Jasper’s home alarm

When Theo, Kee, and Miriam flee the murderous Fishes, they take refuge in Jasper’s home for the night. They are awoken in the morning by Jasper’s sentry system.

ChildrenofMen_Jasper_alarm

A loud cacophonous alarm sounds, made up of what sounds like recorded dog barks, bells clanging, and someone banging a stick on a metal trash can lid. Jasper explains to everyone in the house that “It’s the alarm! Someone’s breaking in!”

They gather around a computer screen with large speakers on either side. The screen shows four video feeds labeled ROAD A, FOREST A, FRONT DOOR, and ROAD B. Labels reading MOTION DETECTED <> blink at the bottom of the ROAD A and ROAD B feeds, where we can see members of the Fishes removing the brush that hides the driveway to Jasper’s house.

The date overlays the upper right hand corner of the screen, 06-DEC-2027, 08:10:58.

Across the bottom is a control panel of white numbers and icons on red backgrounds.

  • A radio button control for the number of video feeds to be displayed. Though we are seeing the 4-up display, the icon does not appear to be different than the rest.
  • 16 enumerated icons, the purpose for which is unclear.
  • Video control icons for reverse, stop, play, and fast forward.
  • Three buttons with gray backgrounds and icons.
  • A wide button blinking MASTER ALARM

The scene cuts to Jasper’s rushing to the car outside the home, where none of the cacophony can be heard.

Similar to his car dashoard, it makes sense that Jasper has made this alarm himself. This might explain the clunky layout and somewhat inscrutable icons. (What do the numbers do? What about that flower on the gray background?)

The three jobs of an intruder alarm

Jasper’s alarm is OK. It certainly does the job of grabbing the household’s attention, which is the first job of an alarm, and does it without alerting the intruders, as we see in the shot outside the house.

It could do a bit better at the second job of an alarm, which is to inform the household of the nature of the problem. That they have to gather around the monitor takes precious time that could be used for making themselves safer. It could be improved by removing this requirement.

  • If Jasper had added more information to the audio alarm, even so basic as a prerecorded “Motion on the road! Motion on the road!” then they might not have needed to gather around the monitor at all.
  • If the relevant video feeds could be piped to wearable devices, phones, or their car, then they can fill in their understanding at the same time that they are taking steps to getting the hell out of there.
  • Having the artificial intelligence that we have in actual-world 2017 (much less speculative 2027), we know that narrow AI can process that video to have many more details in the broadcast message. “Motion on the road! I see three cars and at least a dozen armed men!”

There is arguably a third job of an advanced alarm, and this is to help the household understand the best course of action. This can be problematic when the confidence of the recommendation is low. But if the AI can confidently make a recommendation, it can use whatever actuators it has to help them along their way.

  • It could be informational, such as describing the best option. The audio alarm could encourage them to “Take the back road!” It could even alert the police (though in the world of Children of Men, Jasper would not trust them and they may be disinclined to care.)
  • The alarm could give some parameters and best-practice recommendations like, “You have 10 minutes to be in the car! Save only yourselves, carry nothing!”
  • It could keep updating the situation and the countdown so the household does not have to monitor it.
  • It can physically help as best it can, like remotely starting and positioning cars for them.

This can get conceptually tricky as the best course of action may be conditional, e.g. “If you can get to the car in 5 minutes, then escape is your best option, but if it takes longer or you have defenses, then securing the home and alerting the police is the better bet.” But that may be too much to process in the moment, and for a household that does not rehearse response scenarios, the simpler instruction may be safer.

Cyberspace: Newark Copyshop

The transition from Beijing to the Newark copyshop is more involved. After he travels around a bit, he realizes he needs to be looking back in Newark. He “rewinds” using a pull gesture and sees the copyshop’s pyramid. First there is a predominantly blue window that unfolds as if it were paper.

jm-35-copyshop-a-animated

And then the copyshop initial window expands. Like the Beijing hotel, this is a floor plan view, but unlike the hotel it stays two dimensional. It appears that cyberspace works like the current world wide web, with individual servers for each location that can choose what appearance to present to visitors.

Johnny again selects data records, but not with a voice command. The first transition is a window that not only expands but spins as it does so, and makes a strange jump at the end from the centre to the upper left.

jm-35-copyshop-c-animated

Once again Johnny uses the two-handed expansion gesture to see the table view of the records. Continue reading

Internet 2021

The opening shot of Johnny Mnemonic is a brightly coloured 3D graphical environment. It looks like an abstract cityscape, with buildings arranged in rectangular grid and various 3D icons or avatars flying around. Text identifies this as the Internet of 2021, now cyberspace.

Internet 2021 display

Strictly speaking this shot is not an interface. It is a visualization from the point of view of a calendar wake up reminder, which flies through cyberspace, then down a cable, to appear on a wall mounted screen in Johnny’s hotel suite. However, we will see later on that this is exactly the same graphical representation used by humans. As the very first scene of the film, it is important in establishing what the Internet looks like in this future world. It’s therefore worth discussing the “look” employed here, even though there isn’t any interaction.

Cyberspace is usually equated with 3D graphics and virtual reality in particular. Yet when you look into what is necessary to implement cyberspace, the graphics really aren’t that important.

MUDs and MOOs: ASCII Cyberspace

People have been building cyberspaces since the 1980s in the form of MUDs and MOOs. At first sight these look like old style games such as Adventure or Zork. To explore a MUD/MOO, you log on remotely using a terminal program. Every command and response is pure text, so typing “go north” might result in “You are in a church.” The difference between MUD/MOOs and Zork is that these are dynamic multiuser virtual worlds, not solitary-player games. Other people share the world with you and move through it, adventuring, building, or just chatting. Everyone has an avatar and every place has an appearance, but expressed in text as if you were reading a book.

guest>>@go #1914
Castle entrance
A cold and dark gatehouse, with moss-covered crumbling walls. A passage gives entry to the forbidding depths of Castle Aargh. You hear a strange bubbling sound and an occasional chuckle.

Obvious exits:
path to Castle Aargh (#1871)
enter to Bridge (#1916)

Most impressive of all, these are virtual worlds with built-in editing capabilities. All the “graphics” are plain text, and all the interactions, rules, and behaviours are programmed in a scripting language. The command line interface allows the equivalent of Emacs or VI to run, so the world and everything in it can be modified in real time by the participants. You don’t even have to restart the program. Here a character creates a new location within a MOO, to the “south” of the existing Town Square:

laranzu>>@dig MyNewHome
laranzu>> @describe here as “A large and spacious cave full of computers”
laranzu>> @dig north to Town Square

The simplicity of the text interfaces leads people to think these are simple systems. They’re not. These cyberspaces have many of the legal complexities found in the real world. Can individuals be excluded from particular places? What can be done about abusive speech? How offensive can your public appearance be? Who is allowed to create new buildings, or modify existing ones? Is attacking an avatar a crime? Many 3D virtual reality system builders never progress that far, stopping when the graphics look good and the program rarely crashes. If you’re interested in cyberspace interface design, a long running textual cyberspace such as LambdaMOO or DragonMUD holds a wealth of experience about how to deal with all these messy human issues.

So why all the graphics?

So it turns out MUDs and MOOs are a rich, sprawling, complex cyberspace in text. Why then, in 1995, did we expect cyberspace to require 3D graphics anyway?

The 1980s saw two dimensional graphical user interfaces become well known with the Macintosh, and by the 1990s they were everywhere. The 1990s also saw high end 3D graphics systems becoming more common, the most prominent being from Silicon Graphics. It was clear that as prices came down personal computers would soon have similar capabilities.

At the time of Johnny Mnemonic, the world wide web had brought the Internet into everyday life. If web browsers with 2D GUIs were superior to the command line interfaces of telnet, FTP, and Gopher, surely a 3D cyberspace would be even better? Predictions of a 3D Internet were common in books such as Virtual Reality by Howard Rheingold and magazines such as Wired at the time. VRML, the Virtual Reality Markup/Modeling Language, was created in 1995 with the expectation that it would become the foundation for cyberspace, just as HTML had been the foundation of the world wide web.

Twenty years later, we know this didn’t happen. The solution to the unthinkable complexity of cyberspace was a return to the command line interface in the form of a Google search box.

Abstract or symbolic interfaces such as text command lines may look more intimidating or complicated than graphical systems. But if the graphical interface isn’t powerful enough to meet their needs, users will take the time to learn how the more complicated system works. And we’ll see later on that the cyberspace of Johnny Mnemonic is not purely graphical and does allow symbolic interaction.

J.D.E.M. LEVEL 5

The first computer interface we see in the film occurs at 3:55. It’s an interface for housing and monitoring the tesseract, a cube that is described in the film as “an energy source” that S.H.I.E.L.D. plans to use to “harness energy from space.” We join the cube after it has unexpectedly and erratically begun to throw off low levels of gamma radiation.

The harnessing interface consists of a housing, a dais at the end of a runway, and a monitoring screen.

Avengers-cubemonitoring-07

Fury walks past the dais they erected just because.

The housing & dais

The harness consists of a large circular housing that holds the cube and exposes one face of it towards a long runway that ends in a dais. Diegetically this is meant to be read more as engineering than interface, but it does raise questions. For instance, if they didn’t already know it was going to teleport someone here, why was there a dais there at all, at that exact distance, with stairs leading up to it? How’s that harnessing energy? Wouldn’t you expect a battery at the far end? If they did expect a person as it seems they did, then the whole destroying swaths of New York City thing might have been avoided if the runway had ended instead in the Hulk-holding cage that we see later in the film. So…you know…a considerable flaw in their unknown-passenger teleportation landing strip design. Anyhoo, the housing is also notable for keeping part of the cube visible to users near it, and holding it at a particular orientation, which plays into the other component of the harness—the monitor.

Avengers-cubemonitoring-03 Continue reading

Ectogoggles

When the Ghostbusters are called to the Sedgewick Hotel, they track a ghost called Slimer from his usual haunt on the 12th floor to a ballroom. There Ray dons a pair of asymmetrical goggles that show him information about the “psycho-kinetic energy (PKE) valences” in the area. (The Ghostbusters wiki—and of course there is such a thing—identifies these alternately as paragoggles or ectogoggles.) He uses the goggles to peek from behind a curtain to look for Slimer.

Ghostbusters_binoculars_02

Far be it for this humble blog to try and reverse-engineer what PKE valences actually are, but let’s presume it generally means ghosts and ghost related activity. Here’s an animated gif of the display for your ghostspotting pleasure.

Ghostoculars_gif

As he scans the room, we see a shot from his perspective. Five outputs augment the ordinary view the googles offer.

1. A plan position indicator (like what you see on a radar) sweeps around and around in the upper left hand corner, but never displays anything (even when Slimer appears.)

2. A bar graph on the left side that wavers up and down until Slimer is spotted, when it jumps to maximum. The bar graph adheres to the basic visual principle of “up means more.” The bar graph is colored with a stoplight gradient, with red at the bottom, yellow in the middle, and a bright screen-green at the top. Note that the graph builds from the bottom until it hits maximum, when its glow slides to the top to fully illuminate only the uppermost block. This is a special “max” mode that strongly draws the user’s attention.

3. There is a 7-segment red LED number display just below the graph, which you might think is a numerical version of the same data, but we only see it increment steadily from 03094 to 03051 during the first scan, then after a cutaway to Ray’s face, we see it drop to 01325 and continue to increment steadily until it hits 1333, where it remains steady and begins to blink. It hits this maximum about a half a second before the graph jumps to its max.

graph

4. In the very lower left is a red mode label reading “KER,” which blinks until the numbers hit 01333 in the second sequence, when KER disappears and is replaced with a steadily-glowing green “MAX.”

What the heck is KER? I don’t think there’s any diegetic answer. Ker might be an extradiegetic shout-out to Rick Kerrigan, who was production supervisor for Entertainment Effects Group / Boss Film Studios for the film, but that’s just a guess. Otherwise I got nothin’. Anyone else?

5. In the lower right is a blurry light that blinks red until Slimer is spotted, when it blinks the same screen-green as the bar graph, sweep, and MAX label.

Narratively, this is a tone interface, that doesn’t add anything to the plot, and only helps us experience and understand how it is the busters do their busting. As a tone interface, making these changes would help improve believability without affecting the plot.

Ghostbusters_binoculars_08

How to better support busting

The immediate improvements you could make to this as a “real” ghostbusting tool are fairly obvious:

  • Make the plan position indicator, you know, work.
  • Have the numbers match the graph, or, if they’re actually measuring different things, put the LED display on the other side of the view.
  • I’d change the graph color indicating no-PKE to black or dark gray. Red often connotes danger, and really, if there’s no PKE, you’re safe from the supernatural. Plus the blackbody radiation spectrum has a more physical reference and is therefore more immediate.
  • You could even lose the bar diagram—which requires looking away from the view—and replace it with a line around the view that changes color similarly. This puts the augmentation in the periphery.
  • Lose the distracting blinking red light entirely. It draws attention at a time when the Buster’s eyes need to be on the view, and it’s just duplicating information already provided in a better way by the graph.

But we can do those improvements better. In the augmented reality chapter of the book, I identified levels of awareness for these devices. The ectogoggles are an example of the simplest type, of sensor display, with the sweep giving an unfulfilled promise of the second type, location awareness. We can make even bigger improvements by considering the other levels, i.e. context and goal awareness.

Context Awareness

Context awareness implies a more sophisticated system with image recognition and display capabilities. Could the paragoggles help draw attention to where on the view the PKE is most concentrated, and how those readings are trending? Of course this wouldn’t be so important when the ghost is actually visible, but if it could lead his eyes to where the ghost is most likely going to be, it would be more useful and save him even the microseconds of an eye saccade.

A second aspect of context awareness is object or people recognition. If the goggles could recognize individual ghosts, the display be improved with some information about this particular ghost—or its category—from a database. What’s its name? What methods have failed or worked in the past to control it? Even if it doesn’t know these things, it can provide an alert that it is an UNKNOWN ENTITY, which is spooky sounding and tells the Ghostbusters to be on high alert since anything could happen.

Goal awareness

Lastly, they could be improved with goal awareness. The Ghostbusters aren’t birdwatchers. They’re there to capture that ugly spud. Can it help guide each person as to the best time to gear up the proton packs (or do it for them), where to position themselves as well as the trap, and finally when and where to fire? Certainly someone as scatterbrained as Ray could use that kind of assistance.

Ghostbusters_binoculars_00

Rodger Young combat interfaces

The interfaces aboard the Rodger Young in combat are hard to take seriously. The captain’s interface, for instance, features arrays of wireframe spheres that zoom from the bottom of the screen across horizontal lines to become blinking green squares. The shapes bear only the vaguest resemblance to the plasma bolts, but don’t match what we see out the viewscreen or the general behavior of the bolts at all. But the ridiculousness doesn’t end there.

Boomdots_8fps Continue reading

Collision Alarm

Holy dreck this fuigetry.

After letting Captain Deladier know what’s up with the giant asteroid looming spinning ever closer, Barcalow’s attention is grabbed by a screen immediately before him. It’s the collision alarm.

Prepare your eyes.

CollisionAlarm

This is the interface equivalent of running around screaming in an Ed Wynn voice while flailing your arms over your head. Sure, it’s clear something’s wrong, but other than that, it’s not helping.

Sure, there’s the buzzing and the giant yellow, all-caps text that blinks COLLISION ALARM. There’s a pea green bar that seems to be indicating steadily decreasing distance or time or something that is running out. Those two are helpful. The rest of this information is a pile of nonsense.

  • Blinking? If the pilot has seconds to act, isn’t there a risk that when he glances at the screen for a split second, that he’ll miss something?
  • What’s with the blue waves rippling out from the representation of the ship? If it’s a collision, wouldn’t you expect something to be represented as coming toward the ship, and maybe a line describing its path, and a point illustrating point of impact?
  • Why do all of the NV need to be labeled as such? Why do they need to blink randomly? How is that useful information?
  • How do those numbers link to those labels? Isn’t that asking the navigator to do a lot of visual work in a crisis?
  • What does it mean for the ESTIMATED MASS to be changing to zero and suddenly jump again? Because that would better fit a Cthulu alarm, as the physics of the Old World no longer applied. Stell’bsna n’ghft. Y’hah.
  • What does it mean for the APPROXIMATE SPEED to start so low, rise to nearly 1000, and fall again? What outside force is acting on this mass? (Or is it a function of the mass changing? Anyone care to do the speculative math?)
  • The DISTANCE TO OBJECT does in fact decrease like you might expect it to at the beginning. But then it drops to zero. Shouldn’t they be dieing instead? Oh, but then it jumps again.
  • Why is time contained in a single number? Does the Federation use some Metric version of time?
  • How can OBJECT TRAJECTORY be a single digit? It’s a multivariate concept.
  • Why are there no units? As in, anywhere?
  • How could OBJECT BEARING change to zero and then jump back up again just like ESTIMATED
  • …wait…
  • …Are you kidding me?

And that’s when I went, frame by frame, and captured the data points. Here they are, visualized as a graph over time. Notice anything?

collision-alarm-graph-01

OK, let me just line those up for you.

collision-alarm-graph-02

I know sci-fi interfaces are often made under time pressure, but it really lets me down when they just copy and paste numbers. Like we won’t, many years later, analyze it frame-by-frame for a blog. Sheesh.

Urgency requires focus

Of course this is a narrative interface, meant to communicate to an audience in about a second that things are very very bad for the Rodger Young. Of course it’s rooted in a mechanical metaphor where dumb, fixed sensors with thresholds would go all calamity when things went pear-shaped.

We don’t live in that world anymore. Urgency requires focus, and when circumstances are dire, yes, the pilot needs to know the direness of the problem, but then they also need to focus on fixing that problem. Urgency interfaces should…

  1. Get attention, and once they have it ease up on the attention getting, since it becomes a distraction.
  2. Illustrate the problem, including time-until-anticipated.
  3. Illustrate what the computer is doing about it (if it’s agentive, which the Rodger Young is clearly not.)
  4. Illustrate the best options available and provide a means to enact those.

Note that the COLLISION ALERT does two and a half of those. It gets Barcalow’s attention, shows the problem with a label, and a green bar shows time remaining. That’s maybe a tenth of the screen. Then it tries its very, very best to distract the user from that useful information with blinking, semi-random nonsense. Was this thing designed by the bugs?

Destination threshold

As David is walking through a ship’s hallway, a great clanging sounds from deep in the ship, as the colored lights high in the walls change suddenly from a purple to a flashing red, and a slight but urgent beeping begins. He glances at a billiards table in an adjacent room, sees the balls and cue sliding, and understands that it wasn’t just him: gravity has definitely changed.

Prometheus-020

There are questions about what’s going on with the ship that the gravity changed so fast, but our interest must be in the interfaces.

Why did David not expect this? If they’re heading to a planet and the route is known, David should know well in advance. The ship should have told him, especially if the event is going to be one that could potentially topple him. Presuming the ship has sensors to monitor all of this, it should not have come as a surprise.

The warning itself seems mostly well designed, using multiple modes of signal and clear warning signs:

  • Change in color from a soft to intense color (They even look like eyes squinting and concentrating in the thumbnails.)
  • A shift to red, commonly used for warning or crisis
  • Blinking red is a hugely attention-getting visual signal
  • Beeping is a auditory signal that is also a common warning signal, and hard to ignore

After David sees these signals, he walks to wall panel and presses a few offscreen buttons which beep back at him and silence the beeping, replacing it with overhead pulses of light that race up and down the hallway. Over the sound system a male voice announces “Attention. Destination threshold.”

Prometheus-Destination_Threshold

Why should David have to go find out what the crisis is at the wall interface? If he had been unable to get to the wall interface, how would he know what happened? Or if it required split-second action, why require of him to waste his time getting there and pressing buttons? In a crisis, the system should let you know what the crisis is quickly and intrusively if it’s a dire crisis in need of remedy. The audio announcement should have happened automatically.

Racinglights

The overhead lights are almost a nice replacement for beeping. It still says, “alert” without the grating annoyance that audio can sometimes be. (There’s still a soft “click” with each shifting light, just not as bad.) But if he’s able to silence the audio at this wall panel, why wasn’t he able to silence the race lights as well? And why do they “race” up and down the hallway rather than just blink? The racing provides an inappropriate sense of motion. Given that this signal is for when the crew is in an unusual and potentially dangerous situation, it would be better to avoid the unhelpful motion cue by simply blinking, or to use the sense of direction they provide to signal to David where he ought to be. A simple option would be to have the hallway lights race continuously in the direction of the bridge, leading the crew to where they would be most effective. Even better is if the ship has locational awareness of individual crew members, then you can cut all overhead illumination by 20% and pulse a light a few feet away in the desired direction between 80 and 100 percent, while darkening the hallway in the opposite direction. Then, as David walks towards the blinking light, the ship can lead him, even around corners, to get him where he needs to be. In a real crisis, this would be an easy and intuitive way to lead people where they’re need to be. It would of course need simple overrides in case the crew knew something about the situation that the ship did not.

After walking through the racing-light hallways, he turns just past the door and into the bridge, where we can see the legend “DESTINATION THRESHOLD” across the pilots HUD. He turns on a light, licks a finger, and presses another button to activate all of the interfaces on the bridge. He walks to the pilot’s panel, presses a button to open the forward viewscreen, observing LV223 with wide-eyed wonder.

This entire sequence seems strange from an interface perspective. We’re going to presume that licking his fingers was just a character tic and not required by the system. But in addition to the fact, raised above, that David seems somewhat surprised by it all, that he should have to open doors and manually turn on lights and interfaces during a crisis seems pointless. It’s either not a crisis and these signals should diminish, or it is a crisis and more of this technology should be automated.

Tools of the aristocracy

Joh is the civil and capital leader of Metropolis, and his large office reflects it in the amount of technology it has. To the left of the door is Josaphat’’s work interface (see Middle Class Oppression for more detail). To the right are two other pieces of technology: a large video screen hangs high, and a video phone rests on the wall below.

Joh Frederson paces in his office.

His desk also features some impressive technology. He has a bell jar ticker machine for receiving information. A large output panel on the right side of his desk allows people to request his attention. It features a huge array of thin bulbs labeled with particular codes. In one scene, Joh hears a sound and lifts his head to see a blinking light next to one of the labels. In response he touches a button on a control panel on the left of his desk to close the curtains, and then another to open the door to his office and receive Josephat.

Joh notices that Josephat wishes to speak to him.

Joh closes the curtains from his desk.

Later he uses another button on this same panel to summon his agent, called the Thin Man.

Joh closes the curtains from his desk.

These interfaces are particular to Joh, conveniences only available to one in a position of wealth and power.

Middle class oppression

Laborers of the Upper City have their own machines to worry about.

Josaphat feels stress while monitoring figures.

One of Joh’s assistants, Josaphat, has a similarly difficult task. He stands at a tall panel where lit symbols fall quickly and randomly down one of six tall, thin screens. He has to transcribe them (and possibly perform calculations with them) in one of three different books.

Josaphat turns his station off.

The only sensible part of this setup is the mechanism for shutting it down. Given the time pressure its operator is under, it could be disastrous if a single switch was accidentally touched. Instead, to turn it off Josephat must stretch his arms to reach two distant buttons. Touching them both shuts down the station. This seems especially prescient when considering that similar constraints informed the design of the familiar CTRL-ALT-DELETE key sequence for Windows operating systems.