Challenge Ritual

Wakanda is a monarchy of sorts. Though rulership is passed down like a regular monarchy, the authority of the monarch can be overthrown by combat. We see this ritual twice in Black Panther. The first is when T’Challa is called to take the throne after his father T’Chaka’s death at the hands of the mind-controlled Winter Solider. The second is when Killmonger challenges T’Challa’s legitimacy.

Though this blog often focuses on interaction with technology, in this case we’ll be looking at one minor interaction with technology (the spillways) but moreover the ritual interaction as a group.

The accession ritual

For this major cultural event, many Wakandans from different tribes travel to the arena by barge on a river. En route they are dancing, playing music, and laughing. When they approach the waterfall, the Dora Milaje and other warriors pound the butt of their spears on their barge’s deck. This creates a physical wave that travels through the water to sensors. These sensors cause mechanical spillways to open, routing water through rock, revealing the combat arena that normally sits under the waterfall.

Citizens disembark on the shores and walk to the arena. They take positions on small ledges surrounding the arena, with highest-ranking members of each tribe getting “front row seats.”

T’Challa arrives in the Talon, stepping out onto the arena. An officiant named Zuri addresses the crowd, explaining what is happening. He explains he is giving T’Challa a draught that will drain him of his Black Panther superpowers. Then he calls on each of four tribes, asking if they wish to challenge T’Challa’s accession. Each in turn declines. But then the Jibari tribe arrives and does challenge. T’Challa dons a panther mask, M’Baku dons a gorilla mask, and they fight. During the fight, members of each tribe’s military keep a tight ring around the combatants, holding spears inward toward them. It’s a tough battle, but T’Challa defeats M’Baku. M’Baku, it is important to note, taps out rather than fight to the death.

For winning, Zuri bestows a panther-tooth necklace onto T’Challa. Having been confirmed as king, T’Challa is taken to a ritual cave where his Black Panther powers are restored by imbibing a draught of the Heart-Shaped Herb. He is then buried in loose sand as he visits the ancestral plane to talk with ancestors and his father. When he awakes, he sits up, throwing the sand off of him, and the ritual is complete.

Killmonger’s challenge

Erik Killmonger arrives in the kingdom and invokes his blood right (as T’Chaka’s nephew) to challenge T’Challa’s legitimacy. T’Challa accepts the challenge. For this ritual, only a handful of others are present. As before, Zuni strips T’Challa of his powers.

Before battling T’Challa, Killmonger stabs and kills Zuni, after which the ritual combat just…continues(?). (Seriously, shouldn’t the Dora Milaje arrested him at just this moment? They had the numbers.) Killmonger wins the fight and throws T’Challa over the waterfall. He claims victory and he becomes the new tyrant-in-chief.

The designed ritual

Ritual can be a laden and woo-woo concept. But we don’t need to leave our careful, skeptical worldview behind to understand and critique it. We just need to think of it like any system, which we optimize for the set of effects we want. (Though if you’re really into the idea of ritual design, there are a few groups focused on it.)

In the case of Black Panther, the ritual serves several purposes.

  • It gathers the community together to witness the accession. (“What do you mean you challenge the monarch’s authority? You were there. We all saw you.”)
  • It ensures members of the society are accountable. (“You had the chance to challenge, and either didn’t or lost.”)
  • It tests the successor’s fighting ability.
  • At the end it confirms the transfer of power and reifies the new social structure.

An important feature of communal rituals is the demarcation of the ritual space, that increases the sense of meaning of the actions. In Black Panther, this is done by the communal journey to the waterfall and activating the spillways that reveal the arena. Travel and the revealed arena are great choices for reinforcing the specialness of the occasion. We only come here for this.

The use of sound as an activation signal means every hearing person is aware of the transition, even if they cannot see the Dora Milaje from where they are on their barge.

The arena itself will win neither OSHA nor accessibility awards. Those are thin wet shelves that people are standing on, facing a far drop where they would fall onto others, making them fall…and no railing. Also where are the stairs? It seems pretty ableist to require climbing and standing for the duration. But it’s dramatic for sure.

The arrival of the crown prince is a bit lopsided. Everyone else comes from the river and climbs down rocks, but he gets to fly up in a royal spaceship and walk out like a rock star. It asserts that the crown is really his, and potential challengers riff-raff upstarts. This might be the intent, but it seems at odds with the notion of a fair call to challengers. So inconsistent messaging both about the point of the ritual and the Wakandan brand promise.

Removing the power of the heart-shaped herb before any challengers are declared is a good, subtle design feature. If it only happened after a challenger was declared, it would seem like it was about that challenger. As if they were causing the hero to be diminished. But stripping him of the power first signals, ritually, that it’s not about any particular challenger, but about a fair chance to challenge.

Having warriors ring the combatants adds some dramatic pressure, but it would actually hide the combat from many observers (especially the most important observers on the front row). And with cliffs on one side and a waterfall on the other, there are natural boundaries to ensure neither combatant can withdraw far. But it also ensures that any cheating can be seen by first-hand witnesses in close proximity, so maybe the audience sightlines are less important than that. Yes, Wakanda is the MCU’s most technologically advanced nation, so there would be ways around it, but this ritual feels like it has roots that extend into the past long before the technology.

Might Makes Right?

The other thing that I cannot let go of (and here we must, as we often do, journey afield of technology) is that this ritual is built on might makes right. In what way does a person’s fighting skill prove they have the chops to be a good and wise ruler? I mean, yes, in feudalist times, crowning a proven warrior might cow potential usurpers and result in greater governmental stability, but given all the rest of Wakanda’s progressive utopia, this seems troubling. Might-makes-right is one of the things that representative democracy and democratic republics are meant to correct. Who should have authority over the people? Not the fighter, nor the spoiled child of the prior leader, nor the unctuous priest, nor the game-fixing moneybags, nor the elders. Democracy is the daring notion that all people should have a fundamental say in how they are governed.

Admittedly, it is narratively simpler to be able to point to a person and say, “That one’s the monarch because they fought best.” And that illustrates a problem.

Narratively simple (and that’s the problem)

Narrative simplicity fits humans. We like simple stories and dislike what is hard to understand. Combat is narratively simple. Panther-man beat gorilla-man, so he’s now boss. (Even if its rituals are, as in this case, strikingly beautiful.)

Turning back again to democracy and representative democracy for comparison, they are broad abstractions. Its tenets are hard to understand. Consider: Self-determination and consent of the governed rather than a monarch. The balance of power across three co-equal branches of government. Carefully-crafted and critical limits to power. How to encourage democracy while reining in the tyranny of the majority. A core structuring document that is imperfect and slowly, slowly malleable. The failings of the first-past-the-post system. Deliberate deliberativeness. What the two party system tends towards.

Even if our elections are panther-person vs gorilla-person, we don’t put candidates in a ring and let them duke it out with fists. We valorize a combat of ideas, of competing notions about what would do more good for civilization and arguably the planet. Ideally, the best ideas about governance win this combat.

Familiarity and comfort with democratic abstractions do not come naturally. It takes liberal education (“liberal” here as in “broadly serving work, citizenship, and life” rather than “not conservative”), a pervasive sense of civic duty, and nurturance of civic virtue. The last several decades of politics, and our ongoing fight against American strong fascism seems to me to be partly about discomfort and unfamiliarity with these abstractions. Simply put, we lost them, not the least of which reason is they’re hard to think about. Fascism and might-makes-right are so much easier to understand. They are more cinegenic. But we should be very wary of this lure. I want to encourage everyone to be wary of this aspect of Black Panther. It is to me the most troubling thing about a speculative culture that is otherwise just phenomenal.

In the first movie Wakanda collectively learned the costs of isolationism. Maybe in the sequel they’ll learn about the limits of might-makes-right.


Anti-Racism Resources

Each post in the Black Panther review is followed by actions that you can take to support black lives. Today I’m sharing anti-racism resources. Because it’s not enough to believe black lives matter. We must fight racism.

The first is, of course, Ibram Kendi’s New York Times #1 bestseller book that is all about the topic, How to be an Anti-Racist. His site also has a discussion guide and links to the book in multiple languages.

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If you’re the reading sort (and you’re on my word-heavy blog, after all) Kayti Christian has compiled this list of 21 books about anti racism.

The second is the Smithsonian Institution’s page about anti-racism. It lays out the core issues, and addresses both the personal and interpersonal things to do, as well as thought exercises and recommended actions. Something to read while your book is en route.

Implicit Bias and Structural Racism
“Implicit Bias and Structural Racialization,” By Kathleen Osta & Hugh Vasquez, National Equity Project.

The third is less polished than these other resources, but I love Carlisa Johnson’s stages of white identity development, which moves people through greater and greater engagement, including activities and next steps for each phase.

Contact → Disintegration → Reintegration → Pseudo-independence → Immersion → Autonomy.

The last is the NPR science podcast Shortwave episode about anti-racism in science education, where hosts Emily Kwong, Madeline K. Sofia, and Rebecca Ramirez interview anti-racist educators Letimicia Fears, Gretchen Kraig-Turner, and Viji Sathy. I’ve recently become enamored of this podcast and was glad to come across this episode while working on this post.

And while we’re in NPR’s territory, here are four tips from Eric Deggans, Putting In The Work To Be Anti-Racist. Here are the four headers to pique your interest to read (or listen) to more.

  1. Accept that we’ve all been raised in a society that elevates white culture over others. Being anti-racist will mean first challenging those notions inside yourself.
  2. Learn the history of racism and anti-racism, especially in America, to educate yourself about the complexities of the issues you’ll be confronting.
  3. Seek out films and TV shows which will challenge your notions of race and culture and dive in deeply, learning to see anti-racism in new ways.
  4. Find local organizations involved in anti-racism efforts – preferably led by people of color – and help uplift their voices and ideas.

Okoye’s grip shoes

Like so much of the tech in Black Panther, this wearable battle gear is quite subtle, but critical to the scene, and much more than it seems at first. When Okoye and Nakia are chasing Klaue through the streets of Busan, South Korea, she realizes she would be better positioned on top of their car than within it.

She holds one of her spears out of the window, stabs it into the roof, and uses it to pull herself out on top of the swerving, speeding car. Once there, she places her feet into position, and the moment the sole of her foot touches the roof, it glows cyan for a moment.

She then holds onto the stuck spear to stabilize herself, rears back with her other spear, and throws it forward through the rear-window and windshield of some minions’ car, where it sticks in the road before them. Their car strikes the spear and get crushed. It’s a kickass moment in a film of kickass moments. But by all means let’s talk about the footwear.

Now, it’s not explicit, the effect the shoe has in the world of the story. But we can guess, given the context, that we are meant to believe the shoes grip the car roof, giving her a firm enough anchor to stay on top of the car and not tumble off when it swerves.

She can’t just be stuck

I have never thrown a javelin or a hyper-technological vibranium spear. But Mike Barber, PhD scholar in Biomechanics at Victoria University and Australian Institute of Sport, wrote this article about the mechanics of javelin throwing, and it seems that achieving throwing force is not just by sheer strength of the rotator cuff. Rather, the thrower builds force across their entire body and whips the momentum around their shoulder joint.

 Ilgar Jafarov, CC BY-SA 4.0, via Wikimedia Commons

Okoye is a world-class warrior, but doesn’t have superpowers, so…while I understand she does not want the car to yank itself from underneath her with a swerve, it seems that being anchored in place, like some Wakandan air tube dancer, will not help her with her mighty spear throwing. She needs to move.

It can’t just be manual

Imagine being on a mechanical bull jerking side to side—being stuck might help you stay upright. But imagine it jerking forward suddenly, and you’d wind up on your butt. If it jerked backwards, you’d be thrown forward, and it might be much worse. All are possibilities in the car chase scenario.

If those jerking motions happened to Okoye faster than she could react and release her shoes, it could be disastrous. So it can’t be a thing she needs to manually control. Which means it needs to some blend of manual, agentive, and assistant. Autonomic, maybe, to borrow the term from physiology?

So…

To really be of help, it has to…

  • monitor the car’s motion
  • monitor her center of balance
  • monitor her intentions
  • predict the future motions of the cars
  • handle all the cybernetics math (in the Norbert Wiener sense, not the sci-fi sense)
  • know when it should just hold her feet in place, and when it should signal for her to take action
  • know what action she should ideally take, so it knows what to nudge her to do

These are no mean feats, especially in real-time. So, I don’t see any explanation except…

An A.I. did it.

AGI is in the Wakandan arsenal (c.f. Griot helping Ross), so this is credible given the diegesis, but I did not expect to find it in shoes.

An interesting design question is how it might deliver warning signals about predicted motions. Is it tangible, like vibration? Or a mild electrical buzz? Or a writing-to-the-brain urge to move? The movie gives us no clues, but if you’re up for a design challenge, give it a speculative design pass.

Wearable heuristics

As part of my 2014 series about wearable technologies in sci-fi, I identified a set of heuristics we can use to evaluate such things. A quick check against those show that they fare well. The shoes are quite sartorial, and look like shoes so are social as well. As a brain interface, it is supremely easy to access and use. Two of the heuristics raise questions though.

  1. Wearables must be designed so they are difficult to accidentally activate. It would have been very inconvenient for Okoye to find herself stuck to the surface of Wakanda while trying to chase Killmonger later in the film, for example. It would be safer to ensure deliberateness with some mode-confirming physical gesture, but there’s no evidence of it in the movie.
  2. Wearables should have apposite I/O. The soles glow. Okoye doesn’t need that information. I’d say in a combat situation it’s genuinely bad design to require her to look down to confirm any modes of the shoes. They’re worn. She will immediately feel whether her shoes are fixed in place. While I can’t name exactly how an enemy might use the knowledge about whether she is stuck in place or not, but on general principle, the less information we give to the enemy, the safer you’ll be. So if this was real-world, we would seek to eliminate the glow. That said, we know that undetectable interactions are not cinegenic in the slightest, so for the film this is a nice “throwaway” addition to the cache of amazing Wakandan technology.

Black Georgia Matters and Today is the Day

Each post in the Black Panther review is followed by actions that you can take to support black lives.

Today is the last day in the Georgia runoff elections. It’s hard to overstate how important this is. If Ossoff and Warnock win, the future of the country has a much better likelihood of taking Black Lives Matter (and lots of other issues) more seriously. Actual progress might be made. Without it, the obstructionist and increasingly-frankly-racist Republican party (and Moscow Mitch) will hold much of the Biden-Harris administration back. If you know of any Georgians, please check with them today to see if they voted in the runoff election. If not—and they’re going to vote Democrat—see what encouragement and help you can give them.

Some ideas…

  • Pay for a ride there and back remotely.
  • Buy a meal to be delivered for their family.
  • Make sure they are protected and well-masked.
  • Encourage them to check their absentee ballot, if they cast one, here. https://georgia.ballottrax.net/voter/
  • If their absentee ballot has not been registered, they can go to the polls and tell the workers there that they want to cancel their absentee ballot and vote in person. Help them know their poll at My Voter Page: https://www.mvp.sos.ga.gov/MVP/mvp.do

This vote matters, matters, matters.

Door Bomb and Safety Catches

Johnny leaves the airport by taxi, ending up in a disreputable part of town. During his ride we see another video phone call with a different interface, and the first brief appearance of some high tech binoculars. I’ll return to these later, for the moment skipping ahead to the last of the relatively simple and single-use physical gadgets.

Johnny finds the people he is supposed to meet in a deserted building but, as events are not proceeding as planned, he attaches another black box with glowing red status light to the outside of the door as he enters. Although it looks like the motion detector we saw earlier, this is a bomb.

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This is indeed a very bad neighbourhood of Newark. Inside are the same Yakuza from Beijing, who plan to remove Johnny’s head. There is a brief fight, which ends when Johnny uses his watch to detonate the bomb. It isn’t clear whether he pushes or rotates some control, but it is a single quick action. Continue reading

Viper Controls

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The Viper is the primary space fighter of the Colonial Fleet.  It comes in several varieties, from the Mark II (shown above), to the Mark VII (the latest version).  Each is made for a single pilot, and the controls allow the pilot to navigate short distances in space to dogfight with enemy fighters.

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Mark II Viper Cockpit

The Mark II Viper is an analog machine with a very simple Dradis, physical gauges, and paper flight plans.  It is a very old system.  The Dradis sits in the center console with the largest screen real-estate.  A smaller needle gauge under the Dradis shows fuel levels, and a standard joystick/foot pedal system provides control over the Viper’s flight systems.

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Mark VII Viper Cockpit

The Viper Mk VII is a mostly digital cockpit with a similar Dradis console in the middle (but with a larger screen and more screen-based controls and information).  All other displays are digital screens.  A few physical buttons are scattered around the top and bottom of the interface.  Some controls are pushed down, but none are readable.  Groups of buttons are titled with text like “COMMS CIPHER” and “MASTER SYS A”.

Eight buttons around the Dradis console are labeled with complex icons instead of text.

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When the Mk VII Vipers encounter Cylons for the first time, the Cylons use a back-door computer virus to completely shut down the Viper’s systems.  The screens fuzz out in the same manner as when Apollo gets caught in an EMP burst.

The Viper Mk VII is then completely uncontrollable, and the pilot’s’ joystick-based controls cease to function.

Overall, the Viper Mk II is set up similarly to a WWII P-52 Mustang or early production F-15 Eagle, while the Viper Mk VII is similar to a modern-day F-16 Falcon or F-22 Raptor .

 

Usability Concerns

The Viper is a single seat starfighter, and appears to excel in that role.  The pilots focus on their ship, and the Raptor pilots following them focus on the big picture.  But other items, including color choice, font choice, and location are an issue.

Otherwise, Items appear a little small, and it requires a lot of training to know what to look for on the dashboards. Also, the black lines radiating from the large grouper labels appear to go nowhere and provide no extra context or grouping.  Additionally, the controls (outside of the throttle and joystick) require quite a bit of reach from the seat.

Given that the pilots are accelerating at 9+ gs, reaching a critical control in the middle of a fight could be difficult.  Hopefully, the designers of the Vipers made sure that ‘fighting’ controls are all within arms reach of the seat, and that the controls requiring more effort are secondary tasks.

Similarly, all-caps text is the hardest to read at a glance, and should be avoided for interfaces like the Viper that require quick targeting and actions in the middle of combat.  The other text is very small, and it would be worth doing a deeper evaluation in the cockpit itself to determine if the font size is too small to read from the seat.

If anyone reading this blog has an accurate Viper cockpit prop, we’d be happy to review it! 

Fighter pilots in the Battlestar Galactica universe have quick reflexes, excellent vision, and stellar training.  They should be allowed to use all of those abilities for besting Cylons in a dogfight, instead of being forced to spend time deciphering their Viper’s interface.

Dradis Console

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Dradis is the primary system that the Galactica uses to detect friendly and enemy units beyond visual range.  The console appears to have a range of at least one light second (less than the distance from Earth to the Moon), but less than one light minute (one/eighth the distance from Earth to the Sun).

How can we tell?  We know that it’s less than one light minute because Galactica is shown orbiting a habitable planet around a sun-like star.  Given our own solar system, we would have at least some indication of ships on the Dradis at that range and the combat happening there (which we hear over the radios).  We don’t see those on the Dradis.

We know that it’s at least one light second because Galactica jumps into orbit (possibly geosynchronous) above a planet and is able to ‘clear’ the local space of that planet’s orbit with the Dradis

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The sensor readings are automatically interpreted into Friendly contacts, Enemy contacts, and missiles, then displayed on a 2d screen emulating a hemisphere. A second version of the display shows a flat 2d view of the same information.


Friendly contacts are displayed in green, while enemy units (Cylons) are displayed in red.  The color of the surrounding interface changes from orange to red when the Galactica moves to Alert Stations.

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The Dradis is displayed on four identical displays above the Command Table, and is viewable from any point in the CIC.  ‘Viewable’ here does not mean ‘readable’.  The small size, type, and icons shown on the screen are barely large enough to be read by senior crew at the main table, let alone officers in the second or third tier of seating (the perspective of which we see here).

It is possible that these are simply overview screens to support more specific screens at individual officer stations, but we never see any evidence of this.

Whatever the situation, the Dradis needs to be larger in order to be readable throughout the CIC and have more specific screens at officer stations focused on interpreting the Dradis.

As soon as a contact appears on the Dradis screen, someone (who appears to be the Intelligence Officer) in the CIC calls out the contact to reiterate the information and alert the rest of the CIC to the new contact.  Vipers and Raptors are seen using a similar but less powerful version of the Galactica’s sensor suite and display.  Civilian ships like Colonial One have an even less powerful or distinct radar system.

 

2d display of 3d information

The largest failing of the Dradis system is in its representation of the hemisphere.  We never appear to see the other half of the sphere. Missing half the data is pretty serious. Theoretically, the Galactica would be at the center of a bubble of information, instead of picking an arbitrary ‘ground plane’ and showing everything in a half-sphere above that (cutting out a large amount of available information).

The Dradis also suffers from a lack of context: contacts are displayed in 3 dimensions inside the view, but only have 2 dimensions of reference on the flat screen in the CIC.  For a reference on an effective 3d display on a 2d screen, see Homeworld’s (PC Game, THQ and Relic) Sensor Manager:

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In addition to rotation of the Sensor Manager (allowing different angles of view depending on the user’s wishes), the Sensor Manager can display reference lines down to a ‘reference plane’ to show height above, and distance from, a known point.  In Homeworld, this reference point is often the center of the selected group of units, but on the Dradis it would make sense for this reference point to be the Galactica herself.

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Dradis Contact

Overall, the crew of the Galactica never seems to be inhibited by this limitation.  The main reasons they could be able to work around this limitation include:

  • Extensive training
  • Effective communication between crew members
  • Experience operating with limited information.  

This relies heavily on the crew operating at peak efficiency during an entire combat encounter.  That is a lot to ask from anyone.  It would be better to improve the interface and lift the burden off of a possibly sleep deprived crewmember.

The Dradis itself displays information effectively about the individual contacts it sees.  This isn’t visible at the distances involved in most CIC activities, but would be visible on personal screens easily.  Additionally, the entire CIC doesn’t need to know every piece of information about each contact.

In any of those three cases, crew efficiency would be improved (and misunderstandings would be limited) by improving how the Dradis displayed its contacts on its screen.

Damage Control

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After the Galactica takes a nuclear missile hit to its port launch bay, part of the CIC goes into Damage Control mode.  Chief Tyrol and another officer take up a position next to a large board with a top-down schematic of the Galactica.  The board has various lights in major sections of the ship representing various air-tight modules in the ship.  

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After the nuclear hit, the port launch bay is venting to space, bulkheads are collapsing in due to the damage, and there are uncontrolled fires.  In those blocks, the lights blink red.

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Colonel Tigh orders the red sections sealed off and vented to space.  When Tigh turns his special damage control key in the “Master Vent” control, the lights disappear until the areas are sealed off again.  When the fires go out and the master vents are closed, the lights return to a green state.

On the board then, the lights have three states:

  • Green: air-tight, healthy
  • Blinking Red: Fire
  • Off: Intentional Venting

There does not appear to be any indications of the following states:

  • Damage Control Teams in the area
  • Open to space/not air-tight

We also do not see how sections are chosen to be vented.

Why it works

The most effective pieces here are the red lights and the “vent” key.  Chief Tyrol has a phone to talk to local officers managing the direct crisis, and can keep a basic overview of the problems on the ship (with fire being the most dangerous) with the light board.  The “vent” key is likewise straightforward, and has a very clear “I’m about to do something dangerous” interaction.

What is confusing are the following items:

  • How does Chief Tyrol determine which phone/which officer he’s calling?
  • Who is the highest ranking officer in the area?
  • How does the crew determine which sections they’re going to vent?
  • How do they view more complex statuses besides “this section is on fire”?

As with other systems on the Galactica, the board could be improved with the use of more integrated systems like automatic sensors, display screens to cycle through local cameras, and tracking systems for damage control crew.  Also as with other systems on the Galactica, these were deliberate omissions to prevent the Cylons from being able to control the Galactica.

One benefit of the simplified system is that it keeps Chief Tyrol thinking of the high-level problem instead of trying to micromanage his local damage control teams.  With proper training, local teams with effective leadership and independent initiative are more effective than a large micro-managed organization.  Chief Tyrol can focus on the goals he needs his teams to accomplish:

  • Putting out fires
  • Evacuating local crew
  • Protecting the ship from secondary explosions

and allow his local teams to focus on the tactics of each major goal.

What it’s missing

A glaring omission here is the lack of further statuses.  In the middle of a crisis, Chief Tyrol could easily lose track of individual teams on his ship.  He knows the crews that are in the Port Hangar Bay, but we never hear about the other damage control teams and where they are.  Small reminders or other status indicators would keep the Chief from needing to remember everything that was happening across the ship.  Even a box of easily-grabbed sticky notes or a grease-pen board would help here and be very low-tech.

Possible indicators include:

  • Secondary lights in each section when a damage control crew was in the area
  • A third color indicator (less optimal, but would take up less space on the board)
  • A secondary board with local reports of damage crew location and progress
  • Radiation alarms
  • Extreme temperatures
  • Low oxygen states
  • High oxygen states (higher fire risk)
  • Structural damage

It is also possible that Colonel Tigh would have taken the local crews into consideration when making his decision if he could have seen where they were for himself on the board, instead of simply hearing Chief Tyrol’s protests about their existence. Reducing feedback loops can make decision making less error prone and faster, but can admittedly introduce single points of failure.

Colonel Tigh and Chief Tyrol are able to get control of the situation with the tools at hand, but minor upgrades could have lessened the stress of the situation and allowed both of them to think clearer before jumping to decisions.  Better systems would have given them all the information they needed, but the Galactica’s purpose limited them for the benefit of the entire ship.

CIC

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The Battlestar Galactica’s Combat Information Center, or CIC, is a medical-theater-like room that acts as the military nerve center and brain of the Galactica.  It is located near the center of the ship, is heavily armored and protected by armed guards, and has a staff of between 35-50 people.

The two highest ranking officers on the ship, Commander Adama and Colonel Tigh, typically stand at the center of the auditorium around the Command Board.  This position lets them hear status reports from around the room, and issue orders to the entire ship.

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Various pods of workstations provide seating for the rest of the staff.  These stations are grouped by function.  We see Navigation crew sitting near other navigation crew, weapons officers near other combat functions, communications near the center, and engineering given a special area up top.

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Phone kiosks are placed throughout the CIC, with two high profile kiosks on the Command Board.  Large display boards and the central Dradis Console provide information to the entire crew of the CIC.

 

Organized Chaos

The CIC is dealing with a lot of information from all over the ship and trying to relate it to the lead officers who are making decisions.  There is a lot of activity related to this information overload, but the design of the CIC has organized it into a reasonably effective flow.

Teams communicate with each other, then that decision flows forward to lead officers, who relate it to Admiral Adama.
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Orders flow in the opposite direction.

Admiral Adama can very quickly shout out an order from the center of the CIC and have his lead officers hear it all around him.  It can also act as a failsafe: other officers can also hear the same order and act as a confirmation step.  From there, the officers can organize their teams to distribute more detailed orders to the entire ship.

Large screens show information that the entire CIC needs to know, while smaller screens display information for specific crew or groups.

Overall, the stadium-like construction of the CIC works well for the low tech approach that the Galactica takes after.  Without introducing automation and intelligent computer networks onto the bridge, there is little that could be done to improve the workflow.

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.

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Missile Scan

Despite its defenses, Staedert continues with the attack against the evil planet, and several screens help the crew monitor the attack with the “120” missiles.

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First there is an overhead view of the space between the ship and the planet. The ship is represented as a red dot, the planet as a red wireframe, and the path of the missiles magnified as a large white wireframe column. A small legend in the upper right reads “CODIFY” with some confirmation text. Some large text confirms the missiles are “ACTIVE” and an inscrutable “W 6654” appears in the lower right.

As the missiles launch, their location is tracked along the axis of the column as three white dots. The small paragraph of text in the upper right hand scrolls quickly, displaying tracking information about them. A number in the upper left confirms the number of missiles. A number below tracks some important pair of numeric variables. In the lower right, the label has changed to “SY 6654.” A red vertical line tracks with the missiles across the display, and draws the operator’s attention to another small pair of numeric variables that also follow along.

These missiles have no effect, so he sends a larger group of 9 “240” missiles. Operators watch its impact through the same display.

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These screens are quite literal in the information they provide, i.e. physical objects in space, but abstract it in a way that helps a tactician keep track of and think about the important parts without the distraction of surface appearance, or, say, first-person perspective. Of all the scanner screens, these function the best, even if General Staedert’s tactics were ultimately futile.

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