Spacesuits in Sci-fi: Wrapping up

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…

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…

  • Sartorial
  • Social
  • 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

Design fiction in sci-fi

As so many of my favorite lines of thought have begun, this one was started with a provocative question lobbed at me across social media. Friend and colleague Jonathan Korman tweeted to ask, above a graphic of the Black Mirror logo, “Surely there is another example of pop design fiction?”

I replied in Twitter, but my reply there was rambling and unsatisfying, so I’m re-answering here with an eye toward being more coherent.

What’s Design Fiction?

If you’re not familiar, design fiction is a practice that focuses on speculative artifacts to raise issues. While leading the interactions program at The Royal College of Art, Anthony Dunne and Fiona Raby catalyzed the practice.

“It thrives on imagination and aims to open up new perspectives on what are sometimes called wicked problems, to create spaces for discussion and debate about alternative ways of being, and to inspire and encourage people’s imaginations to flow freely. Design speculations can act as a catalyst for collectively redefining our relationship to reality.”

Anthony Dunne and Fiona Raby, Speculative Everything: Design, Dreaming, and Social Dreaming

Dunne & Raby tend to often lean toward provocation more than clarity (“sparking debate” is a stated goal, as opposed to “identifying problems and proposing solutions.”) Where to turn for a less shit-stirring description? Like many related fields there are lots of competing definitions and splintering. John Spicey has listed 26 types of Design Fiction over on Simplicable. But I am drawn to the more practical definition offered by the Making Tomorrow handbook.

Design Fiction proposes speculative scenarios that aim to stimulate commitment concerning existing and future issues.

Nicolas Minvielle et al., Making Tomorrow Collective

To me, that feels like a useful definition and clearly indicates a goal I can get behind. Your mileage may vary. (Hi, Tony! Hi, Fiona!)

Some examples should help.

Dunne & Raby once designed a mask for dogs called Spymaker, so that the lil’ scamps could help lead their owners to unsurveilled locations in an urban environment.

Julijonas Urbonas while at RCA conceived and designed a “euthanasia coaster” which would impart enough Gs on its passengers to kill them through cerebral hypoxia. While he designed its clothoid inversions and even built a simple physical model, the idea has been recapitulated in a number of other media, including the 3D rendering you see below.

This commercial example from Ericsson is a video with mild narrative about appliances having a limited “social life.”

Corporations create design fictions from time to time to illustrate their particular visions of the future. Such examples are on the verge of the space, since we can be sure those would not be released if they ran significantly counter to the corporation’s goals. They’re rarely about the “wicked” problems invoked above and tend more toward gee-whiz-ism, to coin a deroganym.

How does it differ from sci-fi?

Design Fiction often focuses on artifacts rather than narratives. The euthanasia coaster has no narrative beyond what you bring or apply to it, but I don’t think this lack of narrative a requirement. For my money, the point of design fiction is focused on exploring the novum more than a particular narrative around the novum. What are its consequences? What are its causes? What kind of society would need to produce it and why? Who would use it and how? What would change? What would lead there and do we want to do that? Contrast Star Wars, which isn’t about the social implications of lightsabers as much as it is space opera about dynasties, light fascism, and the magic of friendship.

Adorable, ravenous friendship.

But, I don’t think there’s any need to consider something invalid as design fiction if it includes narrative. Some works, like Black Mirror, are clearly focused on their novae and their implications and raise all the questions above, but are told with characters and plots and all the usual things you’d expect to find.

So what’s “pop” design fiction?

As a point of clarification, in Korman’s original question, he asked after pop design fiction. I’m taking that not to mean the art movement in the 01950–60s, which Black Mirror isn’t, but rather “accessible” and “popular,” which Black Mirror most definitely is.

So not this, even though it’s also adorable. And ravenous.

What would distinguish other sci-fi works as design fiction?

So if sci-fi can be design fiction, what would we look for in a show to classify it is design fiction? It’s a sloppy science, of course, but here’s a first pass. A show can be said to be design fiction if it…

  • Includes a central novum…
  • …that is explored via the narrative: What are its consequences, direct and indirect?
  • Corollary: The story focused on a primary novum, and not a mish-mash of them. (Too many muddle the thought experiment.)
  • Corollary: The story focuses on characters who are most affected by the novae.
  • Its explorations include the personal and social.
  • It goes where the novum leads, avoiding narrative fiats that sully the thought experiment.
  • Bonus points if it provides illustrative contrasts: Different versions of the novum, characters using it in different ways, or the before and after.

With this stake in the ground, it probably strikes you that some subgenres lend themselves to design fiction and others do not. Anthology series, like Black Mirror, can focus on different characters, novae, and settings each episode. Series and franchises like Star Wars and Star Trek, in contrast, have narrative investments in characters and settings that make it harder to really explore nova on their own terms, but it is not impossible. The most recent season of Black Mirror is pointing at a unified diegesis and recurring characters, which means Brooker may be leaning the series away from design fiction. Meanwhile, I’d posit that the eponymous Game from Star Trek: The Next Generation S05E06 is an episode that acts as a design fiction. So it’s not cut-and-dry.

“It’s your turn. Play the game, Will Wheaton.”

What makes this even more messy is that you are asking a subjective question, i.e. “Is this focused on its novae?”, or even “Does this intend to spur some commitment about the novae?” which is second-guessing whether or not what you think the maker’s intent was. As I mentioned, it’s messy, and against the normal critical stance of this blog. But, there are some examples that lean more toward yes than no.

Jurasic Park

Central novum: What if we use science to bring dinosaurs back to life?

Commitment: Heavy prudence and oversight for genetic sciences, especially if capitalists are doing the thing.

Hey, we’ve reviewed Jurassic Park on this very blog!

This example leads to two observations. First, the franchises that follow successful films are much less likely to be design fiction. I’d argue that every Jurassic X sequel has simply repeated the formula and not asked new questions about that novum. More run-from-the-teeth than do-we-dare?

Second is that big-budget movies are almost required to spend some narrative calories discussing the origin story of novae at the cost of exploring multiple consequences of the same. Anthology series are less likely to need to care about origins, so are a safer bet IMHO.

Minority Report

Central novum: What if we could predict crime? (Presuming Agatha is a stand-in for a regression algorithm and not a psychic drug-baby mutant.)

Commitment: Let’s be cautious about prediction software, especially as it intersects civil rights: It will never be perfect and the consequences are dire.

Blade Runner

Central novum: What if general artificial intelligence was made to look indistinguishable from humans, and kept as an oppressed class?

Commitment: Let’s not do any of that. From the design perspective: Keep AI on the canny rise.

Hey, I reviewed Blade Runner on this very blog!

Ex Machina

Central novum: Will we be able to box a self-interested general intelligence?

Commitment: No. It is folly to think so.

Colossus: The Forbin Project

Central novum: What if we deliberately prevented ourselves from pulling the plug on a superintelligence, and then asked it to end war?

Commitment: We must be extremely careful what we ask a superintelligence to do, how we ask it, and the safeguards we provide ourselves if we find out we messed it up.

Hey, I lovingly reviewed Colossus: The Forbin Project on this very blog!

Person of Interest

Central novum: What if we tried to box a good superintelligence?

Commitment: Heavy prudence and oversight for computer sciences, especially if governments are doing the thing.

Not reviewed, but it won an award for Untold AI

This is probably my favorite example, and even though it is a long-running series with recurring characters, I argue that the leads are all highly derived, narratively, from the novum, and still counts strongly.

But are they pop?

Each of these are more-or-less accessible and mainstream, even if their actual popularity and interpretations vary wildly. So, yes, from that perspective.

Jurassic Park is at the time of writing the 10th highest-grossing sci-fi movie of all time. So if you agree that it is design fiction, it is the most pop of all. Sadly, that is the only property I’d call design fiction on the entire highest-grossing list.

So, depending on a whole lot of things (see…uh…above) the short answer to Mr. Korman’s original question is yes, with lots of if.

What others?

I am not an exhaustive encyclopedia of sci-fi, try though I may. Agree with this list above? What did I miss? If you comment with additions, be sure and list, as I did these, the novum and the challenge.

Make It So: The Clippy Theory of Star Trek Action

My partner and I spent much of March watching episodes of Star Trek: The Next Generation in mostly random order. I’d seen plenty of Trek before—watching pretty much all of DS9 and Voyager as a teenager, and enjoying the more recent J.J. Abrams reboot—but it’s been years since I really considered the franchise as a piece of science fiction. My big takeaway is…TNG is bonkers, and that’s okay. The show is highly watchable because it’s really just a set of character moments, risk taking, and ethical conundrums strung together with pleasing technobabble, which soothes and hushes the parts of our brain that might object to the plot based on some technicality. It’s a formula that will probably never lose its appeal.

But there is one thing that does bother me: how can the crew respond to Picard’s orders so fast? Like, beyond-the-limits-of-reason fast.

A 2-panel “photonovella.” Above, Picard approaches Data and says, “Data, ask the computer if it can use the Voynich Manuscript and i-propyl cyanide to somehow solve the Goldback Conjecture.” Below, under the caption, “Two taps later…” Data replies, “It says it will have the answer by the commercial break, Captain.”

How are you making that so?

When the Enterprise-D encounters hostile aliens, ship malfunctions, or a mysterious space-time anomaly, we often get dynamic moments on the bridge that work like this. Data, Worf and the other bridge crew, sometimes with input from Geordi in engineering, call out sensor readings and ship functionality metrics. Captain Picard stares toward the viewscreen/camera and gives orders, sometimes intermediated by Commander Riker. Worf or Data will tap once or twice on their consoles and then quickly report the results—i.e. “our phasers have no effect” or “the warp containment field is stabilizing,” that sort of thing. It all moves very quickly, and even though the audience doesn’t quite know the dangers of tachyon radiation or how tricky it is to compensate for subspace interference, we feel a palpable urgency. It’s probably one of the most recognizable scenes-types in television.

Now, extradiegetically, I think there are very good reasons to structure the action this way. It keeps the show moving, keeps the focus on the choices, rather than the tech. And of course, diegetically, their computers would be faster than ours, responding nearly instantaneously. The crew are also highly trained military personnel, whose focus, reaction speed, and knowledge of the ship’s systems are kept sharp by regular drills. The occasional scenes we get of tertiary characters struggling with the controls only drives home how elite the Enterprise senior staff are.

A screen cap from TNG with Wil Wheaton as Wesley in the navigator seat, saying to the bridge crew, “Does…uh…anyone know where the ‘engage’ key is?”
Just kidding, we love ya, Wil.

Nonetheless, it is one thing to shout out the strength of the ship’s shields. No doubt Worf has an indicator at tactical that’s as easy to read as your laptop’s battery level. That’s bound to be routine.  But it’s quite another for a crewmember to complete a very specific and unusual request in what seems like one or two taps on a console. There are countless cases of the deflector dish or tractor beam being “reconfigured” to emit this or that kind of force or radiation. Power is constantly being rerouted from one system to another. There’s a great deal of improvisational engineering by all characters.

Just to pick examples in my most recent days of binging: in “Descent, Part 2,” for instance, Beverly Crusher, as acting captain, tells the ensign at ops to launch a probe with the ship’s recent logs on it, as a warning to Starfleet, thus freeing the Enterprise to return through a transwarp conduit to take on The Borg. Or in the DS9 episode “Equilibrium”—yes, we’ve started on the next series now that TNG is off Netflix—while investigating a mysterious figure from Jadzia’s past, Sisko instructs Bashir to “check the enrollment records of all the Trill music academies during Belar’s lifetime.” In both cases, the order is complete in barely a second.

Even for Julian Bashir—a doctor and secretly a mutant genius—there is no way for a human to perform such a narrow and out-of-left-field search without entering a few parameters, perhaps navigating via menus to the correct database. From a UX perspective, we’re talking several clicks at least!

There is a tension in design between…

  • Interface elements that allow you to perform a handful of very specific operations quickly (if you know where the switch is), and…
  • Those that let you do almost anything, but slower.

For instance, this blog has big colorful buttons that make it easy to get email updates about new posts or to donate to a tip jar. If you want to find a specific post, however, you have to type something into the search box or perhaps scroll through the list of TV/movie properties on the right. While the 24th Century no doubt has somewhat better design than WordPress, they are still bound by this tension.

Of course it would be boring to wait while Bashir made the clicks required to bring up the Trill equivalent of census records or LexisNexis. With movie magic they simply edit out those seconds. But I think it’s interesting to indulge in a little backworlding and imagine that Starfleet really does have the technology to make complex general computing a breeze. How might they do it?

Enter the Ship’s AI

One possible answer is that the ship’s Computer—a ubiquitous and omnipresent AI—is probably doing most of the heavy lifting. Much like how Iron Man is really Jarvis with a little strategic input from Tony, I suspect that the Computer listens to the captain’s orders and puts the appropriate commands on the relevant crewman’s console the instant the words are out of Picard’s mouth. (With predictive algorithms, maybe even just before.) The crewman then merely has to confirm that the computer correctly interpreted the orders and press execute. Similarly, the Computer must be constantly analyzing sensor data and internal metrics and curating the most important information for the crew to call out. This would be in line with the Active Academy model proposed in relation to Starship Troopers.

Centaurs, Minotaurs, and anticipatory computing

I’ve heard this kind of human-machine relationship called “Centaur Computing.” In chess, for instance, some tournaments have found that human-computer teams outperform either humans or computers working on their own. This is not necessarily intuitive, as one would think that computers, as the undisputed better chess players, would be hindered by having an imperfect human in the mix. But in fact, when humans can offer strategic guidance, choosing between potential lines that the computer games out, they often outmaneuver pure-AIs.

I often contrast Centaur Computing with something I call “Minotaur Computing.” In the Centaur version—head of a man on the body of a beast—the human makes the top-level decision and the computer executes. In Minotaur Computing—head of a beast with the body of a man—the computer calls the shots and leaves it up to human partners to execute. An example of this would be the machine gods in Person of Interest, which have no Skynet Terminator armies but instead recruit and hire human operatives to carry out their cryptic plans.

In some ways this kind of anticipatory computing is simply a hyper-advanced version of AI features we already have today, such as when Gmail offers to complete my sentence when I begin to type “thank you for your time and consideration” at the end of a cover letter.

Hi, it looks like you’re trying to defeat the Borg…

In this formulation,  the true spiritual ancestor of the Starfleet Computer is Clippy, the notorious Microsoft Word anthropomorphic paperclip helper, which would pop up and make suggestions like “It looks like you’re writing a letter. Would you like help?” Clippy was much maligned in popular culture for being annoying, distracting, and the face of what was in many ways a clunky, imperfect software product. But the idea of making sense of the user’s intentions and offering relevant options isn’t always a bad one. The Computer in Star Trek performs this task so smoothly, efficiently, and in-the-background, that Starfleet crews are able to work in fast-paced harmony, acting on both instinct and expertise, and staying the heroes of their stories.

One to beam into the Sun, Captain.

Admittedly, this deftness is a bit at odds with the somewhat obtuse behavior the Computer often displays when asked a question directly, such as demanding you specify a temperature when you request a glass of water. Given how often the Computer suffers strange malfunctions that complicate life on the Enterprise for days a time, one wonders if the crew feel as though they are constantly negotiating with a kind of capricious spirit—usually benign but occasionally temperamental and even dangerously creative in its interpretations of one’s wishes, like a djinn. Perhaps they rarely complain about or even mention the Computer’s role in Clippy-ing orders onto their consoles because they know better than to insult the digital fairies that run the turbolifts and replicate their food.

All of which brings a kind of mystical cast to those rapid, chain-of-command-tightened exchanges amongst the bridge crew when shit hits the fan. When Picard gives his crew an order, he’s really talking to the Computer. When Riker offers a sub-order, he’s making a judgment call that the Computer might need a little more guidance. The crew are there to act as QA—a general-intelligence safeguard—confirming with human eyes and brain that the Computer is interpreting Picard correctly. The one or two beeps we often hear as they execute a complex command are them merely dismissing incorrect or confused operation-lines. They report back that the probe is ready or the phasers are locked, as the captain wished, and Picard double confirms with his iconic “make it so.” It’s a multilayered checking and rechecking of intentions and plans, much like the military today uses to prevent miscommunications, but in this case with the added bonus of keeping the reins on a powerful but not always cooperative genie.

There’s a good argument to be made that this is the relationship we want to have with technology. Smooth and effective, but with plenty of oversight, and without the kind of invasive elements that right now make tech the center of so many conversations. We want AI that gives us computational superpowers, but still keeps us the heroes of our stories.


Andrew Dana Hudson is a speculative fiction author, researcher, and theorist. His first book, Our Shared Storm: A Novel of Five Climate Futures, is fresh off the press. Check it out here. And follow his work via his newsletter, solarshades.club.