Star Trek: Section 31 — The Godsend

As part of the Fritzes Best Interfaces award for 2026, I am reviewing the interfaces in Star Trek: Section 31. This post is about the quadrant-destroying weapon of mass destruction called the Godsend. Note this blog generally eschews analysis of weapons, but this one is more MacGuffin than blueprint, and it has the worst interface in the film.

Title card for 'Coded Transmission 2: The Godsend' featuring dynamic background effects.

The Godsend is a weapon that Georgiou had created when she was Emperor. It is meant to function as a scorched-earth deterrent to her enemies.

It triggers a chain reaction, like a virus passing between planets. Everything in its path incinerates. An entire quadrant would be lost.

To her credit, she says she ordered it destroyed, but it was secretly stored by San and later brought to Prime. It is a metal object, roughly a sphere, and slightly smaller than a human head. Around its “equator” it has a smooth belt punctuated by 10 mistily-glowing circles. The hemispheres outside this belt are faceted. There are lots of flat nurnies and greebles on the surface with no obvious purpose. They’re not even aposematic, which would be appropriate.

A metallic spherical device with intricate patterns and glowing elements, resting on a smooth surface.

When Georgiou and Sahar teleport to San’s ship, combat ensues, and in the fray San accidentally knocks the Godsend off its pedestal. It hits the floor and malfunctions, exhibiting a complex set of behaviors I’ll just call the “tick”:

  • We hear a mechanical clockwork ticking.
  • The belt rotates a few degrees clockwise (as seen from the north pole).
  • The upper hemisphere rotates a few degrees counter-clockwise.
  • One of the white circles turns pinkish-red.

(I know that north and south are arbitrary conventions here, but it helps with the description.) After the tick is complete, its computer voice says, “Detonation sequence activating”. The voice is low, raspy, and appropriately menacing.

A metallic spherical object featuring intricate geometric designs and illuminated colored orbs, placed on a surface.

After a beat, it ticks again. A second circle turns red, and the voice says, “Awaiting biosignature confirmation”. Amidst the ongoing fighting and ship careening, the Godsend gets kicked around a lot and, at intervals, continues to tick.

San and Fuzz are defeated, and as the ship nears the portal, Georgiou picks the Godsend up off the floor. It ticks again. She places her hand on the “north pole” for about two seconds.

A hand gripping a futuristic, spherical device with intricate designs and glowing elements, set against a blurred background of lights.

The remaining white circles turn red, and the voice says, “Biosignature confirmed…Detonation in 60 seconds.” It announces again at the 30 second mark and continues to rotate at intervals. The voice warning comes again at 10, and then each second from 5 to 1. At zero there is a blinding light as it explodes just inside the portal on the Mirror Universe side as Georgiou and Sahar beam back to safety on the scow.

OK. So this thing…

It’s almost purely narrative

…this thing is diegetic nonsense.

A futuristic black sphere with a geometric design rolling on a shiny surface, illuminated by warm lighting.
Thank you for turning me on.

It arms accidentally? From being dropped on the floor? That can’t be its intended operation, so, a quadrant-destroying weapon of mass destruction was just, you know, poorly engineered? No one thought that this heavy, spheroid, metallic object might ever slip out of a hand? Or was it sabotaged like the Death Star, adding this flaw somewhere along the engineering process? Let’s hope that saboteur also immediately fled the quadrant afterward, taking along…I don’t know…every single one of their loved ones with them, along with all the innocents who might get incinerated in the blast? What size getaway ship were they working with?

Next, why is there a countdown for a detonation sequence that still requires authorization? What would happen if the detonation sequence completed without being authorized?

  • If nothing, then the countdown is just a goofy, extradiegetic tension-building function.
  • If something, shouldn’t the voice alert the user to those stakes?

Why is the countdown visualizer spread in a ring around a sphere? That makes it entirely possible that those critical signals are hidden from view for about half the time they are relevant. And they’re inset, meaning that even when looking at the facing side, at most three of them are clear. We will just see slivers of the other two. The design hides most of the visual part of the countdown from view.

A futuristic, intricately designed robotic device with a geometric shape and illuminated features, set against a dark, red-toned background.
Either the countdown isn’t underway here, or it’s halfway through. Who knows?

The choice of authorization (two-second hand on the pole) is easily understandable by the audience, but seems really, really prone to accidental activation. The pole is how one might, you know, carry it, or hold the damned thing while dusting the shelf underneath it.

A close-up of a person holding a glowing, ornate metallic artifact with red elements, set against a dark background.

One of the key principles for deterrents (we got “good” at this during the Cold War) is automaticity. If the one person who can trigger it can be killed before they activate the deterrent, then it’s just a tactical exercise: separate the authorizer from the device, or assassinate them quickly before they can activate it. If it’s biometric, tactics can be just making sure that body part is destroyed first. Both of these interventions are possible given the design of the Godsend. Really it should have a dead man’s switch, not an activation trigger.

If it was left as an activation trigger, the biosignature long-hold is the moment that a countdown is relevant. It would give the carrier a beat to think, “Oh, gods, no. I was just cleaning!” and reposition their hand for safety before going to change pants. The moment her hand is in place, the device should then signal a countdown in a way that it is undeniably perceptible to Georgiou—no matter in what orientation she is holding it. And it shouldn’t just be visual with intermittent audio, as we hear in the film. The audio should be constant, visuals should be on every side of the device, it should provide rising haptic feedback, and reach out to all nearby computer-controlled actuators to have them broadcast that everything’s about to be borked, send a last 🩷 SMS to your loved ones. Having it announce that it’s going to blow after a silent long-hold is very, very bad design. We can argue security through obscurity here, but the cost of accidental activation is far too catastrophic.

Maybe the thing that’s been keeping the Prime Universe safe all along from the fascists in the Mirror Universe is that they’re terrible designers and rotten engineers. It is a testament to how much I like the other interfaces that this one didn’t drag the rest of them down with it, because it’s just an immersion-breaking misery.

Next up: The Section 31 report card (currently scheduled for 17 Jun 2026)

Star Trek: Section 31 – Nanokin interfaces

As part of the Fritzes Best Interfaces award for 2026, I am reviewing the interfaces in Star Trek: Section 31. This post is about the interfaces used by Fuzz.

Close-up of a fictional alien creature with large eyes and a bulbous head, surrounded by a futuristic setting.

Fuzz is a Nanokin, a species of microscopic, squidlike beings with impressive, tiny spaceships. To engage with his teammates in the human-scale world, he does so by flying into a black-market android built to look like a Vulcan, and controlling it from within. In the film they call both the android and the Nanokin “Fuzz”, but that would get confusing in writing, so I’ll call the android the Vulcanbot. I want to believe that the character concept began as a tardigrade or amoeba, but it got more octopus-like over development. From its tiny spaceship, it can get through tiny holes and cracks in machinery or body modifications, hook in, and cause plot-critical mischief.

When the camera is at the nano-scale, the film uses tilt-shift and floating-particle techniques to emphasize the smallness of Fuzz. That means that only a small strip of things are in focus in any given shot, giving us less visual information to work with than usual. So though I’ll cover it, know I’m working with a lot less than I might ordinarily have.

Nanoship

The ship he flies around in is roughly spherical, and about ten times his own diameter. It kind of looks like him, which is both a funny and philosophical design choice. Its surface ripples in waves similar to the surface of the unnamed Section 31 ship that Sahar pilots above the safehouse planet. I think the implication is that it is made from programmable matter.

It has retractable, tentacle-like appendages coming out from the hull. They can be extended to surfaces to hold the ship in place and interface with electronics. I counted 20 tentacles in one screen shot, but if they’re programmable matter, they can be made ad hoc.

The interaction design question is how these are controlled, but, with programmable matter, general artificial intelligence, and agents all part of the novum stack for the movie, it might be as simple as a prompt: “When you are near safe access points, create connectors to them.” Since it’s never shown in the film, though, we have to leave it as a guess. I leave it as an exercise for the reader to imagine how it might work with a modern technology stack.

There is a curved viewport at the front of the ship, subtending around 120° from the pilot’s view. Additional displays to the left and right of the viewport extend the display surface to around 180° degrees. The viewport features an augmented, highly dynamic display, able to show live video, star charts, big red labels, waveforms of audio—whatever is needed in the moment. Language in the display is both English and Nanokinese (for lack of an official known name of that script in the lower left). Stylistically it has a cyan border with white contents, with dusty lavender highlights. Semi-randomly-wandering line segments appear throughout. Sadly, we do not see Fuzz futzing about with this interface at all, so we cannot evaluate that part of it. But it is the context of both the nanomap and nanolever, discussed below. 

Nanomap

A curious element in the center of the volumetric projection console is that of an edge-lit, standing human figure with a transverse ring around the waist. It is always there and does not appear to change throughout the film, regardless of the position of the body he’s in or controlling. It might serve simply as a map of the current body-in-question for alert and display purposes. Stuff like wayfinding or a damage control diagram.

Three individuals looking at a futuristic control panel, with glowing screens and intricate designs in a dimly lit setting.

We don’t see it when Fuzz is in Zeph or Dada Noe, but it would be cool if we saw it change to match the current host. Even cooler if we saw some vague indication of the surroundings around the host. Even coolest if we’d seen one virtual body for Vulcanbot and a second one for Zeph on the dashboard when Fuzz had the ability to remote control both.

Nanolever

When Fuzz’ deception is figured out by Georgiou and his Vulcanbot is face-to-face with a phaser, Fuzz grabs a lever and pulls it toward himself. In response Zeph’s corpse—controlled by his mechsuit—begins to rise, again under the control of Fuzz.

The lever is interesting for two reasons.

First, it’s the only physical control visible we see in the ship. (Fuzz has his tentacles raised above the viewport in a number of scenes, but the shot is from the outside of the ship, so we don’t know if he’s operating controls or just bracing himself.) A physical control is persistent and can’t get lost in occluding windows of a digital display. This tells me that Fuzz knew he might get exposed, and might need to pull the lever at any moment to initiate his ace-in-the-hole plan. The physical lever facilitated that much better than a digital one would.

A close-up view of a pair of scissors in a dimly lit environment, surrounded by various tools and illuminated elements.

Second, look at the physical design. It is textured and curved. These are both features which make it easier for octopus arms to grasp and manipulate. (I’m not a cephalopod expert, but this study says so.) We don’t know if Fuzz’ tentacles function similarly to octopus arms, but it’s a reasonable place to start.

I have less confidence in the two rings at the top of it. A shopping search for “lever controls” shows that none of them feature rings or holes. I’m not an industrial designer, but having those rings seems error prone. Not to grip, but to release. If your fingers or tentacles are in those rings, and some emergency situation requires you to quickly grab something else, you might be critically delayed by the fine motor control required to withdraw from the rings. If the lever is just a stick, releasing is practically a non-issue. So I’m less fond of the rings. If you can think of a good reason for these, let me know in the comments.

An Agent!

Since I started thinking in-depth about agentive technology, I’ve been noting when I see them in sci-fi. It’s rare. Up until Fuzz, Dr. Strange’s Cloak of Levitation has been my go-to example. Literacy in agents is becoming more important over time, and popular media is one way that people learn about it. (Especially its risks.) I was delighted to see a plot-centric use of them in this film.

Close-up view of a futuristic cockpit interface displaying 'Conveyance Autopilot Engaged' with illuminated controls and various gauge indicators.
Look close and you’ll see “CONVEYANCE AUTOPILOT ENGAGED” across the screen.

Vulcanbot is an agent while Fuzz is in Zeph, and then Zeph-corpse is an agent as Fuzz is fighting Georgiou to escape. Vulcanbot even handles the b-plot battle with Sahar before being caught in the climactic explosion.

A character wearing a black outfit with pointed ears appears to be pleading or expressing distress in a brightly lit, futuristic setting.

This literacy of what an agent is and what it’s capable of is critical to the protagonists’ fates. If Georgiou hadn’t sussed it out, the team might have split up from unresolved suspicion. Fuzz would have snuck away and San would have returned with the Godsend to the Terran Empire and used it to return and conquer Prime. So her agent-literacy saved the day.

The central role this agent played in the film is one reason I really loved it. Of course even more interesting would have been to see how Fuzz expressed his commands for the agents and monitored their performance against those goals, but because this needed to be hidden for the Big Reveal, we don’t get to.

A missing signal

One important feature that is only weakly implemented in the Vulcanbot and should be stronger when we implement similar technologies in the real world: Agent-mode signals. These signals would convey to observers whether the technology is being operated by a human sentience or when it is being driven by agentive software.

A smiling young man with light blond hair and pointed ears, wearing a red jacket and layered necklaces, standing in front of glowing teal lights.

Of course Fuzz is deeply vested in deception. Vulcanbot acts a little strangely when in agent mode, but it’s because the AI is not rich enough to mimic Fuzz on autopilot. It’s easy to imagine that if it could have been a perfect mimic, Fuzz would rather that.

But for us in the real world we want to know what we’re dealing with. It changes how we interact and what our expectations are. I argued for these deliberate design interventions in the context of Google Duplex way back in 2018, just not on this blog. So let me assert them here. A more ethical Vulcanbot would shift to a modulated voice as a hot signal when it was operating agentively, and interject a cold signal when circumstances called for it.

Delicious woke

Star Trek has addressed queerness before. I’m glad to see it again, considering how the weird MAGA Trump-suckup regime is trying to villainize and scapegoat trans people like the Nazis did with Jewish people here in my home country. And, to be clear, fuck that nonsense.

Though there’s a diegetic “excuse” as to why it is, the perceptual truth is there’s something invisible inside a character that has us accepting a masculine version for most of the movie, and then accepting a feminine version at the end. Same body, different behaviors, sci-fi reason.

A character with pointed ears and a stylish green outfit is speaking in a futuristic setting with various technological elements in the background.
There’s just something inside that informs who this character is and how they behave, even if it doesn’t match your expectations from the outside. Best not to think too much about it.

The rationale is there, so the queer-o-phobes don’t have a good excuse to reject it outright. Diegetically, the invisible part is binarily gendered. Diegetically, that’s what informs the Vulcanbot’s outward behavior, not *gasp* actual genderqueer-ness. It’s fantastically designed for the right kinds of cognitive dissonance.

Perfect for Pride Month. Maybe we can have Nanokin as a teeny tiny marshal for the next sci-fi Pride Parade.

A vibrant street scene during a parade with a large, abstract spherical object in the foreground. The background features crowds of people celebrating with rainbow flags and colorful decorations.
After Dykes on Bikes, of course.

Nice going, team Fuzz, and happy Pride month!

Next up: The quadrant-destroying weapon commissioned by Georgiou