After recklessly undocking we see Ibanez using an interface of…an indeterminate nature.
Through the front viewport Ibanez can see the cables and some small portion of the docking station. That’s not enough for her backup maneuver. To help her with that, she uses the display in front of her…or at least I think she does.
The display is a yellow wireframe box that moves “backwards” as the vessel moves backwards. It’s almost as if the screen displayed a giant wireframe airduct through which they moved. That might be useful for understanding the vessel’s movement when visual data is scarce, such as navigating in empty space with nothing but distant stars for reckoning. But here she has more than enough visual cues to understand the motion of the ship: If the massive space dock was not enough, there’s that giant moon thing just beyond. So I think understanding the vessel’s basic motion in space isn’t priority while undocking. More important is to help her understand the position of collision threats, and I cannot explain how this interface does that in any but the feeblest of ways.
If you watch the motion of the screen, it stays perfectly still even as you can see the vessel moving and turning. (In that animated gif I steadied the camera motion.) So What’s it describing? The ideal maneuver? Why doesn’t it show her a visual signal of how well she’s doing against that goal? (Video games have nailed this. The “driving line” in Gran Turismo 6 comes to mind.)
If it’s not helping her avoid collisions, the high-contrast motion of the “airduct” is a great deal of visual distraction for very little payoff. That wouldn’t be interaction so much as a neurological distraction from the task at hand. So I even have to dispense with my usual New Criticism stance of accepting it as if it was perfect. Because if this was the intention of the interface, it would be encouraging disaster.
The ship does have some environmental sensors, since when it is 5 meters from the “object,” i.e. the dock, a voiceover states this fact to everyone in the bridge. Note that it’s not panicked, even though that’s relatively like being a peach-skin away from a hull breach of bajillions of credits of damage. No, the voice just says it, like it was remarking about a penny it happened to see on the sidewalk. “Three meters from object,” is said with the same dispassion moments later, even though that’s a loss of 40% of the prior distance. “Clear” is spoken with the same dispassion, even though it should be saying, “Court Martial in process…” Even the tiny little rill of an “alarm” that plays under the scene sounds more like your sister hasn’t responded to her Radio Shack alarm clock in the next room rather than—as it should be—a throbbing alert.
Since the interface does not help her, actively distracts her, and underplays the severity of the danger, is there any apology for this?
1. Better: A viewscreen
Starship Troopers happened before the popularization of augmented reality, so we can forgive the film for not adopting that technology, even though it might have been useful. AR might have been a lot for the film to explain to a 1997 audience. But the movie was made long after the popularization of the viewscreen forward display in Star Trek. Of course it’s embracing a unique aesthetic, but focusing on utility: Replace the glass in front of her with a similar viewscreen, and you can even virtually shift her view to the back of the Rodger Young. If she is distracted by the “feeling” of the thrusters, perhaps a second screen behind her will let her swivel around to pilot “backwards.” With this viewscreen she’s got some (virtual) visual information about collision threats coming her way. Plus, you could augment that view with precise proximity warnings, and yes, if you want, air duct animations showing the ideal path (similar to what they did in Alien).
The viewscreen solution still puts some burden on her as a pilot to translate 2D information on the viewscreen to 3D reality. Sure, that’s often the job of a pilot, but can we make that part of the job easier? Note that Starship Troopers was also created after the popularization of volumetric projections in Star Wars, so that might have been a candidate, too, with some third person display nearby that showed her the 3D information in an augmented way that is fast and easy for her to interpret.
3. Autopilot or docking tug-drones
Yes, this scene is about her character, but if you were designing for the real world, this is a maneuver that an agentive interface can handle. Let the autopilot handle it, or adorable little “tug-boat” drones.