The transition from Beijing to the Newark copyshop is more involved. After he travels around a bit, he realizes he needs to be looking back in Newark. He “rewinds” using a pull gesture and sees the copyshop’s pyramid. First there is a predominantly blue window that unfolds as if it were paper.
And then the copyshop initial window expands. Like the Beijing hotel, this is a floor plan view, but unlike the hotel it stays two dimensional. It appears that cyberspace works like the current world wide web, with individual servers for each location that can choose what appearance to present to visitors.
Johnny again selects data records, but not with a voice command. The first transition is a window that not only expands but spins as it does so, and makes a strange jump at the end from the centre to the upper left.
Once again Johnny uses the two-handed expansion gesture to see the table view of the records.Continue reading →
After selecting its location from a map, Johnny is now in front of the virtual entrance to the hotel. The virtual Beijing has a new color scheme, mostly orange with some red.
The “entrance” is another tetrahedral shape made from geometric blocks. It is actually another numeric keypad. Johnny taps the blocks to enter a sequence of numbers.
The tetrahedral keypad
Note that there can be more than one digit within a block. I mentioned earlier that it can be difficult to “press” with precision in virtual reality due to the lack of tactile feedback. Looking closely, here the fingers of Johnny’s “hands” cast a shadow on the pyramid, making depth perception easier.Continue reading →
One computer in the control room is dedicated to showing the status of the Jeeps out on tour, and where they currently are on the island.
Next to the vehicle outline, we see the words “Vehicle Type: Ford Explorer” (thank you, product placement) along with “EXP” 4–7. EXP 4 & 5 look unselected, but have green dots next to them, while EXP 6 & 7 look selected with red dots next to them. No characters interact with this screen. Mr. Arnold does tap on it with a pen (to make a point though, not to interact with it).
On the right hand side of the screen also see a top-down view of the car with the electric track shown underneath, and little red arrows pointing forward. Below the graphic are the words “13 mph”. The most visible and obvious indicator on the screen is the headlights. A large “Headlights On” indicator is at the top of the screen, with highlighted cones coming out of the Jeep where the headlights are on the car. Continue reading →
A number of the interfaces in Jurassic Park show a plan view map of the paddocks on the island. Some of them are quite unusual (take a look that that wraparound one in the center) and we wondered if the paddock shapes made any sense. It’s a little outside the site’s focus on interaction design, but that didn’t matter. Once we had the question, it kept tugging on our gastralia.
But, we’re not zoo architects, so we reached out to one of the premier such agencies, CLR Design in Philadelphia. They specialize in designing zoo environments and have an impressive portfolio with plans and exhibits all over the United States and around the world.
Don’t see any unarmed dinosaur paddocks HERE, now do you?
“They,” we thought, “They’ll be able to give us an informed opinion.” So we shot them an email, explained the odd request, and to our nerdy delight Dan Gregory gave us the following awesome thoughts. Continue reading →
Jurassic Park’s weather prediction software sits on a dedicated computer. It pulls updates from some large government weather forecast (likely NOAA). The screen is split into three sections (clockwise from top left):
A 3D representation of the island and surrounding ocean with cloud layers shown
A plan view of the island showing cloud cover
A standard climate metrics along the bottom with data like wind direction (labeled Horizontal Direction), barometric pressure, etc.
We also see a section labeled “Sectors”, with “Island 1” currently selected (other options include “USA” and “Island 2”…which is suitably mysterious).
Using the software, they are able to pan the views to the area of ocean with an incoming tropical storm. The map does not show rainfall, wind direction, wind speed, or distance; but the control room seems to have another source of information for that. They discuss the projected path of the storm while looking at the map.
The park staff relies on the data from weather services of America and Costa Rica, but doesn’t trust their conclusions (Muldoon asks if this storm will swing out of the way at the last second despite projections, “like the last one”). But the team at Jurassic Park doesn’t have any information on what’s actually happening with the storm.
Unlike local weather stations here in the U.S., or sites like NOAA weather maps, there is in this interface a lack of basic forecasting information like, say, precipitation amount, precipitation type, individual wind speeds inside the storm, direction, etc… Given the deadly, deadly risks inherent in the park, this seems like a significant oversight.
The software has spent a great deal of time rendering a realistic-ish cloud (which, we should note looks foreshadowingly like a human skull), but neglects to give information that is taken for granted by common weather information systems.
When the park meteorologist isn’t on duty, or isn’t awake, or has his attention on the Utahraptor trying to smash its way into the control room, the software should provide some basic information to everyone on staff:
What does the weather forecast look like over the next few hours and days?
When the weather is likely to be severe, there’s more information, and it needs to urgently get the attention of the park staff.
What’s the prediction?
Which parts of the park will be hit hardest?
Which tours and staff are in the most dangerous areas?
How long will the storm be over the island?
If this information tied into mobile apps or Jurassic Park’s wider systems, it could provide alerts to individual staff, tourists, and tours about where they could take shelter.
Make the Information Usable
Reorienting information that is stuck on the bottom bar and shifting it into the 3d visual would lower the cognitive load required to understand everything that’s going on. Adding in visuals for other weather data (taken for granted in weather systems now) would bring it at least up to standard.
Finally, putting it up on the big monitor either on demand or when it is urgent would make it available to everyone in the control room, instead of just whoever happened to be at the weather monitor. Modern systems would push the information information out to staff and visitors on their mobile devices as well.
With those changes, everyone could see weather in real time to adjust their behavior appropriately (like, say, delaying the tour when there’s a tropical storm an hour south), the programmer could check the systems and paddocks that are going to get hit, and the inactive consoles could do whatever they needed to do.