a computer so imbedded, so fitting, so natural, that we use it without even thinking about it.
The idea is that the content is the interface, the information is the interface, not computer-administrative debris.
I think the original Matrix was really incredible. It was so original and it did so many innovative things with film. It was a much bigger film. Bound was just a smaller film. It was kind of like an old noir film
I think the original Matrix was really incredible. It was so original and it did so many innovative things with film. It was a much bigger film. Bound was just a smaller film. It was kind of like an old noir film.
When designers replaced the command line interface with the graphical user interface, billions of people who are not programmers could make use of computer technology.
It's the first company to build the mental position that has the upper hand, not the first company to make the product. IBM didn't invent the computer; Sperry Rand did. But IBM was the first to build the computer position in the prospect's mind.
I closely follow everything about user interface or human-computer interface: technology that makes computers closer to the way the human being actually functions.
My skills weren't that I knew how to design a floppy disk, I knew how to design a printer interface, I knew how to design a modem interface; it was that, when the time came and I had to get one done, I would design my own, fresh, without knowing how other people do it. That was another thing that made me very good. All the best things that I did at Apple came from (a) not having money, and (b) not having done it before, ever. Every single thing that we came out with that was really great, I'd never once done that thing in my life.
What the computer can do in art and design has turned aesthetics on its head... with the computer, things are not so much created as they are produced, with the producer-director becoming the star and the controlling force of much that was in other hands at other times.
A general principle for all user interface design is to go through all of your design elements and remove them one at a time.
Design a clear and simple interface. The primary task of the interface is to present the player with a choice of the available actions at each moment and to provide instant feedback when the player makes a choice.
Every disruptive innovation is powered by a simplifying technology, and then the technology has to get embedded in a different kind of a business model. The first two decades of digital computing were characterized by the huge mainframe computers that filled a whole room, and they had to be operated by PhD Computer Scientists. It took the engineers at IBM about four years to design these mainframe computers because there were no rules. It was an intuitive art and just by trial and error and experimentation they would evolve to a computer that worked.
The first thing I think, I was building computers, I started to build a computer when I was 17 or 18 at home, an IBM compatible computer, and then I started to sell computers, and when I sold a computer to a company called Ligo I think, and they were selling systems which became blockbuster.
The principles of good human-to-computer interface design are simplicity, support, clarity, encouragement, satisfaction, accessibility, versatility, and personalization. While it’s essential to heed these, it’s also important to empathize with and inspire your audience so they feel you’re treating them less like a faceless user and more like a human being.
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