If you recall from the first entry in this series of posts, the Spacesuits content was originally drafted as a chapter in the Make It So book, but had to be cut because for length. Now here we are at six posts and 6,700 words later. So it was probably a good call on the part of the publisher. 🙂 But now that we’re here, what have we learned?
Let’s recap. Spacesuit interfaces have to…
- Protect the wearer from the perils of space
- Accommodate and provide for the wearer’s biological needs
- Help them move around
- Allow them to communicate
- Identify the wearer
Spacesuits are a particularly interesting example of the relationship of sci-fi and design because a tiny fraction of sci-fi audiences will ever experience being in one, but many people have seen them being used in real-world circumstances. This gives them a unique representational anchor in sci-fi, and the survey reveals this. Sci-fi makers base their designs on the surface style with occasional additions or extensions, depending on the fashionable technology of the time. These additions rarely make it to the real world because they’re often made without consideration of the real constraints of keeping a human alive in space. But are still cool.
And the winner is…?
If I had to name the franchise that gets it right the most it’s probably Star Trek. Keep in mind that this has been far from an exhaustive survey (“Yeah like where is The Expanse?,” I hear me cry), and the Star Trek franchise is vast and decades old, with most of its stories set on spacecraft. Extravehicular activity in space is a natural fit to the show and there’s been lots of it. I’m not dismissing it. The work done on Star Trek: Discovery has been beautiful. But if it was just a numbers game rather than a question of quality design, we would expect it to win. And lucky for us, it’s been consistently showcasing the most inspiring examples and most(ly) functional interfaces as well. If you’re looking for inspiration, maybe start there.
What lessons can we learn?
As a particular kind of wearables, spacesuit interfaces reinforce all the principles I originally outlined for Ideal Wearables way back in 2014. They must be…
- Easy to access and use
- Tough to accidentally activate
- Have apposite inputs and outputs
…all pushed through the harder constraints of listed at the top of the article. We have some additional lessons about where to put interfaces on spacesuits given those constraints, but it seems pretty well tied to this domain and difficult to generalize. That is, unless climate change has us all donning environmental suits just to enjoy our own planet in a few degrees Centigrade. Wait, I did not mean to go that dark. Even though climate change is a massive crisis and we should commit to halting it and reversing it if possible. (Hey check out these cool tree-planting drones.)
Let’s instead focus on a mild prognostication. I expect that we’ll be seeing more sci-fi spacesuits in the near future, partly because space travel has been on a kick lately with the high-profile and branding-conscious missions of SpaceX. Just this week Crew Dragon flew has taken the first commercial flight of four civilians into space. (Not the first civilians into space, according to Harvard professor Jonathan McDowell, that honor belongs to the Soyuz TMA-3 mission in 2003, but that was still a government operation.) For better or for worse, part of how SpaceX is making its name is by bringing a new, cool aesthetic to space travel.
So people are seeing spacesuits again (though am I right…no extravehicular activities?) and that means it will be on the minds of studios and writers, and they will give it their own fantastic spin, which will in turn inspire real-world designers, etc. etc. Illustrators and industrial designers are already posting some amazing speculative designs of late, and I look forward to more inspiring designs to come.
I think my spaceship knows which way to go
You may have noticed that this post comes an uncommonly long time after the prior post. I had cut down my publishing cadence at the start of the pandemic to once every other week because stress, and even that has been difficult to keep up. But now we are heading into fall and the winter holidays and a cluster of family birthdays and whatnot usually keep me busy through March. Plus I’m about to start hosting a regular session with Ambition Group about AI Mastery for Design Leaders, and as a first time curriculum, it’s going to demand much of me on top of my full time job. (You didn’t think I did scifiinterfaces professionally, did you? This is a hobby.) And I’m making some baby steps in publishing my own sci-fi short stories. Keep an eye on Escape Pod and Dark Matter Magazine over the fall if you want to catch those. (I’ll almost certainly tweet about them, too.) I want to work on others.
Which is all to say that I’m on the verge of being overcommitted and burnt out, and so going to do myself a favor and take a break from posting here for a while. Sadly, I don’t have any guest posts in the work. Who would be crazy enough to critique sci-fi interfaces during a climate crisis, ongoing fascist movements, and a global pandemic?
I do have big plans for a major study of the narrative uses of sci-fi interfaces, which I hope to use time off in the winter holiday to conduct. That will probably be as huge as the Untold AI and the Gendered AI series. I have nascent notions of using that study as a last bit of material to collect into a 10-year retrospective follow-up to Make It So (let me know if that sounds appealing). And I’m committed to another round of Fritz awards for 2022. So more is coming, and I’ll be back before you know it.
But for a while, over and out, readers. And don’t forget while I’m gone…
Stop watching sci-fi. Start using it.—Me