The doctor’s office is a stark, concrete room with a single desk framed under large windows and a tall vaulted ceiling. Two chairs sit on a carpet in front of the desk for patients. A couple pieces of art and personal photos line the room, but they are overwhelmed by the industrial-ness of the rest of the space.
When the doctor enters, he carries a large folder with the patient’s health information and background on paper. He then talks with the patient directly, without help from notes or his patient’s folder.
There is no visible computer in the room.
While not a traditional interface, this office is interesting because it lacks any traditional interactive features of a futuristic doctor’s office; things like holograms, giant computer screen walls, and robots are completely absent. Continue reading →
After Alphy sings to wake her from her 154-hour sleep, Barbarella turns to one of a pair of transparent plastic domes beside her bed. As Alphy announces that she should “prepare to insert nourishment,” a tall cylindrical glass, filled with a purple fluid, rises from a circular recession. All Barbarella has to do is lift the hinged dome, grab the glass, and drink. When she’s done she puts the glass back into the plastic dome, and Alphy takes care of the rest.
Sharp-eyed readers may note that there are two sets of rectangular buttons in the dome. Each set as one black, one gray, and one white button. We don’t see these buttons being used.
As an interface, this is about as simple as it gets.
Human has need.
Agent anticipates need.
Agent does what it can to address the need.
Agent provides respectful, just-in-time instructions to the human on her part.