Odyssey Navigation

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When the Odyssey needs to reverse thrust to try and counter a descent towards the TET, Jack calls for a full OMS (Orbital Maneuvering System) burn. We do not see what information he looks at to determine how fast he is approaching the TET, or how he knows that the OMS system will provide enough thrust.

We do see 4 motor systems on board the Odyssey

  1. The Main Engines (which appear to be Ion Engines)
  2. The OMS system (4 large chemical thrusters up front)
  3. A secondary set of thrusters (similar and larger than the OMS system) on the sleep module
  4. Tiny chemical thrusters like those used to change current spacecraft yaw/pitch/roll (the shuttle’s RCS).

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After Jack calls out for an OMS burn, Vika punches in a series of numbers on her keypad, and jack flips two switches under the keypad. After flipping the switches ‘up’, Jack calls out “Gimbals Set” and Vika says “System Active”.

Finally, Jack pulls back on a silver thrust lever to activate the OMS.

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Why A Reverse Lever?

Typically, throttles are pushed forward to increase thrust. Why is this reversed? On current NASA spacecraft, the flight stick is set up like an airplane’s control, i.e., back pitches up, forward pitches down, left/right rolls the same. Note that the pilot moves the stick in the direction he wants the craft to move. In this case, the OMS control works the same way: Jack wants the ship to thrust backwards, so he moves the control backwards. This is a semi-direct mapping of control to actuator. (It might be improved if it moved not in an arc but in a straight forward-and-backward motion like the THC control, below. But you also want controls to feel different for instant differentiation, so it’s not a clear cut case.)

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Source: NASA

What is interesting is that, in NASA craft, the control that would work the main thrusters forward is the same control used for lateral, longitudinal, and vertical controls:

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Source: NASA

Why are those controls different in the Odyssey? My guess is that, because the OMS thrusters are so much more powerful than the smaller RCS thrusters, the RCS thrusters are on a separate controller much like the Space Shuttle’s (shown above).

And, look! We see evidence of just such a control, here:

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Separating the massive OMS thrusters from the more delicate RCS controls makes sense here because the control would have such different effects—and have different fuel costs—in one direction than in any other. Jack knows that by grabbing the RCS knob he is making small tweaks to the Odyssey’s flight path, while the OMS handle will make large changes in only one direction.

The “Targets” Screen

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When Jack is about to make the final burn to slow the Odyssey down and hold position 50km away from the TET, he briefly looks at this screen and says that the “targets look good”.

It is not immediately obvious what he is looking at here.

Typically, NASA uses oval patterns like this to detail orbits. The top of the pattern would be the closest distance to an object, while the further line would indicate the furthest point. If that still holds true here, we see that Jack is at the closest he is going to get to the TET, and in another orbit he would be on a path to travel away from the TET at an escape velocity.

Alternatively, this plot shows the Odyssey’s entire voyage. In that case, the red dotted line shows the Odyssey’s previous positions. It would have entered range of the TET, made a deceleration burn, then dropped in close.

Either way, this is a far less useful or obvious interface than others we see in the Odyssey.

The bars on the right-hand panel do not change, and might indicate fuel or power reserves for various thruster banks aboard the Odyssey.

Why is Jack the only person operating the ship during the burn?

This is the final burn, and if Jack makes a mistake then the Odyssey won’t be on target and will require much more complicated math and piloting to fix its position relative to the TET. These burns would have been calculated back on Earth, double-checked by supercomputers, and monitored all the way out.

A second observer would be needed to confirm that Jack is following procedure and gets his timing right. NASA missions have one person (typically the co-pilot) reading from the checklist, and the Commander carrying out the procedure. This two-person check confirms that both people are on the same page and following procedure. It isn’t perfect, but it is far more effective than having a single person completing a task from memory.

Likely, this falls under the same situation as the Odyssey’s controls: there is a powerful computer on board checking Jack’s progress and procedure. If so, then only one person would be required on the command deck during the burn, and he or she would merely be making sure that the computer was honest.

This argument is strengthened by the lack of specificity in Jack’s motions. He doesn’t take time to confirm the length of the burn required, or double-check his burn’s start time.

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If the computer was doing all that for him, and he was merely pushing the right button at the indicated time, the system could be very robust.

This also allows Vika to focus on making sure that the rest of the crew is still alive and healthy in suspended animation. It lowers the active flight crew requirement on the Odyssey, and frees up berths and sleep pods for more scientific-minded crew members.

Help your users

Detail-oriented tasks, like a deceleration burn, are important but let’s face it, boring. These kinds of tasks require a lot of memory on the part of users, and pinpoint precision in timing. Neither of those are things humans are good at.

If you can have your software take care of these tasks for your users, you can save on the cost of labor (one user instead of two or three), increase reliability, and decrease mistakes.

Just make sure that your computer works, and that your users have a backup method in case it fails.

Homing Beacon

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After following a beacon signal, Jack makes his way through an abandoned building, tracking the source. At one point he stops by a box on the wall, as he sees a couple of cables coming out from the inside of it, and cautiously opens it.

The repeater

I can’t talk much about interactions on this one given that he does not do much with it. But I guess readers might be interested to know about the actual prop used in the movie, so after zooming in on a screen capture and a bit of help from Google I found the actual radio.

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When Jack opens the box he finds the repeater device inside. He realizes that it’s connected to the building structure, using it as an antenna, and over their audio connection asks Vika to decrypt the signal.

The desktop interface

Although this sequence centers around the transmission from the repeater, most of the interactions take place on Vika’s desktop interface. A modal window on the display shows her two slightly different waveforms that overlap one another. But it’s not clear at all why the display shows two signals instead of just one, let aside what the second signal means.

After Jack identifies it as a repeater and asks her to decrypt the signal, Vika touches a DECODE button on her screen. With a flourish of orange and white, the display changes to reveal a new panel of information, providing a LATITUDE INPUT and LONGITUDE INPUT, which eventually resolve to 41.146576 -73.975739. (Which, for the curious, resolves to Stelfer Trading Company in Fairfield, Connecticut here on Earth. Hi, M. Stelfer!) Vika says, “It’s a set of coordinates. Grid 17. It’s a goddamn homing beacon.”

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At the control tower Vika was already tracking the signal through her desktop interface. As she hears Jack’s request, she presses the decrypt button at the top of the signal window to start the process.

Continue reading

Communications with Sally

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While Vika and Jack are conducting their missions on the ground, Sally is their main point of contact in orbital TET command. Vika and Sally communicate through a video feed located in the top left corner of the TETVision screen. There is no camera visible in the film, but it is made obvious that Sally can see Vika and at one point Jack as well.

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The controls for the communications feed are located in the bottom left corner of the TETVision screen. There are only two controls, one for command and one for Jack. The interaction is pretty standard—tap to enable, tap again to disable. It can be assumed that conferencing is possible, although certain scenes in the film indicate that this has never taken place. Continue reading

The Bubbleship Cockpit

image01 Jack’s main vehicle in the post-war Earth is the Bubbleship craft. It is a two seat combination of helicopter and light jet. The center joystick controls most flight controls, while a left-hand throttle takes the place of a helicopter’s thrust selector. A series of switches above Jack’s seat provide basic power and start-up commands to the Bubbleship’s systems. image05 Jack first provides voice authentication to the Bubbleship (the same code used to confirm his identity to the Drones), then he moves to activate the switches above his head. Continue reading

Course optimal, the Stoic Guru, and the Active Academy

In Starship Troopers, after Ibanez explains that the new course she plotted for the Rodger Young (without oversight, explicit approval, or notification to superiors) is “more efficient this way,” Barcalow walks to the navigator’s chair, presses a few buttons, and the computer responds with a blinking-red Big Text Label reading “COURSE OPTIMAL” and a spinning graphic of two intersecting grids.

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Yep, that’s enough for a screed, one addressed first to sci-fi writers.

A plea to sci-fi screenwriters: Change your mental model

Think about this for a minute. In the Starship Troopers universe, Barcalow can press a button to ask the computer to run some function to determine if a course is good (I’ll discuss “good” vs. “optimal” below). But if it could do that, why would it wait for the navigator to ask it after each and every possible course? Computers are built for this kind of repetition. It should not wait to be asked. It should just do it. This interaction raises the difference between two mental models of interacting with a computer: the Stoic Guru and the Active Academy.

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Stoic Guru vs. Active Academy

This movie was written when computation cycles may have seemed to be a scarce resource. (Around 1997 only IBM could afford a computer and program combination to outthink Kasparov.) Even if computation cycles were scarce, navigating the ship safely would be the second most important non-combat function it could possibly do, losing out only to safekeeping its inhabitants. So I can’t see an excuse for the stoic-guru-on-the-hill model of interaction here. In this model, the guru speaks great truth, but only when asked a direct question. Otherwise it sits silently, contemplating whatever it is gurus contemplate, stoically. Computers might have started that way in the early part of the last century, but there’s no reason they should work that way today, much less by the time we’re battling space bugs between galaxies.

A better model for thinking about interaction with these kinds of problems is as an active academy, where a group of learned professors is continually working on difficult questions. For a new problem—like “which of the infinite number of possible courses from point A to point B is optimal?”—they would first discuss it among themselves and provide an educated guess with caveats, and continue to work on the problem afterward, continuously, contacting the querant when they found a better answer or when new information came in that changed the answer. (As a metaphor for agentive technologies, the active academy has some conceptual problems, but it’s good enough for purposes of this article.)

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Consider this model as you write scenes. Nowadays computation is rarely a scarce resource in your audience’s lives. Most processors are bored, sitting idly and not living up to their full potential. Pretending computation is scarce breaks believability. If ebay can continuously keep looking on my behalf for a great deal on a Ted Baker shirt, the ship’s computer can keep looking for optimal courses on the mission’s behalf.

In this particular scene, the stoic guru has for some reason neglected up to this point to provide a crucial piece of information, and that is the optimal path. Why was it holding this information back if it knew it? How does it know that now? “Well,” I imagine Barcalow saying as he slaps the side of the monitor, “Why didn’t you tell me that the first time I asked you to navigate?” I suspect that, if it had been written with the active academy in mind, it would not end up in the stupid COURSE OPTIMAL zone.

Optimal vs. more optimal than

Part of the believability problem of this particular case may come from the word “optimal,” since that word implies the best out of all possible choices.

But if it’s a stoic guru, it wouldn’t know from optimal. It would just know what you’d asked it or provided it in the past. It would only know relative optimalness amongst the set of courses it had access to. If this system worked that way, the screen text should read something like “34% more optimal than previous course” or “Most optimal of supplied courses.” Either text could show some fuigetry that conveys a comparison of compared parameters below the Big Text Label. But of course the text conveys how embarrassingly limited this would be for a computer. It shouldn’t wait for supplied courses.

If it’s an active academy model, this scene would work differently. It would have either shown him optimal long ago, or show him that it’s still working on the problem and that Ibanez’ is the “Most optimal found.” Neither is entirely satisfying for purposes of the story.

Hang-on-idea

How could this scene have gone?

We need a quick beat here to show that in fact, Ibanez is not just some cocky upstart. She really knows what’s up. An appeal to authority is a quick way to do it, but then you have to provide some reason the authority—in this case the computer—hasn’t provided that answer already.

A bigger problem than Starship Troopers

This is a perennial problem for sci-fi, and one that’s becoming more pressing as technology gets more and more powerful. Heroes need to be heroic. But how can they be heroic if computers can and do heroic things for them? What’s the hero doing? Being a heroic babysitter to a vastly powerful force? This will ultimately culminate once we get to the questions raised in Her about actual artificial intelligence.

Fortunately the navigator is not a full-blown artificial intelligence. It’s something less than A.I., and that’s an agentive interface, which gives us our answer. Agentive algorithms can only process what they know, and Ibanez could have been working with an algorithm that the computer didn’t know about. She’s just wrapped up school, so maybe it’s something she developed or co-developed there:

  • Barcalow turns to the nav computer and sees a label: “Custom Course: 34% more efficient than models.”
  • BARCALOW
  • Um…OK…How did you find a better course than the computer could?
  • IBANEZ
  • My grad project nailed the formula for gravity assist through trinary star systems. It hasn’t been published yet.

BAM. She sounds like a badass and the computer doesn’t sound like a character in a cheap sitcom.

So, writers, hopefully that model will help you not make the mistake of penning your computers to be stoic gurus. Next up, we’ll discuss this same short scene with more of a focus on interaction designers.

A review of OS1 in Spike Jonze’s Her (1/8)

*click*

The computer: Are you a sci-fi nerd?

Me: Well…I like to think of myself as a design critic looking though the lens of–

The computer: “In your voice, I sense hesitance, would you agree with that?”

Me: Maybe, but I would frame it as a careful consider–

The computer: “How would you describe your relationship with Darth Vader?”

Me: It kind of depends. Do you mean in the first three films, or are we including those ridiculous–

The computer:  Thank you, please wait as your individualized operating system is initialized to provide a review of OS1 in Spike Jonze’s Her.

 

A review of OS1 in Spike Jonze’s Her

Her-earpiece

Ordinarily I wait for a movie to make it to DVD before I review it, so I can watch it carefully, make screen caps of its interfaces, and pause to think about things and cross reference other scenes within the same film, or look something up on the internet.

Continue reading

The HoverChair Social Network

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The other major benefit to the users of the chair (besides the ease of travel and lifestyle) is the total integration of the occupant’s virtual social life, personal life, fashion (or lack-thereof), and basic needs in one device. Passengers are seen talking with friends remotely, not-so-remotely, playing games, getting updated on news, and receiving basic status updates. The device also serves as a source of advertising (try blue! it’s the new red!).

A slight digression: What are the ads there for? Considering that the Axiom appears to be an all-inclusive permanent resort model, the ads could be an attempt to steer passengers to using resources that the ship knows it has a lot of. This would allow a reprieve for heavily used activities/supplies to be replenished for the next wave of guests, instead of an upsell maneuver to draw more money from them. We see no evidence of exchange of money or other economic activity while on-board the Axiom

OK, back to the social network.

Security?

It isn’t obvious what the form of authentication is for the chairs. We know that the chairs have information about who the passenger prefers to talk to, what they like to eat, where they like to be aboard the ship, and what their hobbies are. With that much information, if there was no constant authentication, an unscrupulous passenger could easily hop in another person’s chair, “impersonate” them on their social network, and play havoc with their network. That’s not right.

It’s possible that the chair only works for the person using it, or only accesses the current passenger’s information from a central computer in the Axiom, but it’s never shown. What we do know is that the chair activates when a person is sitting on it and paying attention to the display, and that it deactivates as soon as that display is cut or the passenger leaves the chair.

We aren’t shown what happens when the passenger’s attention is drawn away from the screen, since they are constantly focused on it while the chair is functioning properly.

If it doesn’t already exist, the hologram should have an easy to push button or gesture that can dismiss the picture. This would allow the passenger to quickly interact with the environment when needed, then switch back to the social network afterwards.

And, for added security in case it doesn’t already exist, biometrics would be easy for the Axiom. Tracking the chair user’s voice, near-field chip, fingerprint on the control arm, or retina scan would provide strong security for what is a very personal activity and device. This system should also have strong protection on the back end to prevent personal information from getting out through the Axiom itself.

Social networks hold a lot of very personal information, and the network should have protections against the wrong person manipulating that data. Strong authentication can prevent both identity theft and social humiliation.

Taking the occupant’s complete attention

While the total immersion of social network and advertising seems dystopian to us (and that’s without mentioning the creepy way the chair removes a passenger’s need for most physical activity), the chair looks genuinely pleasing to its users.

They enjoy it.

But like a drug, their enjoyment comes at the detriment of almost everything else in their lives. There seem to be plenty of outlets on the ship for active people to participate in their favorite activities: Tennis courts, golf tees, pools, and large expanses for running or biking are available but unused by the passengers of the Axiom.

Work with the human need

In an ideal world a citizen is happy, has a mixture of leisure activities, and produces something of benefit to the civilization. In the case of this social network, the design has ignored every aspect of a person’s life except moment-to-moment happiness.

This has parallels in goal driven design, where distinct goals (BNL wants to keep people occupied on the ship, keep them focused on the network, and collect as much information as possible about what everyone is doing) direct the design of an interface. When goal-driven means data driven, then the data being collected instantly becomes the determining factor of whether a design will succeed or fail. The right data goals means the right design. Wrong data goals mean the wrong design.

Instead of just occupying a person’s attention, this interface could have instead been used to draw people out and introduce them to new activities at intervals driven by user testing and data. The Axiom has the information and power, perhaps even the responsibility, to direct people to activities that they might find interesting. Even though the person wouldn’t be looking at the screen constantly, it would still be a continuous element of their day. The social network could have been their assistant instead of their jailer.

One of the characters even exclaims that she “didn’t even know they had a pool!”. Indicating that she would have loved to try it, but the closed nature of the chair’s social network kept her from learning about it and enjoying it. By directing people to ‘test’ new experiences aboard the Axiom and releasing them from its grip occasionally, the social network could have acted as an assistant instead of an attention sink.

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Moment-to-moment happiness might have declined, but overall happiness would have gone way up.

The best way for designers to affect the outcome of these situations is to help shape the business goals and metrics of a project. In a situation like this, after the project had launched a designer could step in and point out those moments were a passenger was pleasantly surprised, or clearly in need of something to do, and help build a business case around serving those needs.

The obvious moments of happiness (that this system solves for so well) could then be augmented by serendipitous moments of pleasure and reward-driven workouts.

We must build products for more than just fleeting pleasure

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As soon as the Axiom lands back on Earth, the entire passenger complement leaves the ship (and the social network) behind.

It was such a superficial pleasure that people abandoned it without hesitation when they realized that there was something more rewarding to do. That’s a parallel that we can draw to many current products. The product can keep attention for now, but something better will come along and then their users will abandon them.

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A company can produce a product or piece of software that fills a quick need and initially looks successful. But, that success falls apart as soon as people realize that they have larger and tougher problems that need solving.

Ideally, a team of designers at BNL would have watched after the initial launch and continued improving the social network. By helping people continue to grow and learn new skills, the social network could have kept the people aboard the Axiom it top condition both mentally and physically. By the time Wall-E came around, and life finally began to return to Earth, the passengers would have been ready to return and rebuild civilization on their own.

To the designers of a real Axiom Social Network: You have the chance to build a tool that can save the world.

We know you like blue! Now it looks great in Red!

The Hover Chair

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The Hover Chair is a ubiquitous, utilitarian, all-purpose assisting device. Each passenger aboard the Axiom has one. It is a mix of a beach-side deck chair, fashion accessory, and central connective device for the passenger’s social life. It hovers about knee height above the deck, providing a low surface to climb into, and a stable platform for travel, which the chair does a lot of.

A Universal Wheelchair

We see that these chairs are used by everyone by the time that Wall-E arrives on the Axiom. From BNL’s advertising though, this does not appear to be the original. One of the billboards on Earth advertising the Axiom-class ships shows an elderly family member using the chair, allowing them to interact with the rest of the family on the ship without issue. In other scenes, the chairs are used by a small number of people relaxing around other more active passengers.

At some point between the initial advertising campaign and the current day, use went from the elderly and physically challenged, to a device used 24/7 by all humans on-board the Axiom. This extends all the way down to the youngest children seen in the nursery, though they are given modified versions to more suited to their age and disposition. BNL shows here that their technology is excellent at providing comfort as an easy choice, but that it is extremely difficult to undo that choice and regain personal control.

But not a perfect interaction

Continue reading

The Gatekeeper

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After the security ‘bot brings Eve across the ship (with Wall-e in tow), he arrives at the gatekeeper to the bridge. The Gatekeeper has the job of entering information about ‘bots, or activating and deactivating systems (labeled with “1”s and “0”s) into a pedestal keyboard with two small manipulator arms. It’s mounted on a large, suspended shaft, and once it sees the security ‘bot and confirms his clearance, it lets the ‘bot and the pallet through by clicking another, specific button on the keyboard.

The Gatekeeper is large. Larger than most of the other robots we see on the Axiom. It’s casing is a white shell around an inner hardware. This casing looks like it’s meant to protect or shield the internal components from light impacts or basic problems like dust. From the looks of the inner housing, the Gatekeeper should be able to move its ‘head’ up and down to point its eye in different directions, but while Wall-e and the security ‘bot are in the room, we only ever see it rotating around its suspension pole and using the glowing pinpoint in its red eye to track the objects its paying attention to.

When it lets the sled through, it sees Wall-e on the back of the sled, who waves to the Gatekeeper. In response, the Gatekeeper waves back with its jointed manipulator arm. After waving, the Gatekeeper looks at its arm. It looks surprised at the arm movement, as if it hadn’t considered the ability to use those actuators before. There is a pause that gives the distinct impression that the Gatekeeper is thinking hard about this new ability, then we see it waving the arm a couple more times to itself to confirm its new abilities.

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The Gatekeeper seems to exist solely to enter information into that pedestal. From what we can see, it doesn’t move and likely (considering the rest of the ship) has been there since the Axiom’s construction. We don’t see any other actions from the pedestal keys, but considering that one of them opens a door temporarily, it’s possible that the other buttons have some other, more permanent functions like deactivating the door security completely, or allowing a non-authorized ‘bot (or even a human) into the space.

An unutilized sentience

The robot is a sentient being, with a tedious and repetitive job, who doesn’t even know he can wave his arm until Wall-e introduces the Gatekeeper to the concept. This fits with the other technology on board the Axiom, with intelligence lacking any correlation to the robot’s function. Thankfully for the robot, he (she?) doesn’t realize their lack of a larger world until that moment.

So what’s the pedestal for?

It still leaves open the question of what the pedestal controls actually do. If they’re all connected to security doors throughout the ship, then the Gatekeeper would have to be tied into the ship’s systems somehow to see who was entering or leaving each secure area.

The pedestal itself acts as a two-stage authentication system. The Gatekeeper has a powerful sentience, and must decide if the people or robots in front of it are allowed to enter the room or rooms it guards. Then, after that decision, it must make a physical action to unlock the door to enter the secure area. This implies a high level of security, which feels appropriate given that the elevator accesses the bridge of the Axiom.

Since we’ve seen the robots have different vision modes, and improvements based on their function, it’s likely that the Gatekeeper can see more into the pedestal interface than the audience can, possibly including which doors each key links to. If not, then as a computer it would have perfect recall on what each button was for. This does not afford a human presence stepping in to take control in case the Gatekeeper has issues (like the robots seen soon after this in the ‘medbay’). But, considering Buy-N-Large’s desire to leave humans out of the loop at each possible point, this seems like a reasonable design direction for the company to take if they wanted to continue that trend.

It’s possible that the pedestal was intended for a human security guard that was replaced after the first generation of spacefarers retired. Another possibility is that Buy-N-Large wanted an obvious sign of security to comfort passengers.

What’s missing?

We learn after this scene that the security ‘bot is Otto’s ‘muscle’ and affords some protection. Given that the Security ‘bot and others might be needed at random times, it feels like he would want a way to gain access to the bridge in an emergency. Something like an integrated biometric scanner on the door that could be manually activated (eye scanner, palm scanner, RFID tags, etc.), or even a physical key device on the door that only someone like the Captain or trusted security officers would be given. Though that assumes there is more than one entrance to the bridge.

This is a great showcase system for tours and commercials of an all-access luxury hotel and lifeboat. It looks impressive, and the Gatekeeper would be an effective way to make sure only people who are really supposed to get into the bridge are allowed past the barriers. But, Buy-N-Large seems to have gone too far in their quest for intelligent robots and has created something that could be easily replaced by a simpler, hard-wired security system.

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Dust Storm Alert

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While preparing for his night cycle, Wall-E is standing at the back of his transport/home. On the back drop door of the transport, he is cleaning out his collection cooler. In the middle of this ritual, an alert sounds from his external speakers. Concerned by the sound, Wall-E looks up to see a dust storm approaching. After seeing this, he hurries to finish cleaning his cooler and seal the door of the transport.

A Well Practiced Design

The Dust Storm Alert appears to override Wall-E’s main window into the world: his eyes. This is done to warn him of a very serious event that could damage him or permanently shut him down. What is interesting is that he doesn’t appear to register a visual response first. Instead, we first hear the audio alert, then Wall-E’s eye-view shows the visual alert afterward.

Given the order of the two parts of the alert, the audible part was considered the most important piece of information by Wall-E’s designers. It comes first, is unidirectional as well as loud enough for everyone to hear, and is followed by more explicit information.

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Equal Opportunity Alerts

By having the audible alert first, all Wall-E units, other robots, and people in the area would be alerted of a major event. Then, the Wall-E units would be given the additional information like range and direction that they need to act. Either because of training or pre-programmed instructions, Wall-E’s vision does not actually tell him what the alert is for, or what action he should take to be safe. This could also be similar to tornado sirens, where each individual is expected to know where they are and what the safest nearby location is.

For humans interacting alongside Wall-E units each person should have their own heads-up display, likely similar to a Google-glass device. When a Wall-E unit gets a dust storm alert, the human could then receive a sympathetic alert and guidance to the nearest safe area. Combined with regular training and storm drills, people in the wastelands of Earth would then know exactly what to do.

Why Not Network It?

Whether by luck or proper programming, the alert is triggered with just enough time for Wall-E to get back to his shelter before the worst of the storm hits. Given that the alert didn’t trigger until Wall-E was able to see the dust cloud for himself, this feels like very short notice. Too short notice. A good improvement to the system would be a connection up to a weather satellite in orbit, or a weather broadcast in the city. This would allow him to be pre-warned and take shelter well before any of the storm hits, protecting him and his solar collectors.

Other than this, the alert system is effective. It warns Wall-E of the approaching storm in time to act, and it also warns everyone in the local vicinity of the same issue. While the alert doesn’t inform everyone of what is happening, at least one actor (Wall-E) knows what it means and knows how to react. As with any storm warning system, having a connection that can provide forecasts of potentially dangerous weather would be a huge plus.