Title: We make fun of fictional Movie OS because it's "not realistic" (it's not), but haven't recognised that it fixes a problem we've not been dealing with adequately: creating intuitive software user experiences where actions result in transparently understood actions.<p>I argue that the requirements of Movie OS (that they must clearly convey critical plot information) produce clear lessons that we can learn from when we design user experiences. A dialog box with good copy and "Are you sure?" isn't good enough anymore.
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