Thermoptic camouflage

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Kusanagi is able to mentally activate a feature of her skintight bodysuit and hair(?!) that renders her mostly invisible. It does not seem to affect her face by default. After her suit has activated, she waves her hand over her face to hide it. We do not see how she activates or deactivates the suit in the first place. She seems to be able to do so at will. Since this is not based on any existing human biological capacity, a manual control mechanism would need some biological or cultural referent. The gesture she uses—covering her face with open-fingered hands—makes the most sense, since even with a hand it means, “I can see you but you can’t see me.”

In the film we see Ghost Hacker using the same technology embedded in a hooded coat he wears. He activates it by pulling the hood over his head. This gesture makes a great deal of physical sense, similar to the face-hiding gesture. Donning a hood would hide your most salient physical identifier, your face, so having it activate the camouflage is a simple synechdochic extension.

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The spider tank also features this same technology on its surface, where we learn it is a delicate surface. It is disabled from a rain of glass falling on it.

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This tech less than perfect, distorting the background behind it, and occasionally flashing with vigorous physical activity. And of course it cannot hide the effects that the wearer is creating in the environment, as we see with splashes the water and citizens in a crowd being bumped aside.

Since this imperfection runs counter to the wearer’s goal, I’d design a silent, perhaps haptic feedback, to let the wearer know when they’re moving too fast for the suit’s processors to keep up, as a reinforcement to whatever visual effects they themselves are seeing.

UPDATE: When this was originally posted, I used the incorrect concept “metonym” to describe these gestures. The correct term is “synechdoche” and the post has been updated to reflect that.

Fhloston evacuation

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When Fhloston Paradise’s bomb alarms finally go off (a full 15:06 after Zorg’s bomb actually starts. WTH, Fhloston?) four shipwide systems help evacuate the ship.

First, a klaxon is heard on a public address system across the ship. A recorded female voice calmly announces that…

This is a type A alert. For security reasons the hotel must be evacuated. Please proceed calmly to the lifeboats located in the main hallways.

This voice continues to speak a warning countdown, repeating the remaining time every minute, and then when there’s less than a minute at 15 second intervals, and each of the last 10 seconds.

Second, in the main hallway, small, rows of red beacon lights emerge out of the floor and begin flashing and blinking. They repeatedly flash in order to point the direction of the lifeboats.

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Third, in the main hallway large arrows on the floor and “LIFEBOAT” lettering illuminate green to point travelers towards ingress points for individual lifeboats.

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Fourth, the lifeboats themselves eject from the ship to get the passengers far from danger.

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Awesome

  • The voice warning is a trope, but a trope for a reason. For visually impaired guests and people whose attention is focused on, you know, escape, the audio will still help them keep tabs on the time they have left.
  • The racing lights provide a nice directionality (a similar interface would have helped Prometheus).
  • The arrows and beacons require no language skills to comprehend.

Awful

  • The voice warning and the “LIFEBOAT” signs do require language to comprehend. They couldn’t have used Running Man?
  • You know when’s a crappy time to add trip hazards to the floor? When a herd of panicked humans are going to be running over it. Seriously. There is no excuse for this.
  • The beacons and the arrows should be the same color. Green is the ISO standard for exit, so while we’re moving the beacon lights to the ceiling where they belong, we can swap them out for some #33cc00 beacons.
  • The green arrows at first seem badly placed as it’s difficult to see when there’s a crowd of people, but then you realize that when the room is empty, people will see and follow them. People in a crowd will just follow whatever direction the horde is currently going, and seeing the arrows is unnecessary. But in a light crowd, people will get a glimpse of the arrow and become stressed out over an occluded, potentially life-saving signal or worse, get trampled to death trying to stop and read it to make sure everyone is going the right way, so ultimately awful. Put that up on the ceiling or high on the walls, too. Because people genuinely panic.

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Rhod’s rod

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One of the most delightfully flamboyant characters in sci-fi is the radio star in The Fifth Element, Ruby Rhod. He wears a headpiece to hear his producers as well as to record his own voice. But to capture the voices of others, he has a technological staff that he carries.

Function

The handle of the device has a microphone built into it. Because of the length of the staff, his reach to potential interviewees is extended. The literal in-your-face nature of the microphone matches Ruby’s in-your-face show.

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To let interviewees know when they’re being recorded, a red light in the handle illuminates. This also lets others nearby know that the interviewee is “on air” and not to interrupt.

Ruby also has a single switch on the handle. It’s a small silver toggle. It’s likely that he can set this switch to function as he likes. The one time we see it in action, he has set it to play back an “audio cut,” (the sound clips morning radio talk show hosts insert into their programs) in this case an intimate recording of the Princess of Kodar Japhet. He flips the toggle to play the cut, and flips it back when it’s done.

Here, a different input would have worked better. The toggle switch is too easy to bump and kind of ruins the design of the handle. Better would be a billet button. This sort of momentary button sits flush with a bezel, which prevents accidental activation from, say, a finger laying across it, or resting the button against a flat surface. If Ruby wants the recorded sound to play out completely, and the button press only starts or stops the playback, it would be good to know the state of the playback, and using a billet button with a LED ring would be best.

We also know that Ruby is a performer. He would be happier if he had more than a play button, but a way to express himself. His hand is already in a grip to hold the staff, so the control should fit that—If you could outfit the billet button with directional pressure sensitivity, he could assign each direction to a control. So, for instance, while he was pressing the button, the audio would play, and the harder he pressed up, the volume for each echo would increase. Or pressing down could lower the sample in tone, etc. This would allow him to not just play the audio cut, but perform it.

Fashion

To work as a device that the character would want to carry, it has to match his sense of style. I mean this first in a general sense, and the device does that, with its handle of ornately carved silver. Ruby’s necklaces, bracelets, and rings are all silver, and they work together. The staff also works in his hand like a drum major’s baton, augmenting his larger-than-life presence with an attention-commanding object.

It has to fit his daily fashion as well, and the staff does that, too. The shaft can change appearance. I don’t know if it’s an e-ink-type surface, replaceable staves, or fabric sleeves that change out, but when Ruby’s in leopard print, the staff is in leopard print, too. When Ruby’s decked out in rose-adorned tuxedo black, the staff matches.

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Though this is more a portable than a wearable technology, the fact that it can change to match the personal style of the wearer makes it not only functional, but since it fits his persona, desirable as well.

Police light

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This post (the first in what is going to amount to The Fifth Element Police Week. What is this, sweeps?) is going to veer to the edge of interaction design, getting into the Venn overlap of industrial design and wearable tech.

The police seen throughout New York each wear uniforms that feature a large, circular, glowing light over the right side of their chest.

There are only two things to say that’s positive about this police light. One: Yes, it looks cool. Two: It certainly gives narby citizens a clear, attention-getting signal that something is up. This might be OK for community relations officers, who are only ever interfacing with the public. But when it comes to dealing with actual criminals, it’s a terrible idea.

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It’s a terrible idea because of its placement

Imagine this scene from the chief’s perspective. When he addresses Leeloo down the pipe as she’s standing on the ledge of the building, he is in an isosceles stance, with his shoulders perpendicular to the target and his weapon held in front of his heart. This common stance would place the weapon directly in the glow of the circle. This means that his forearms and weapon will have the brightest illumination in his field of vision and be distracting. This might be manageable by coating his uniform and the back of the weapon with a super black coating to absorb much of this light. But, depending on the distance of the target, it is also likely to place the perp in shadow, making them harder to see and harder to hit.

Looking at the officer on the right, we see he is taking a different stance. He is “bladed” to the target, closer to a Weaver stance, with his body turned a bit sideways. This stance turns the light to the adjacent wall, which minimizes the backscatter and perp-shadow effects, but also aims the light toward his fellow officer, possibly distracting him or her. That’s a pretty crappy design. But wait, it gets worse.

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It’s a terrible idea because it’s a giant, glowing target

What’s worse is to imagine the scene from the perspective of the perp, say, the Mondosahwans in the airport. They want to specifically shoot the police in the crowd and all they have to do is shoot towards the glowing discs. That’s right, the police in 2263 are actually wearing attention-drawing targets. Admittedly, if you are going to get shot in the line of duty, you’d rather draw fire away from the head to a place with a solid slab of bone and lots of body armor. But why draw their fire in the first place?

As we saw in another post, Zorg believes in the fallacy/parable of the broken window, and so favors a bit of destruction that encourages market activity. We also know from the film that he has a lot of control over the NYPD. It might be that he’s deliberately sabotaging the police through this design to encourage the sale of more body armor and weapons, but are we to believe that the cops themselves are willing to go along with this? C’mon. They’re smarter than this.

Improve it with a little bit of smarts

Outfit the light with a little agentive smarts, and most of these problems could be fixed. The light could simply dim when it’s counterproductive to have it illuminated. Proximity sensors can sense when the officer’s arm is in the way. Context aware sensors can sense when it might blind another officer. It would take a lot of smarts to know when the officer is being targeted by a weapon, but certainly simple audio sensors should shut it off in the sound of gunfire.

Zorg’s desk

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When Zorg begins to choke on a cherry pit, in his panic he pounds a numeric keypad on his desk, clearly hoping that this will contact someone or help him in some way. His clumsy mashing instead causes a number of bizarre things to happen around his office; i.e. the doors lock, a lifejacket inflates (bearing the charming label “HEAD THROUGH HOLE”), a cactus raises and lowers, a Rolodex of photographs appears and spins wildly, a rack begins to shoot plastic wrapped tuxedo shirts into the air, cards spit out of a slot, and a strange piglet-sized, hairless pet with a trunk is roused from its napping place as it raises to the surface of the desk and stares at Zorg helplessly.

In the talk I give about the lines of influence between interfaces in sci-fi and the real world, I cite this as a negative example of affective computing.

If you’re unfamiliar with it, affective computing largely deals with giving computers a sense of emotion or empathy for their users. In this case, of course Zorg doesn’t want to summon his elephantito from its adorable genetically modified slumber. He’s panicking. He wants help. The joke in the scene is largely about how the unfeeling technology on which Zorg relies is of little practical value in a crisis, but we know that a smarter design would have accounted for this case of panicked mashing.

If (a bunch of key chords are pressed rapidly in succession) {summon help}.

Interaction designers should take care to learn from this fictional example that though some scenarios may be rare, they may be dire enough to demand design attention.

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This poor Ouliman Akaptan is named Picasso, designed by Hélène Girard.

For a general analysis, I find the number pad to be the worst choice of input for this system. On the plus side it’s useful for arbitrarily-long combinatorial and chorded input. It’s for this reason the telephone network system adopted this strategy to provide access to any one of its 10,000,000,000 nodes. (And that’s only with a ten digit number.) Fine. If Zorg needs a phone pad for dialing numbers than give him a phone. But for this desk interface, it burdens his long-term memory, forcing him to remember the codes for the things he wants. If he really has only around a dozen or so things to control, give him individual controls that are well grouped, distinguished, labeled, and mapped. Also in taking this tack, someone in his service might have thought to give the vengeful, psychopathic industrialist an actual panic button.

Mondoshawan piloting

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The Mondoshawan pilot grasps two handles. Each handle moves in a transverse plane (parallel to the floor), being attached to a base by two flat hinges. We only see this interface for a few seconds, but it seems very poorly mapped.

Here on Earth, a pilot primarily needs to specify pitch, roll, and thrust. She supplies this input through a control yoke and a throttle. Each action is clearly differentiated. Pitch is specified by pushing or pulling the yoke. Roll is specified by rolling the yoke like a steering wheel. Thrust is specified by pushing or pulling the throttle. It’s really rare that a pilot wanting to lift the plane will accidentally turn the yoke to the right.

But look at the Mondoshawan inputs. They can specify four basic variables, i.e., an X and a Z for each hand. Try as I might, I can’t elegantly make that fit the act of flying well. (Pipe up if I’m not seeing something obvious.) Even if roll, pitch, and thrust was each assigned to an axis arbitrarily, the pilot would end up having to use the same motion on different hands for different variables, and there would be one “extra” axis. Of course there are two other Mondoshawans visible in the ship, and perhaps between them they’re managing that third axis of control somehow. With training and their “200,000 DNA memo groups,” the Mondoshawans could probably manage it, but it would spell trouble for us poor humans with our measly 40 and need for more direct mapping and control differentiation.

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Four a day

An electronic quit smoking device displaying refill options, a countdown timer, and various indicators.

After Korben’s alarm clock starts the music and lights the lights, it also drops his daily allotment of cigarettes into place inside vertical glass tubes in a small dispensary mounted on the wall. Each tube has a purple number printed across the top, reinforcing the limit. A robotic voice tells reminds him to only have “four. a. day.”

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The dispensary is loaded with warnings to get him to quit. Across the top we read 4™ REFILLS. Just below that is a white imperative, QUIT SMOKING. To the right another legend reinforces the principles spoken aloud, 4™ A DAY. A legend across the bottom, written in glittery red capitals reminds him that, TO QUIT IS MY GOAL. Behind the glass tubes is something like a Surgeon General’s warning about the dangers of smoking.

On the right is a small LCD panel with a mysterious readout at the top of 1:::1…1..1, a counter in the middle reading 00:04 (it looks like just after midnight in military time, but we know from his alarm clock it’s just after 02:00), and a temperature readout that confirms the temperature that the clock displays, 27.5° C. Below this panel is a small set of four buttons: two horizontal ones that sandwich two triangular ones pointing in opposite directions. Korben presses the lowest button to pick up the first cigarette, and the #1 cylinder of glass slides up. A smaller “vase” of glass holds the cigarette upright for Korben to grab.

A shirtless man talking on a phone while pointing at a control panel on the wall.

The LCD panel

The top readout is a mystery, and the middle might be a counter of number of cigarettes remaining for the day or in the refill, but why it’s in 24-hour notation is another mystery. The temperature doesn’t make much sense here. Better might be the variable information that the addicted smoker really wants: How soon until I can get my next fix. A clock showing that time would be useful, and give the smoker something to fixate on instead of the cravings. A countdown clock might be information that the smoker wants, but it would focus his attention on the device rather than on his willpower.

To quit is my goal

Really, it’s beyond the scope of this blog post to try and state the authoritative psychology of quitting smoking, but it does seem like this device accomplishes one common strategy well, which is reminding smokers of their goal. There it is, in glittery red, in a first-person voice.

But it doesn’t do everything well. Another strategy to quit is for smokers to have reminders of the negative consequences of continuing to smoke, and the device only kind of does this with the warning label. The fact that it’s behind the glass tubes is nice since to get at the cigarettes the smoker wants, he is faced with that text. But, it’s only text, and easy to simply not read. The fact that the cylindrical glass distorts the text makes willful ignoring even easier, since it hinders readability. Better would be a visceral, instantly-recognizable image, like Australia mandated on their cigarette packaging in 2011. The disturbing nature of these images would be enhanced by the cylinder’s distortions.

Cigarette warning packaging highlighting the effects of smoking, including blindness, mouth and throat cancer, and the dangers of secondhand smoke to children.

On the other hand, one strategy is to eliminate the triggers that remind a smoker about cigarettes, and this dispensary does exactly the opposite. By being prominently displayed on the wall, being associated with waking up, and having the word “smoking” appear in high-contrast capital letters at eye level, it pretty much acts as a trigger to remind Korben about smoking. Better might be a hideaway dispensary, similar to his bed, refrigerator, or shower in the apartment, which hide themselves away when not in use.

Surgeon General’s Warning

The other problem is habituation. After repeated exposure to this device on a daily basis, Korben will begin to disregard the signal. A more persuasive system would change, such that the consequences and goals are kept fresh on Korben’s mind. To make sure it hits home at the right time, I would get rid of the extraneous buttons and have one “time-release” button, that requires him to press and hold it for a few seconds to get at the cigarette. During this enforced moment of boredom, the device can flash a new message and dissuasive image, giving Korben a moment to consider this and whether he really wants to keep pressing the button for his cigarette. The LCD panel would need to display these instructions first, and then switch to showing the time at which the next cigarette will be available.

A device displaying the message 'SMOKING CAUSES BLINDNESS' with a digital screen indicating daily goals beside a series of tubes visible in the front.

Alien Astrometrics

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When David is exploring the ancient alien navigation interfaces, he surveys a panel, and presses three buttons whose bulbous tops have the appearance of soft-boiled eggs. As he presses them in order, electronic clucks echo in in the cavern. After a beat, one of the eggs flickers, and glows from an internal light. He presses this one, and a seat glides out for a user to sit in. He does so, and a glowing pollen volumetric projection of several aliens appears. The one before David takes a seat in the chair, which repositions itself in the semicircular indentation of the large circular table.

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The material selection of the egg buttons could not be a better example of affordance. The part that’s meant to be touched looks soft and pliable, smooth and cool to the touch. The part that’s not meant to be touched looks rough, like immovable stone. At a glance, it’s clear what is interactive and what isn’t. Among the egg buttons there are some variations in orientation, size, and even surface texture. It is the bumpy-surfaced one that draws David’s attention to touch first that ultimately activates the seat.

The VP alien picks up and blows a few notes on a simple flute, which brings that seat’s interface fully to life. The eggs glow green and emit green glowing plasma arcs between certain of them. David is able to place his hand in the path of one of the arcs and change its shape as the plasma steers around him, but it does not appear to affect the display. The arcs themselves appear to be a status display, but not a control.

After the alien manipulates these controls for a bit, a massive, cyan volumetric projection appears and fills the chamber. It depicts a fluid node network mapped to the outside of a sphere. Other node network clouds appear floating everywhere in the room along with objects that look like old Bohr models of atoms, but with galaxies at their center. Within the sphere three-dimensional astronomical charts appear. Additionally huge rings appear and surround the main sphere, rotating slowly. After a few inputs from the VP alien at the interface, the whole display reconfigures, putting one of the small orbiting Bohr models at the center, illuminating emerald green lines that point to it and a faint sphere of emerald green lines that surround it. The total effect of this display is beautiful and spectacular, even for David, who is an unfeeling replicant cyborg.

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At the center of the display, David observes that the green-highlighted sphere is the planet Earth. He reaches out towards it, and it falls to his hand. When it is within reach, he plucks it from its orbit, at which point the green highlights disappear with an electronic glitch sound. He marvels at it for a bit, turning it in his hands, looking at Africa. Then after he opens his hands, the VP Earth gently returns to its rightful position in the display, where it is once again highlighted with emerald, volumetric graphics.

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Finally, in a blinding flash, the display suddenly quits, leaving David back in the darkness of the abandoned room, with the exception of the small Earth display, which is floating over a small pyramid-shaped protrusion before flickering away.

After the Earth fades, david notices the stasis chambers around the outside of the room. He realizes that what he has just seen (and interacted with) is a memory from one of the aliens still present.

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Hilarious and insightful Youtube poster CinemaSins asks in the video “Everything Wrong with Prometheus in 4 minutes or Less,” “How the f*ck is he holding the memory of a hologram?” Fair question, but not unanswerable. The critique only stands if you presume that the display must be passive and must play uninterrupted like a television show or movie. But it certainly doesn’t have to be that way.

Imagine if this is less like a YouTube video, and more like a playback through a game engine like a holodeck StarCraft. Of course it’s entirely possible to pause the action in the middle of playback and investigate parts of the display, before pressing play again and letting it resume its course. But that playback is a live system. It would be possible to run it afresh from the paused point with changed parameters as well. This sort of interrupt-and-play model would be a fantastic learning tool for sensemaking of 4D information. Want to pause playback of the signing of the Magna Carta and pick up the document to read it? That’s a “learning moment” and one that a system should take advantage of. I’d be surprised if—once such a display were possible—it wouldn’t be the norm.

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The only thing I see that’s missing in the scene is a clear signal about the different state of the playback:

  1. As it happened
  2. Paused for investigation
  3. Playing with new parameters (if it was actually available)

David moves from 1 to 2, but the only change of state is the appearance and disappearance of the green highlight VP graphics around the Earth. This is a signal that could easily be missed, and wasn’t present at the start of the display. Better would be some global change, like a global shift in color to indicate the different state. A separate signal might compare As it Happened with the results of Playing with new parameters, but that’s a speculative requirement of a speculative technology. Best to put it down for now and return to what this interface is: One of the most rich, lovely, and promising examples of sensemaking interactions seen on screen. (See what I did there?)

For more about how VP might be more than a passive playback, see the lesson in Chapter 4 of Make It So, page 84, VP Systems Should Interpret, Not Just Report.

MedPod

Early in the film, when Shaw sees the MedPod for the first time, she comments to Vickers that, “They only made a dozen of these.” As she caresses its interface in awe, a panel extends as the pod instructs her to “Please verbally state the nature of your injury.”

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The MedPod is a device for automated, generalized surgical procedures, operable by the patient him- (or her-, kinda, see below) self.

When in the film Shaw realizes that she’s carrying an alien organism in her womb, she breaks free from crewmembers who want to contain her, and makes a staggering beeline for the MedPod.

Once there, she reaches for the extended touchscreen and presses the red EMERGENCY button. Audio output from the pod confirms her selection, “Emergency procedure initiated. Please verbally state the nature of your injury.” Shaw shouts, “I need cesarean!” The machine informs her verbally that, “Error. This MedPod is calibrated for male patients only. It does not offer the procedure you have requested. Please seek medical assistance else–”

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I’ll pause the action here to address this. What sensors and actuators are this gender-specific? Why can’t it offer gender-neutral alternatives? Sure, some procedures might need anatomical knowledge of particularly gendered organs (say…emergency circumcision?), but given…

  • the massive amounts of biological similarity between the sexes
  • the needs for any medical device to deal with a high degree of biological variability in its subjects anyway
  • most procedures are gender neutral

…this is a ridiculous interface plot device. If Dr. Shaw can issue a few simple system commands that work around this limitation (as she does in this very scene), then the machine could have just done without the stupid error message. (Yes, we get that it’s a mystery why Vickers would have her MedPod calibrated to a man, but really, that’s a throwaway clue.) Gender-specific procedures can’t take up so much room in memory that it was simpler to cut the potential lives it could save in half. You know, rather than outfit it with another hard drive.

Aside from the pointless “tension-building” wrong-gender plot point, there are still interface issues with this step. Why does she need to press the emergency button in the first place? The pod has a voice interface. Why can’t she just shout “Emergency!” or even better, “Help me!” Isn’t that more suited to an emergency situation? Why is a menu of procedures the default main screen? Shouldn’t it be a prompt to speak, and have the menu there for mute people or if silence is called for? And shouldn’t it provide a type-ahead control rather than a multi-facet selection list? OK, back to the action.

Desperate, Shaw presses a button that grants her manual control. She states “Surgery abdominal, penetrating injuries. Foreign body. Initiate.” The screen confirms these selections amongst options on screen. (They read “DIAGNOS, THERAP, SURGICAL, MED REC, SYS/MECH, and EMERGENCY”)

The pod then swings open saying, “Surgical procedure begins,” and tilting itself for easy access. Shaw injects herself with anesthetic and steps into the pod, which seals around her and returns to a horizontal position.

Why does Shaw need to speak in this stilted speech? In a panicked or medical emergency situation, proper computer syntax should be the last thing on a user’s mind. Let the patient shout the information however they need to, like “I’ve got an alien in my abdomen! I need it to be surgically removed now!” We know from the Sonic chapter that the use of natural language triggers an anthropomorphic sense in the user, which imposes some other design constraints to convey the system’s limitations, but in this case, the emergency trumps the needs of affordance subtleties.

Once inside the pod, a transparent display on the inside states that, “EMERGENCY PROC INITIATED.” Shaw makes some touch selections, which runs a diagnostic scan along the length of her body. The terrifying results display for her to see, with the alien body differentiated in magenta to contrast her own tissue, displayed in cyan.

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Shaw shouts, “Get it out!!” It says, “Initiating anesthetics” before spraying her abdomen with a bile-yellow local anesthetic. It then says, “Commence surgical procedure.” (A note for the grammar nerds here: Wouldn’t you expect a machine to maintain a single part of speech for consistency? The first, “Initiating…” is a gerund, while the second, “Commence,” is an imperative.) Then, using lasers, the MedPod cuts through tissue until it reaches the foreign body. Given that the lasers can cut organic matter, and that the xenomorph has acid for blood, you have to hand it to the precision of this device. One slip could have burned a hole right through her spine. Fortunately it has a feather-light touch. Reaching in with a speculum-like device, it removes the squid-like alien in its amniotic sac.

OK. Here I have to return to the whole “ManPod” thing. Wouldn’t a scan have shown that this was, in fact, a woman? Why wouldn’t it stop the procedure if it really couldn’t handle working on the fairer sex? Should it have paused to have her sign away insurance rights? Could it really mistake her womb for a stomach? Wouldn’t it, believing her to be a man, presume the whole womb to be a foreign body and try to perform a hysterectomy rather than a delicate caesarian? ManPod, indeed.

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After removing the alien, it waits around 10 seconds, showing it to her and letting her yank its umbilical cord, before she presses a few controls. The MedPod seals her up again with staples and opens the cover to let her sit up.

She gets off the table, rushes to the side of the MedPod, and places all five fingertips of her right hand on it, quickly twisting her hand clockwise. The interface changes to a red warning screen labeled “DECONTAMINATE.” She taps this to confirm and shouts, “Come on!” (Her vocal instruction does not feel like a formal part of the procedure and the machine does not respond differently.) To decontaminate, the pod seals up and a white mist fills the space.

OK. Since this is a MedPod, and it has something called a decontamination procedure, shouldn’t it actually test to see whether the decontamination worked? The user here has enacted emergency decontamination procedures, so it’s safe to say that this is a plague-level contagion. That’s doesn’t say to me: Spray it with a can of Raid and hope for the best. It says, “Kill it with fire.” We just saw, 10 seconds ago, that the MedPod can do a detailed, alien-detecting scan of its contents, so why on LV-223 would it not check to see if the kill-it-now-for-God’s-sake procedure had actually worked, and warn everyone within earshot that it hadn’t? Because someone needs to take additional measures to protect the ship, and take them, stat. But no, MedPod tucks the contamination under a white misty blanket, smiles, waves, and says, “OK, that’s taken care of! Thank you! Good day! Move along!”

For all of the goofiness that is this device, I’ll commend it for two things. The first is for pushing the notion forward of automated medicine. Yes, in this day and age, it’s kind of terrifying to imagine devices handling something as vital as life-saving surgery, but people in the future will likely find it terrifying that today we’d rather trust an error prone, bull-in-a-china-shop human to the task. And, after all, the characters have entrusted their lives to an android while they were in hypersleep for two years, so clearly that’s a thing they do.

Second, the gestural control to access the decontamination is well considered. It is a large gesture, requiring no great finesse on the part of the operator to find and press a sequence of keys, and one that is easy to execute quickly and in a panic. I’m absolutely not sure what percentage of procedures need the back-up safety of a kill-everything-inside mode, but presuming one is ever needed, this is a fine gesture to initiate that procedure. In fact, it could have been used in other interfaces around the ship, as we’ll see later with the escape pod interface.

I have the sense that in the original script, Shaw had to do what only a few very bad-ass people have been willing to do: perform life-saving surgery on themselves in the direst circumstances. Yes, it’s a bit of a stretch since she’s primarily an anthropologist and astronomer in the story, but give a girl a scalpel, hardcore anesthetics, and an alien embryo, and I’m sure she’ll figure out what to do. But pushing this bad-assery off to an automated device, loaded with constraints, ruins the moment and changes the scene from potentially awesome to just awful.

Given the inexplicable man-only settings, requiring a desperate patient to recall FORTRAN-esque syntax for spoken instructions, and the failure to provide any feedback about the destruction of an extinction-level pathogen, we must admit that the MedPod belongs squarely in the realm of goofy narrative technology and nowhere near the real world as a model of good interaction design.

The Other Users

There is another set of users of the Global Sacrifice System who bear a bit of consideration, and they are the Old Ones. They are users in the sense that this is an agreement into which they’ve entered with humanity, in order to get a continuing IV drip of (to them) pleasurable abject suffering and death. This isn’t an imposed frame on the story. The ritual spoken by Sitterson are not the words of a zookeeper managing a downed animal’s Ketamine. They’re the words of a supplicant.

As long as the organization keeps the sacrifices coming, providing the tasty intravenous drip of human suffering, the world is allowed to continue as it is for another year. With this in mind, we can analyze how the system works for those users, i.e. the Old Ones.

The outputs that the Old Ones read from the system are unavailable to us, but we can tell it’s kind of precise. There are allusions midway through the film that the titan below the cabin is somehow “watching” the sex scene. (Though that ambiguous line could refer to the ravenous horror-movie audience as well.) It can also somehow sense the suffering of the victims, and whether the details of the ritual are being carried out in the proper order. The way we know this is that when Marty’s “death” vial is inappropriately shattered, the titan causes an earthquake that rocks the complex and the cabin.

This, then, is the input that the Old Ones have: shaking the ground in their displeasure. But as a signal, it’s far too vague. Hadley and Sitterson feel the quake, but disregard it. Hadley shouts, “They must be getting excited downstairs!” and Sitterson replies somewhat jadedly, “Greatest show on earth.” Had they had any inkling that they had actually messed up (even absent of what precisely was messed up) they would have pulled out the stops to find the error and correct it.

So while we as an audience are all in favor of resetting of a world that has accepted annual ritual sacrifice of young people, neither party to the agreement—the Old Ones nor the humans—set in place a system of communication that is precise enough to keep the agreement going. And that’s a failing of the interface.