When Luke is driving Kee and Theo to a boat on the coast, the car’s heads-up-display shows him the car’s speed with a translucent red number and speed gauge. There are also two broken, blurry gauges showing unknown information.
Suddenly the road becomes blocked by a flaming car rolled onto the road by a then unknown gang. In response, an IMPACT warning triangle zooms in several times to warn the driver of the danger, accompanied by a persistent dinging sound.
The security alert occurs in two parts. The first is a paddock alert that starts on a single terminal but gets copied to the big shared screen. The second is a security monitor for the visitor center in which the control room sits. Both of these live as part of the larger Jurassic Park.exe, alongside the Explorer Status panel, and take the place of the tour map on the screen automatically.
After Nedry disables security, the central system fires an alert as each of the perimeter fence systems go down. Each section of the fence blinks red, with a large “UNARMED” on top of the section. After blinking, the fence line disappears. To the right is the screen for monitoring vehicles. Continue reading →
As Vika is looking at the radar and verifying visuals on the dispatched drones with Jack, the symbols for drones 166 and 172 begin flashing red. An alert begins sounding, indicating that the two drones are down.
Vika wants to send Jack to drone 166 first. To do this she sends Jack the drone coordinates by pressing and holding the drone symbol for 166 at which time data coordinates are displayed. She then drags the data coordinates with one finger to the Bubbleship symbol and releases. The coordinates immediately display on Jack’s HUD as a target area showing the direction he needs to go. Continue reading →
If interface is the collection of inputs and outputs, interaction is how a user uses these along with the system’s programming over time to achieve goals. The voice interaction described above, in fact, covers most of the interaction he has with her. But there are a few other back-and-forths worth noting.
When Theodore starts up OS1, after an installation period, a male voice asks him four questions meant to help customize the interface. It’s a funny sequence. The emotionless male voice even interrupts him as he’s trying to thoughtfully answer the personal questions asked of him. As far as an interaction, it’s pretty bad. Theodore is taken aback by its rudeness. It’s there in the film to help underscore how warm and human Samantha is by comparison, but let’s be clear: We would never want real world software to ask open-ended and personal questions of a user, and then subsequently shut them down when they began to try and answer. Bad pattern! Bad!
Of course you don’t want Theodore bonding with this introductory AI, so it shouldn’t be too charming. But let’s ask some telling closed-ended questions instead so his answers will be short, still telling, and you know, let him actually finish answering. In fact there is some brilliant analysis out there about what those close ended questions should be.
Seamless transition across devices
Samantha talks to Theodore through the earpiece frequently. When she needs to show him something, she can draw his attention to the cameo phone or a desktop screen. Access to these visual displays help her overcome one of the most basic challenges to an all-voice interface, i.e. people have significant challenges processing aurally-presented options. If you’ve ever had to memorize a list of seven items while working your way through an interactive voice response system, you’ll know how painful this can be. Some other user of OS1 who had no visual display might find their OSAI much less useful.
Theodore isn’t engaging Samantha constantly. Because of this, he needs ways to disengage from interaction. He has lots of them.
Closing the cameo (a partial signal)
Pulling the earpiece out (an unmistakable signal)
Telling her with language that he needs to focus on something else.
He also needs a way to engage, and the reverse of these actions work for that: putting the earpiece in and speaking, or opening the cameo.
In addition to all this, Samantha also needs a way to signal when she needs his attention. She has the illuminated band around the outside of the cameo as well as the audible beeps from the earpiece. Both work well.
Though all these ways, OS1 has signaling attention covered, and it’s not an easy interaction to get right. So the daily interactions with OS1 are pretty good. But we can also evaluate it for its wearableness, which comes up next. (Hint: it’s kind of a mixed bag.)