SCIFI User Interface Designer Lukasz Wieczorek
Posted on June 11, 2013 by lukasz on 3D, HMI, Interaction Design, NUI

Sci-fi UI inspiration

Been geeking out on scifi interfaces lately. There is so much we can learn from them, I love it! It makes me want to push my imaginary glasses up onto the rim of my nose. Here are a few I compiled into gifs for your viewing pleasure. enjoy!

Falling Skies



This was a recent one from one of the new episodes. It’s during a surgery procedure to remove an alien from a child’s back. It stuck out right away because it was not adhering to a lot of the sci-fi trends right now. But it’s tech from a foreign species, if they had iPad like interfaces I would be worried.

Pacific Rim


Here is some good ol’ classic Gundam style UI. Nothing really new about this and they were definitely influenced by mech style animes, but really they have been around since Jules Verne.



can’t help but notice the similarities of this and Tron. Still cool though, coincidence maybe?

Posted on January 16, 2012 by lukasz on 3D, design, openFrameworks, Processing

All star panel of generative and interactive designers

Panel speakers Zach Gage, Robert Hodgin, Casey Reas, and Daniel Shiffman discuss their exploration of aesthetic form in this video. They explain what they do and how, ending in a few questions from the audience. Definitely worth the watch if you’re a lover of interactive design or generative art.

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Zach Gage


Zach Gage is a designer, programmer, educator, and conceptual artist from New York City.

His work explores the increasingly blurring line between the physical and the digital. He has exhibited internationally at venues like the Venice Biennale, the Giant Robot/Scion Space  in Los Angeles, and the Centre for Contemporary Art Ujazdowski Castle in Warsaw. His work has been featured in several online and printed publications, including, Neural Magazine, New York Magazine, and Das Spiel und seine Grenzen (Springer Press).


Lose/Lose is a video-game with real-life consequences. Each alien in the game is created based on a random file on the player’s computer. If the player kills the alien, the file it is based on is deleted. If the players ship is destroyed, the application itself is deleted.
Although touching aliens will cause the player to lose the game, and killing aliens awards points, the aliens will never actually fire at the player. This calls into question the player’s mission, which is never explicitly stated, only hinted at through classic game mechanics. Is the player supposed to be an aggressor? Or merely an observer, traversing through a dangerous land?

Posted on January 11, 2012 by lukasz on 3D, Interaction Design

absolutely amazing real-time projection based short film

here is what they have to say:

In the past, projection mapping worked only from a single, static view point, and thus was very limited. By attaching the PlayStation Move to the camera, we can track projections to screens in real time, enhancing the effect of spatial deformation and false perspective on the projections and allowing viewers to look round (virtual) corners, bend walls, create a hole in the wall, or remove the walls altogether to reveal vast expanses of virtual worlds.