Deckard’s Front Door Key

I’m sorry. I could have sworn in advance that this would be a very quick post. One or two paragraphs.

  • Narrator
  • It wasn’t.

Exiting his building’s elevator, Deckard nervously pulls a key to his apartment from his wallet. The key is similar to a credit card. He inserts one end into a horizontal slot above the doorknob, and it quickly *beeps*, approving the key. He withdraws the key and opens the door.

The interaction…

…is fine, mostly. This is like a regular key, i.e. a physical token that is presented to the door to be read, and access granted or denied. If the interaction took longer than 0.1 second it would be important to indicate that the system was processing input, but it happens nearly instantaneously in the scene.

A complete review would need to evaluate other use cases.

  • How does it help users recover when the card is inserted incorrectly?
  • How does it reject a user when it is not the right key or the key has degraded too far to be read?

But of what we do see: the affordance is clear, being associated with the doorknob. The constraints help him know the card goes in lengthwise. The arrows help indicate which way is up and the proper orientation of the card. It could be worse.

A better interaction might arguably be no interaction, where he can just approach the door, and a key in his pocket is passively read, and he can just walk through. It would still need a second factor for additional security, and thinking through the exception use cases; but even if we nailed it, the new scene wouldn’t give him something to nervously fumble because Rachel is there, unnerving him. That’s a really charming character moment, so let’s give it a pass for the movie.

Accessibility

A small LED would help it be more accessible to deaf users to know if the key has been accepted or rejected.

The printing

The key has some printing on it. It includes the set of five arrows pointing the direction the key must be inserted. Better would be a key that either used physical constraints to make it impossible to insert the card incorrectly or to build the technology such that it could be read in any way it is inserted.

The rest of the card has numerals printed in MICR and words printed in a derived-from-MICR font like Data70. (MICR proper just has numerals.) MICR was designed such that the blobs on the letterforms, printed in magnetic ink, would be more easily detectible by a magnetic reader. It was seen as “computery” in the 1970s and 1980s (maybe still to some degree today) but does not make a lot of sense here when that part of the card is not available to the reader.

Privacy

Also on the key is his name, R. DECKARD. This might be useful to return the key to its rightful owner, but like the elevator passphrase, it needlessly shares personally identifiable information of its owner. A thief who found this key could do some social hacking with the name and gain access to his apartment. There is another possible solution for getting the key back to him if lost, discussed below.

The numbers underneath his name are hard to read, but a close read of the still frame and correlation across various prop recreations seem to agree it reads

015 91077
VP45 66-4020

While most of this looks like nonsense, the five-digit number in the upper right is obviously a ZIP code, which resolves to Arcadia, California, which is a city in Los Angeles county, where Blade Runner is meant to take place.

Though a ZIP code describes quite a large area, between this and the surname, it’s providing a potential identity thief too much.

Return if found?

There are also some Japanese characters and numbers on the graphic beneath his thumb. It’s impossible to read in the screen grab.

If I was consulting on this, I’d recommend—after removing the ZIP code—that this be how to return they key if it is found, so that it could be forwarded, by the company, to the owner. All the company would have to do is cross-reference the GUID on the key to the owner. It would be a nice nod to the larger world.

(Repeated for easy reference.)

The holes

You can see there are also holes punched in the card. (re: the light dots in the shadow in the above still.) They must not be used in this interaction because his thumb is covering so much of them. They might provide an additional layer of data, like the early mechanical key card systems. This doesn’t satisfy either of the other aspects of multifactor authentication, though, since it’s still part of the same physical token.

This…this is altered.

I like to think this is evidence that this card works something like a Multipass from The Fifth Element, providing identity for a wide variety of services which may have different types of readers. We just don’t see it in the film.

Security

Which brings us, as so many things do in sci-fi interfaces, back to multi-factor authentication. The door would be more secure if it required two of the three factors. (Thank you Seth Rosenblatt and Jason Cipriani for this well-worded rule-of-thumb)

  • Knowledge (something the user and only the user knows)
  • Possession (something the user and only the user has)
  • Inherence (something the user and only the user is)

The key counts as a possession factor. Given the scene just before in the elevator, the second factor could be another voiceprint for inherence. It might be funny to have him say the same phrase I suggested in that post, “Have you considered life in the offworld colonies?” with more contempt or even embarrassment that he has to say something that demeaning in front of Rachel.

Now, I’d guess most people in the audience secure their own homes simply with a key. More security is available to anyone with the money, but economics and the added steps for daily usage prevent us from adopting more. So, adding second factor, while more secure, might read to the audience as an indicator of wealth, paranoia, or of living in a surveillance state, none of which would really fit Blade Runner or Deckard. But I would be remiss if I didn’t mention it.

Unity Vision

One of my favorite challenges in sci-fi is showing how alien an AI mind is. (It’s part of what makes Ex Machina so compelling, and the end of Her, and why Data from Star Trek: The Next Generation always read like a dopey, Pinnochio-esque narrative tool. But a full comparison is for another post.) Given that screen sci-fi is a medium of light, sound, and language, I really enjoy when filmmakers try to show how they see, hear, and process this information differently.

In Colossus: The Forbin Project, when Unity begins issuing demands, one of its first instructions is to outfit the Computer Programming Office (CPO) with wall-mounted video cameras that it can access and control. Once this network of cameras is installed, Forbin gives Unity a tour of the space, introducing it visually and spatially to a place it has only known as an abstract node network. During this tour, the audience is also introduced to Unity’s point-of-view, which includes an overlay consisting of several parts.

The first part is a white overlay of rule lines and MICR characters that cluster around the edge of the frame. These graphics do not change throughout the film, whether Unity is looking at Forbin in the CPO, carefully watching for signs of betrayal in a missile silo, or creepily keeping an “eye” on Forbin and Markham’s date for signs of deception.

In these last two screen grabs, you see the second part of the Unity POV, which is a focus indicator. This overlay appears behind the white bits; it’s a blue translucent overlay with a circular hole revealing true color. The hole shows where Unity is focusing. This indicator appears, occasionally, and can change size and position. It operates independently of the optical zoom of the camera, as we see in the below shots of Forbin’s tour.

A first augmented computer PoV? 🥇

When writing about computer PoVs before, I have cited Westworld as the first augmented one, since we see things from The Gunslinger’s infrared-vision eyes in the persistence-hunting sequences. (2001: A Space Odyssey came out the year prior to Colossus, but its computer PoV shots are not augmented.) And Westworld came out three years after Colossus, so until it is unseated, I’m going to regard this as the first augmented computer PoV in cinema. (Even the usually-encyclopedic TVtropes doesn’t list this one at the time of publishing.) It probably blew audiences’ minds as it was.

“Colossus, I am Forbin.”

And as such, we should cut it a little slack for not meeting our more literate modern standards. It was forging new territory. Even for that, it’s still pretty bad.

Real world computer vision

Though computer vision is always advancing, it’s safe to say that AI would be looking at the flat images and seeking to understand the salient bits per its goals. In the case of self-driving cars, that means finding the road, reading signs and road makers, identifying objects and plotting their trajectories in relation to the vehicle’s own trajectory in order to avoid collisions, and wayfinding to the destination, all compared against known models of signs, conveyances, laws, maps, and databases. Any of these are good fodder for sci-fi visualization.

Source: Medium article about the state of computer vision in Russia, 2017.

Unity’s concerns would be its goal of ending war, derived subgoals and plans to achieve those goals, constant scenario testing, how it is regarded by humans, identification of individuals, and the trustworthiness of those humans. There are plenty of things that could be augmented, but that would require more than we see here.

Unity Vision looks nothing like this

I don’t consider it worth detailing the specific characters in the white overlay, or backworlding some meaning in the rule lines, because the rule overlay does not change over the course of the movie. In the book Make It So: Interaction Design Lessons from Sci-fi, Chapter 8, Augmented Reality, I identified the types of awareness such overlays could show: sensor output, location awareness, context awareness, and goal awareness, but each of these requires change over time to be useful, so this static overlay seems not just pointless, but it risks covering up important details that the AI might need.

Compare the computer vision of The Terminator.

Many times you can excuse computer-PoV shots as technical legacy, that is, a debugging tool that developers built for themselves while developing the AI, and which the AI now uses for itself. In this case, it’s heavily implied that Unity provided the specifications for this system itself, so that doesn’t make sense.

The focus indicator does change over time, but it indicates focus in a way that, again, obscures other information in the visual feed and so is not in Unity’s interest. Color spaces are part of the way computers understand what they’re seeing, and there is no reason it should make it harder on itself, even if it is a super AI.

Largely extradiegetic

So, since a diegetic reading comes up empty, we have to look at this extradiegetically. That means as a tool for the audience to understand when they’re seeing through Unity’s eyes—rather than the movie’s—and via the focus indicator, what the AI is inspecting.

As such, it was probably pretty successful in the 1970s to instantly indicate computer-ness.

One reason is the typeface. The characters are derived from MICR, which stands for magnetic ink character recognition. It was established in the 1950s as a way to computerize check processing. Notably, the original font had only numerals and four control characters, no alphabetic ones.

Note also that these characters bear a style resemblance to the ones seen in the film but are not the same. Compare the 0 character here with the one in the screenshots, where that character gets a blob in the lower right stroke.

I want to give a shout-out to the film makers for not having this creeper scene focus on lascivious details, like butts or breasts. It’s a machine looking for signs of deception, and things like hands, microexpressions, and, so the song goes, kisses are more telling.

Still, MICR was a genuinely high-tech typeface of the time. The adult members of the audience would certainly have encountered the “weird” font in their personal lives while looking at checks, and likely understood its purpose, so was a good choice for 1970, even if the details were off.

Another is the inscrutability of the lines. Why are they there, in just that way? Their inscrutability is the point. Most people in audiences regard technology and computers as having arcane reasons for the way they are, and these rectilinear lines with odd greebles and nurnies invoke that same sensibility. All the whirring gizmos and bouncing bar charts of modern sci-fi interfaces exhibit the same kind of FUIgetry.

So for these reasons, while it had little to do with the substance of computer vision, its heart was in the right place to invoke computer-y-ness.

Dat Ending

At the very end of the film, though, after Unity asserts that in time humans will come to love it, Forbin staunchly says, “Never.” Then the film passes into a sequence that is hard to tell whether it’s meant to be diegetic or not.

In the first beat, the screen breaks into four different camera angles of Forbin at once. (The overlay is still there, as if this was from a single camera.)

This says more about computer vision than even the FUIgetry.

This sense of multiples continues in the second beat, as multiple shots repeat in a grid. The grid is clipped to a big circle that shrinks to a point and ends the film in a moment of blackness before credits roll.

Since it happens right before the credits, and it has no precedent in the film, I read it as not part of the movie, but a title sequence. And that sucks. I wish wish wish this had been the standard Unity-view from the start. It illustrates that Unity is not gathering its information from a single stereoscopic image, like humans and most vertebrates do, but from multiple feeds simultaneously. That’s alien. Not even insectoid, but part of how this AI senses the world.