The Galactica’s fighter launch catapults are each controlled by a ‘shooter’ in an armored viewing pane. There is one ‘shooter’ for every two catapults. To launch a Viper, he has a board with a series of large twist-handles, a status display, and a single button. We can also see several communication devices:
Ear-mounted mic and speaker
Board mounted mic
Phone system in the background
These could relate to one of several lines of communication each:
The Viper pilot
Any crew inside the launch pod
Crew just outside the launch pod
CIC (for strategic status updates)
Other launch controllers at other stations
Engineering teams
‘On call’ rooms for replacement operators
Each row on the launch display appears to conform to some value coming off of the Viper or the Galactica’s magnetic catapults. The ‘shooter’ calls off Starbuck’s launch three times due to some value he sees on his status board (fluctuating engine power right before launch).
We do not see any other data inputs. Something like a series of cameras on a closed circuit could show him an exterior view of the entire Viper, providing additional information to the sensors.
When Starbuck is ready to launch on the fourth try, the ‘shooter’ twists the central knob and, at the same time and with the same hand, pushes down a green button. The moment the ‘shooter’ hits the button, Starbuck’s Viper is launched into space.
There are other twist knobs across the entire board, but these do not appear to conform directly to the act of launching the Viper, and they do not act like the central knob. They appear instead to be switches, where turning them from one position to another locks them in place.
There is no obvious explanation for the number of twist knobs, but each one might conform to an electrical channel to the catapult, or some part of the earlier launch sequence.
Manual Everything
Nothing in the launch control interprets anything for the ‘shooter’. He is given information, then expected to interpret it himself. From what we see, this information is basic enough to not cause a problem and allow him to quickly make a decision.
Without networking the launch system together so that it can poll its own information and make its own decisions, there is little that can improve the status indicators. (And networking is made impossible in this show because of Cylon hackers.) The board is easily visible from the shooter chair, each row conforms directly to information coming in from the Viper, and the relate directly to the task at hand.
The most dangerous task the shooter does is actually decide to launch the Viper into space. If either the Galactica or the Viper isn’t ready for that action, it could cause major damage to the Viper and the launch systems.
A two-step control for this is the best method, and the system now requires two distinct motions (a twist-and-hold, then a separate and distinct *click*). This is effective at confirming that the shooter actually wants to send the Viper into space.
To improve this control, the twist and button could be moved far enough apart (reference, under “Two-Hand Controls” ) that it requires two hands to operate the control. That way, there is no doubt that the shooter intends to activate the catapult.
If the controls are separated like that, it would take some amount of effort to make sure the two controls are visually connected across the board, either through color, or size, or layout. Right now, that would be complicated by the similarity in the final twist control, and the other handles that do different jobs.
Changing these controls to large switches or differently shaped handles would make the catapult controls less confusing to use.
Colonial One is a luxury passenger liner in commercial service until the war with the Cylons breaks out. The captain and co-pilot are not military pilots, and most passengers are dignitaries or VIPs visiting the Galactica for the unveiling of it as a museum.
Compared to military cockpits and the CIC aboard the Galactica, Colonial One’s cockpit has simple controls and an unsophisticated space-borne sensor system. Also unlike the Galactica or the Raptors, no one on Colonial One calls their space-borne sensor system the “Dradis”. At the center of each control console is a large gimbal-based horizon indicator.
The sensors show a simple 2-d representation of local space, with nearby contacts indicated as white dots. There is no differentiation between ‘enemy’ and ‘friendly’ contacts. Likewise, the image of a Cylon missile (shown above) is the same indicator as other ships. There is no clear explanation of what the small white dots on the background of the image are, or what the lines indicate.
When the Cylon fighters show up, the crew has some unknown way besides this screen of knowing the Cylons have just jumped into contact range, and that they have launched missiles at Colonial One. How the crew determines this isn’t shown, but both the crew and Apollo are confident that the assessment is correct.
When Laura Rosilyn tells the crew to send a message on a specific frequency before the missile attack, the crew uses the same keypad to send alpha-numeric signals over a radio/faster-than-light (FTL) link as to enter information into their flight computers. The FTL link appears to connect every planet in the Colonies together in real time: we don’t get any sense of delay between the attacks happening and the entire civilization reacting to it in real time.
The largest usability concern here is Mode Switching, and making it clear whether the crew is entering information into the ship or into the radio. Given that we see the crew interact most with the ship itself, the following procedure would make the most sense:
Entering information into the ship is the primary ‘mode’
An explicit command to switch over to the radio link.
Crew enters the given information into the link
On ‘enter’, the interface flips back over to entering information into the ship.
With a larger budget, the Dradis is a better system (at least with the improvements installed)
Other Systems
A large amount of space inside the cockpit is given over to communication controls and a receiver station. At the receiver station, Colonial One has a small printer attached to an automatic collector that prints off broadcast messages. The function and placement of the printer appears similar to weather printers on modern passenger jets.
The cockpit is very utilitarian, and the controls look well used. These are robust systems and look like they have been in place for a while. Despite the luxury associated with the passenger compartment, the crew have been granted no special luxuries or obvious assisting equipment to make their job more comfortable.
If we look at a current (or, up until very recently current) pattern: the Space Shuttle has a very similar layout. It is intended to also enter the atmosphere, which Colonial One is shown with the equipment to do, and maintains a 2.5D movement concept. Given that it’s a commercial ship with direct paths to follow, Colonial One does not need the complicated controls – that are shown to be very difficult to master – that are present on ships like the Viper.
Overall, a solid pattern
In-universe, this ship was not designed for combat, and is woefully unprepared for it when it arrives. The sensor system and the controls appear specialized for the job of ferrying high-paying customers from one planet to another through friendly space. Other ships also have the same level of manual controls and physical switches in the cockpit, though it is impossible to tell whether this is because Colonial One was built in the same era as the Galactica, or whether the builders wanted extra reliability in the controls than ‘modern’ electronics provided.
As long as the pilots are as well trained as current-day commercial pilots, the banks of controls would provide solid spatial grouping and muscle memory. There might be some room to shrink the number of controls or group them better, but we lack the context to dig into that particular issue.
One minor fix would be the possibility of mode errors for the keypad. It is not obvious when the crew changes from “I want to enter information into Colonial One to change operating parameters” and “I want to send a message to someone else”. A clear way to indicate that the keyboard is sending information to the ship, compared to sending information to the radio system, would clear up the possibility of a mode-switch error. Common options could be:
A large switch close by that changed the color of the lights
A bi-directional light with labels on which mode it’s in
or distinct separation between the Pilot’s keyboard and the Co-pilot’s keyboard
Of the three, a clear distinction between pilot’s keyboard and co-pilot’s keyboard would be the most secure; provided that there was a switch in case of emergency.
The Colonial One copies many interface patterns from modern airliners. Since the airline industry has one of the best and most sophisticated UI design in practice right now, there are very few obvious recommendations to make, and credit should be given for how realistic it looks.
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.
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.
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.
The stage managers’ main raison d’être is to course-correct if and when victims begin to deviate from the path required of the ritual.
This begins with the Prep team, long before the victims enter the stage. For example, Jules’ hair dye and Marty’s laced pot. These corrections become more necessary and intense once the victims go on stage.
Making sure there are sexy times
The ritual requires that a sexy young couple have sexy times on stage before they suffer and die. “The mood” can be ruined by many things, but control has mechanisms to cope with most of them. We see three in the movie.
Temperature
The temperature can’t be too hot or too cold, but this isn’t something that can be set and forgot. What counts as the right temperature is a subjective call for the people involved and their circumstances, such as being drunk, or amount and type of clothes worn. Fortunately, the video-audio panopticon lets the stage managers know when a victim speaks about this directly, and do something about it. The moment Jules complains, for instance, Sitterson is able to reach over to a touch-screen display and tap the temperature a few degrees warmer.
Sitterson heats things up.
The gauge is an interesting study. It implies a range possible between 48 and 92 degrees Fahrenheit, each of which is uncomfortable enough to encourage different behaviors in the victims, without the temperature itself being life-threatening.
Moreover, we see that it’s a “blind” control. Before Sitterson taps it, he is only shown the current temperature as a blue rectangle that fills up four bars and that it is exactly 64 degrees. But if he knew he wanted it to be 76 degrees, what, other than experience or training, tells him where he should touch to get to that desired new temperature? Though the gauge provides immediate feedback, it still places a burden on his long-term memory. And for novice users, such unlabeled controls require a trial-and-error method that isn’t ideal. Even the slim area of white coloring at the top, which helpfully indicates temperatures warmer than cooler, appears too late to be useful.
Better would be to have the color alongside or under the gauge with smaller numbers indicated along its length such that Sitterson could identify and target the right temperature on the first try.
Libido
The next thing that can risk the mood is a lack of a victim’s amorous feelings. Should someone not be “feeling it,” Control can pipe sex pheromones to areas on stage. We see Hadley doing this by operating a throttle lever on the electronic-era control panel. After Hadley raises this lever, we see small plumes of mist erupt from the mossy forest floor that Jules and Curt are walking across.
Hadley introduces pheromones to the forest air.
This control, too, is questionable. Let’s first presume it’s not a direct control, like a light switch, but more of a set-point control, like a thermostat. Similar to the temperature gauge above, this control misses some vital information for Hadley to know where to set the lever to have the desired amount of pheromone in the air, like a parts-per-million labeling along the side. Perhaps this readout occurs on a 7-segment readout nearby or a digital reading on some other screen, but we don’t see it.
There is also no indication about how Hadley has specified the location for the pheromone release. It’s unlikely that he’s releasing this everywhere on stage, lest this become a different sort of ritual altogether. There must be some way for him to indicate where, but we don’t see it in use. Perhaps it is one of the lit square buttons to his right.
An interesting question is why the temperature gauge and pheromone controls, which are similar set-point systems, use not just different mechanisms, but mechanisms from different eras. Certainly such differentiation would help the stage managers’ avoid mistaking one for the other, and inadvertently turn a cold room into an orgy, so perhaps it is a deliberate attempt to avoid this kind of mistake.
Lights
The final variable that stands in the way of Jules’ receptiveness (the authors here must acknowledge their own discomfort in having to write about this mechanistic rape in our standard detached and observational tone) is the level of light. After she complains that it is too dark, Hadley turns a simple potentiometer and the “moonlight” on a soft bed of moss behind them grows brighter.
Control responds to Jules’ objection to the darkness.
This, too, is a different control than the others; though it controls what is essentially a floating-point variable. But since it is more of a direct control than the other two, its design as a hard-stop dial makes sense, and keeps it nicely differentiated from the others.
Marty’s Subliminal Messages
Over the course of the movie, several times we hear subliminal messages spoken to directly control Marty. We never see the inputs used by Control, but they do, at least on one occasion, actually influence him, and is one of the ways the victims are nudged into place.
Marty breaks the fourth wall
In addition to Dana & Curt’s almost not getting it on, another control-room panic moment comes when Marty accidentally breaks a lamp and finds one of the tiny spy cameras embedded throughout the cabin. Knowing that this level of awareness or suspicion could seriously jeopardize the scenario, Hadley bolts to a microphone where he says, “Chem department, I need 500 ccs of Thorazine pumped into room 3!”
Marty finds a spy camera
Hadley speaks a command to the Chem department
Careful observers will note while watching the scene that a menu appears on a screen behind him as he’s stating this. The menu lists the following four drugs.
Cortisol (a stress hormone)
Pheromones (a category of hormonal social signals, most likely sex pheromones)
Thorazine (interestingly, an antipsychotic known to cause drowsiness and agitation)
Rhohyptase (aka Rhohypnol, the date rape drug)
Given that content, the timing of the menu is curious. It appears, overlaid on the victim monitoring screen, the moment that Hadley says “500.” (Before he can even specify “Thorazine.”) How does it appear so quickly? Either there’s a team in the Chem department also monitoring the scene, and who had already been building a best-guess menu for what Hadley might want in the situation and they just happened to push it to Hadley’s screen at that moment; Or there’s an algorithmic voice- and goal-awareness system that can respond quickly to the phrase “500 ccs” and provide the top four most likely options. That last one is unlikely, since…
We don’t see evidence of it anywhere else in the movie
Hadley addresses the Chem department explicitly
We’d expect him to have his eyes on the display, ready to make a selection on its touch surface, if this was something that happened routinely
But, if we were designing the system today with integrated voice recognition capabilities, it’s what we’d do.
Curt suggests they stick together
After the attack begins on the cabin itself, Curt wisely tells the others, “Look, we’ve got to lock this place down…We’ll go room by room, barricade every window and every door. We’ve got to play it safe. No matter what happens, we have to stay together.” Turns out this is a little too wise for Hadley’s tastes. Sitterson presses two yellow, back-lit buttons on his control panel to open vents in the hallway, that emit a mist. As Curt passes by the vents and inhales, he pauses, turns to the others and says, “This isn’t right…This isn’t right, we should split up. We can cover more ground that way.”
Sitterson knocks some sense out of Curt.
This two-button control seems to indicate drug (single dose) and location, which is sensible. But if you are asking users to select from different variables, it’s a better idea to differentiate them by clustering and color, to avoid mistakes and enable faster targeting.
Locking the doors
Once the victims are in their rooms, Hadley acknowledges it’s time to, “Lock ‘em in.” Sitterson flips a safety cover and presses a back-lit rocker switch, which emits a short beep and bolts the doors to all the victims’ rooms at the same time.
Sitterson bolts the victims’ doors.
Marty in particular notices the loud “clunk” as the bolts slide into place. He tests the door and is confounded when he finds it is, in fact, locked tight. Control’s earlier concern about tipping their hand seems to matter less and less, since this is a pretty obvious manipulation.
The edge of the world
Bolted doors pale in comparison to the moment when Curt, Dana, and Holden violently encounter the limits of the stage. After the demolition team seals the tunnel to prevent escape that way, Curt tries to jump the ravine to the other side so he can fetch help. Unfortunately for him, the ravine is actually an electrified display screen, showing a trompe-l’œil illusion of the far side. By trying to jump the ravine, Curt unwittingly commits suicide by slamming into it.
Curt slams into the edges of the “world” of the cabin.
The effect of the screen is spectacular, full of arcs zipping along hexagonal lines and sparks flying everywhere. Dana and Holden rush to the edge of the cliff to watch him tumble down its vast, concave surface. It seems that if you’ve come this far, Control isn’t as concerned about tipping its hand as it is finishing the job.
The mission is world-critical, so like a cockpit, the two who are ultimately in control are kept secure. The control room is accessible (to mere humans, anyway) only through a vault door with an armed guard. Hadley and Sitterson must present IDs to the guard before he grants them access.
Sitterson and Hadley pass security.
Truman, the guard, takes and swipes their cards through a groove in a hand-held device. We are not shown what is on the tiny screen, but we do hear the device’s quick chirps to confirm the positive identity. That sound means that Truman’s eyes aren’t tied to the screen. He can listen for confirmation and monitor the people in front of him for any sign of nervousness or subterfuge.
Hadley boots up the control room screens.
The room itself tells a rich story through its interfaces alone. The wooden panels at the back access Bronze Age technology with its wooden-handled gears, glass bowls, and mechanical devices that smash vials of blood. The massive panel at which they sit is full of Space Age pushbuttons, rheostats, and levers. On the walls behind them are banks of CRT screens. These are augmented with Digital Age, massive, flat panel displays and touch panel screens within easy reach on the console. This is a system that has grown and evolved for eons, with layers of technology that add up to a tangled but functional means of surveillance and control.
The interfaces hint at the great age of the operation.
Utter surveillance
In order for Control to do their job, they have to keep tabs on the victims at all times, even long before the event: Are the sacrifices conforming to archetype? Do they have a reason to head to the cabin?
The nest empties.
To these ends, there are field agents in the world reporting back by earpiece, and everything about the cabin is wired for video and audio: The rooms, the surrounding woods, even the nearby lake.
Once the ritual sacrifice begins, they have to keep an even tighter surveillance: Are they behaving according to trope? Do they realize the dark truth? Is the Virgin suffering but safe? A lot of the technology seen in the control room is dedicated to this core function of monitoring.
The stage managers monitor the victims.
There are huge screens at the front of the room. There are manual controls for these screens on the big panel. There is an array of CRTs on the far right.
The small digital screens can display anything, but a mode we often see is a split in quarters, showing four cameras in the area of the stage. For example, all the cameras fixed on the rooms are on one screen. This provides a very useful peripheral signal in Sitterson and Hadley’s visual field. As they monitor the scenario, motion will catch their eyes. If that motion is not on a monitor they expect it to be, they can check what’s happening quickly by turning their head and fixating. This helps keep them tightly attuned to what’s happening in the different areas on “stage.”
For internal security, the entire complex is also wired for video, including the holding cages for the nightmare monsters.
Sitterson looks for the escapees amongst the cubes.
The control room watches the bloody chaos spread.
One screen that kind of confuses us appears to be biometrics of the victims. Are the victims implanted with devices for measuring such things, or are sophisticated non-invasive environmental sensors involved? Regardless of the mechanisms, if Control has access to vital signs, how are they mistaken about Marty’s death? We only get a short glance at the screen, so maybe it’s not vital signs, but simple, static biometrics like height, and weight, even though the radiograph diagram suggests more.
Sitterson tries to avoid talking to Mordecai.
Communications
Sitterson and Hadley are managing a huge production. It involves departments as broad ranging as chemistry, maintenance, and demolitions. To coordinate and troubleshoot during the ritual, two other communications options are available beyond the monitors; land phone lines and direct-connection, push-to-talk microphones.