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.

DuoMento, improved

Forgive me, as I am but a humble interaction designer (i.e., neither a professional visual designer nor video editor) but here’s my shot at a redesigned DuoMento, taking into account everything I’d noted in the review.

  • There’s only one click for Carl to initiate this test.
  • To decrease the risk of a false positive, this interface draws from a large category of concrete, visual and visceral concepts to be sent telepathically, and displays them visually.
  • It contrasts Carl’s brainwave frequencies (smooth and controlled) with Johnny’s (spiky and chaotic).
  • It reads both the brain of the sender and the receiver for some crude images from their visual cortex. (It would be better at this stage to have the actors wear some glowing attachment near a crown to show how this information was being read.)

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These changes are the sort that even in passing would help tell a more convincing narrative by being more believable, and even illustrating how not-psychic Johnny really is.

DuoMento

Carl, a young psychic, has an application at home to practice and hone his mental powers. It’s not named in the film, so I’m going to call it DuoMento. We see DuoMento in use when Carl uses it to try and help Johnny find if he has any latent psyhic talent. (Spoiler alert: It doesn’t work.)

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Setup

DuoMento challenges its users with blind matching tests. For it, the “thought projector” (Carl) sits in a chair at a desk with a keyboard and a desktop monitor before him. The “thought receiver” (Johnny) sits in a chair facing the thought projector, unable to see either the desktop monitor or the large, wall-mounted screen behind him, which duplicates the image from the desktop monitor. To the receiver’s right hand is a small elevated panel of around 20 white push buttons.

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Blind matching

For the test, two Hoyle playing cards appear on the screen side-by-side, face down. Carl presses a key on his keyboard, and one card flips over to reveal its face. Carl concentrates on the face-up card, attempting to project the identity of the card to Johnny. Johnny tries his best to receive the thought. It’s intense.

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When Johnny feels he has an answer, he says, “I see…Ace of Spades,” and reaches forward and presses a button on the elevated panel. In response, the hidden card flips over as the ace of spades. An overlay appears on top of the two cards indicating if it was a match. Lacking any psychic abilities, Johnny gets a big label reading “NO MATCH,” accompanied by a buzzer sound. Carl resets it to a new card with three clicks on his keyboard.

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Not very efficient

Why does it take Carl three clicks to reset the cards? You’d think on such a routine task it would be as simple as pressing [space bar]. Maybe you want to prevent accidental activation, but still that’s a key with a modifer, like shift+[space bar]. Best would be if Carl was also a telekinetic. Then he could just mentally push a switch and get some of that practice in. If that switch offered variable resistance it could increase with each…but I digress since he’s just a telepath.

A semi-questionable display

I get why there’s a side-by-side pair of cards. People are much better at these sorts of comparison tasks when objects are side-by-side. But ultimately, it conveys the wrong thing. Having a face down card that flips over implies that that face-down card is the one that Johnny’s trying to guess. But it’s not. The one that’s already turned over is the one he’s trying to guess. Better would be a graphic that implies he’s filling in the blank.

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Better still are two separate screens: One for the projector with a single card displayed, and a second for the receiver with this same graphic prompting him to guess. This would require a little different setup when shooting the scene, with over-the-shoulder shots for each showing the different screen. But audiences are sophisticated enough to get that now. Different screens can show different things.

Mismatched inputs?

At first it seems like Johnny’s input panel is insufficient for the task. After all, there are 52 cards in a standard deck of cards and only 20 buttons. But having a set of 13 keys for the card ranks and 4 for the suit is easy enough, reduces the number of keys, and might even let him answer only the part he’s confident in if the image hasn’t quite come through.

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Does it help test for “sensitivity”?

Psychic powers are real in the world of Starship Troopers, so we’re going not going to question that. Instead the question at hand will be: Is this the best test for psychic sensitivity?

Visual cheating

I do wonder that having a lit screen gives the receiver a reflection in the projector’s eyes to detect, even if unconsciously. An eagle-eyed receiver might be able to spot a color, or the difference between a face card and a number card. Better would be some way for the projector to cover his eyes while reading the subject, and dim that screen afterward.

The risk of false positives

More importantly, such a test would want to eliminate the chance that the receiver guessed correctly by chance. The more constrained and familiar the range of options, the more likely they are to get a false positive, which wouldn’t help anything except confidence, and even that would be false. I get that when designing skills-building interfaces, you want to start easy and get progressively more challenging. But it makes more sense to constrain the concepts being projected to things that are more concrete and progress to greater abstraction or more nuance. Start with “fire,” perhaps, and advance to “flicker” or “warmth.” For such thoughts, a video cue of a word randomly selected from that pool of concepts would make the most sense. And for cinematic directness (Starship Troopers was nothing if not direct) you should overlay the word onto the video cue as well.

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Better input

The next design challenge then becomes how does the receiver provide to the system what, if anything, they’re receiving. Since the concepts would be open-ended, you need a language-input mechanism: ANSI keyboard for typing, or voice recognition.

Additionally, I’d add a brain-reading interface that was able to read his brain as he was attempting to receive. Then it could detect for the right state of mind, e.g. an alpha state, as well as areas of the brain that are being activated. Cinematically you could show a brain map, indicating the brain state in a range, the areas of the brain being activated. Having the map on hand for Johnny would let him know to relax and get into a receptive state. If Carl had the same map he could help prompt him.

In a movie you’d probably also want a crude image feed being “read” from Johnny’s thoughts. It might charmingly be some dumb, non-fire things, like scenes from his last jump ball game, Carmen’s face and cleavage, and to Carl’s shame, a recollection of the public humilation suffered recently at his hand.

But if this interface (and telepathy) was real, you wouldn’t want to show that to Johnny, as it might cause distracting feedback loops, and you wouldn’t want to show it to Carl less he betray when Johnny is getting close, and encourage Johnny’s zeroing in on the concept through subtle social cues instead of the desired psychic ones. Since it’s not real, let’s comp it up next more cinematically.