Rocky Horror: The OSHA Report

AI-generated image: Brad and Janet drive in the rain while the OSHA inspector takes notes in the back seat.

U.S. Department of Labor

Occupational Safety and Health Administration

Denton Area Office

Route 2181, Denton, Texas

Inspection Number:
1975-RHPS-0001
Inspection Date(s):
One night in November, rain
Issuance Date:
06 Oct 2026

Citation and Notification of Penalty

To:Frank-N-Furter, d/b/a RKO Radio Pictures
The Castle (no street address; follow the light over at the Frankenstein place)
Denton, Texas
Inspection Site:Laboratory, upper floor. Access via elevator.
Employees observed:Riff Raff (handyman); Magenta (domestic); Columbia (groupie; classification disputed); Rocky (newly created; employment status pending)
Compliance Officer:Redacted Redacted, CSHO
Weather:Rain.

This Citation and Notification of Penalty describes violations of the Occupational Safety and Health Act of 1970 observed at the site above. The employer must post this Citation, or a copy of it, in a prominent place at or near the location of the violation(s) cited, where it can be readily seen by all affected employees, whether the location has lifted off the ground and fled the planet or not.

The employer, Frank-N-Furter, may contest this Citation within fifteen working days of receipt. Contests must be submitted in writing. See Section 5.

1. Scope

I was retained to inspect a control panel. I understand that others have already reviewed the individual instruments on it, and I have read those notes. I am not going to repeat them, partly because it would be redundant and partly because I have run out of ways to write “the switch goes the wrong way.”.

This report treats the panel as a system: one workstation, operated by four different people, for at least five different purposes, from a room that is also a stage, a dinner theatre, and, I think, a crime scene. The question is not whether any given lever is a good lever. The question is whether a person standing in front of this wall, under pressure, can tell what is happening and do something sensible about it.

The answer to these questions is no, and the reasons are below.

2. Citation

Citation 1 Item 1 Type of Violation: Serious OSH Act §5(a)(1): General Duty Clause

The employer has failed to furnish a place of employment free from recognized hazards, in that the laboratory control panel, taken as a whole, provides its operators with no reliable means of determining the current state of the equipment, no consistent means of being warned when that state becomes dangerous, and no indication of what the equipment will do next. Each of the individual instruments could be redesigned to the satisfaction of the prior reviewers and this citation would still stand.

Findings supporting this citation follow, organized the way I was trained to organize them and not the way the employer organized his wall.

Date By Which Violation Must be Abated: 30 days 

3. Findings

3.1 Perception and reading

Nobody can read this panel from where they use it. The panel is operated by an employee standing at arm’s length, but it is commanded by the employer from across the laboratory, typically from beside the vat, typically while…shouting and pointing? From that distance, nothing on the wall is legible: not the stencils, not the needle, not the scope traces. The employer is issuing instructions to an instrument he cannot see, and receiving confirmation by watching whether his employee’s arm moves. The arm is the display. This is not a reading distance for which anything on the panel was sized.

The panel has no “normal.” A good panel can be check‑read: a glance tells you whether everything is where it should be. This panel has one quantitative instrument, two qualitative ones, and no way to tell at a glance whether the system is idle, armed, running, or faulted. Every housing is the same red whether the unit inside is on or off. The only difference between a panel that is doing nothing and a panel that is about to petrify someone is the angle of one handle among several identical handles.

The environment fights the displays. The panel is mounted on a wall of illuminated glass brick, which means the brightest thing in the operator’s field of view is the background, and the instruments are silhouetted against it. The few internally lit elements (oscilloscope, one green flashing lightning thingy, some triangular buttons) are competing with a backlit wall and intermittent steam. State is encoded in lever position, a dim gauge, green light, or in nothing. There is no redundant coding by shape, position, or text for anything that changes.

3.2 Information hierarchy

Everything has the same visual weight. A closed‑circuit television, a power‑input control, and a device that turns people to stone are presented as similar red boxes of identical size with similar stencils, arranged in no particular order. The hierarchy of consequence—the thing that tells a stressed operator which of these to look at first —has not been designed. It has been powder‑coated and danced around.

Spatial memory has been sabotaged. Two controls that undo each other are in different rooms. The controls used together in the laboratory are spread from the ceiling (fluid cylinders, in a chandelier?) to the floor (a handwheel) to the wall (everything else), with a cross‑room walk in between. The layout does not reflect the order in which anything is used, and there is no evidence it was ever stable—the employer moves between panel, vat, platform, and elevator with the confidence of a man who has never had to find a control in the dark.

The motion budget is spent on steam. The largest, most eye‑catching moving element in the laboratory is vapour escaping from pipes near the reactor control, which carries less than no information at all—it obscures the interface. The scope traces in the oscilloscope move continuously whether or not anything is happening. The one moving element that does carry information—the needle—is the smallest and dimmest. Attention througout is being drawn to the wrong things.

3.3 Alerting philosophy

There isn’t one. I looked for a warning tier, a caution tier, and an advisory tier. I found a green lightning bolt that flashes for roughly for a fleeting moment when the most dangerous device on the wall fires. Green. For the weapon. The only escalating signal in the room—the hum that rises with the power of the electromagnet—tracks power, not hazard, and it is heard by everyone in the castle and directed at no one.

Nothing latches. If the operator looks away during the flash, the panel retains no record that the Medusa (note, that is its name, as confirmed by the wall stencil) was ever actuated. There is no “fired” indicator, no count, no armed/safe state. The panel cannot tell you what it did ten seconds ago, which means it cannot tell a new operator anything about the situation they have just walked into.

The nuisance rate, the amount of distracting noise compared to signal, is…and I’ve never had to write this…100%. The oscilloscopes wave whenever they are on and mean nothing in particular. The steam vents whenever the reactor is stepped up and is treated as normal. Employees have been trained, by the equipment itself, to ignore every visible signal the equipment produces. When a genuine fault occurs it will present as exactly the kind of light and vapour everyone has learned to disregard.

Every signal is ambiguous. Not one indication on this panel says what is wrong, where, or what to do about it. The closest thing to a fault annunciator in the building is the monitor going to static, which is the least important device in the room and the only one that admits when it has failed.

3.4 System state and modes

The mode annunciator is a person. The panel supports at least five distinct operating modes—monitoring, vivification, magnetic retrieval, freezing, petrification—and no element of the panel indicates which is active, whether they are mutually exclusive, or what happens if two are engaged at once. As it is, mode transitions are announced by the employer shouting the name of the next mode across the room. When the employer is not shouting, the current mode is unknowable. When the employer is singing and dancing, it is worse.

There is no “I have the controls.” Over the course of the inspection, four different people operated this panel: two employees, the employer, and a houseguest with no training and, at that point, no shoes, no protective gear, and no, uh, clothes. At no time was there any indication of who was in control, any handoff protocol, or any lockout to prevent one operator’s action from stacking on another’s. Aviation solved this with three words and a rule about who says them. This laboratory seems to believe they “solved it” with an nod.

Trust is uncalibrated in both directions. The panel displays nothing about what the equipment perceives or intends: not what the magnet is about to pull, not who the Medusa will resolve to, not what the reactor is even doing. As a result, operators have no basis for confidence, yet use the equipment with total confidence anyway, I guess because…it has always worked? This is the trust profile of someone who has never seen a failure, which points to a lack of training that is unfortunately not part of the scope of this document.

3.5 Controls

Prior reviewers have covered mapping and switch selection in detail and I refer the employer to their notes. Two system‑level findings remain.

Negative transfer is designed in. The panel borrows from at least four control lineages — theatrical lighting, automotive shifters, telegraphy, and the slot machine—and every one of them brings habits that are wrong for its neighbor. An operator who has driven a car will treat the guided channel as a gear shift, a mode selector. An operator who has run a lighting board will treat the knife switches as a persistent state, when one of them is momentary. One of those control attitudes will be wrong at least half the time. Conventions were not chosen so much as randomly distributed.

No operator has been qualified. The panel is used by anyone who happens to stand nearby. The houseguest operated the monitor on first contact without instruction. Nothing on the panel distinguishes controls an untrained person may touch from controls that literally petrify people. The envelope runs from floor to cupola, the operators range from a man on his knees to a man in platform heels on a ramp, and no one has asked whether any of them can reach or see the things they are expected to reach and see.

3.6 Failure and degradation

A dead panel and a live panel look the same. With the scopes off, the wall is a set of red boxes with handles. There is no power‑on indication for the panel as a whole, no indication that any individual unit has lost supply, and no way to distinguish “off” from “failed”.

Every switch displays commanded state, not actual state. A handle in the down position tells the operator the circuit should be closed. It does not tell them that it is. A welded contact, a broken linkage, or a burnt‑out unit will leave the handle exactly where it was and the operator none the wiser. There is one feedback loop on the wall that closes on the effect rather than the input. It is a dial associated with the Reactor Power Input, and that is wholly unlabeled. More on this below. 

Load and limit are invisible. The entire panel appears to draw from a single reactor whose only readout is a needle on an unscaled dial with no red zone, no maximum, and no indication of what is drawing from it. The employer stepped it up “three points.” Three points toward what? He did not answer when I asked. He just sort of glared intensely.

The effect lags the action. The magnet reaches full power and then does nothing until a fourth, separate, unmarked action is taken. Delay between control and effect is how operators learn to overshoot, and overshooting is how you wind up with  a wheelchair through a wall and the full force of the Americans with Disabilities Act shutting down your laboratory.

3.7 Regulatory and evaluation

No mandated indications are present. There is no high‑voltage marking, no energized‑equipment marking, no emergency stop, and no means of de‑energizing the panel from the operator’s position. I am not aware of a standard symbol for petrification, and I would settle for a standard symbol for anything here.

Nothing has ever been tested. The panel was, as far as I can determine, built to be looked at, and the only evaluation it has received is an audience. I found no evidence of occlusion testing, of any attempt to measure what an operator can read in a single glance, or of a single rehearsed failure scenario. The one unplanned failure I observed—the specimen leaving the vat under its own power—was handled entirely without reference to the panel, which is the most honest review of the panel anyone has yet produced.

4. Abatement

The employer is directed to abate within 30 days. Component‑level fixes recommended by prior reviewers are endorsed and incorporated by reference. In addition, at the system level:

  1. Establish a hierarchy. Decide which three things an operator must be able to read from anywhere in the room, and make them the largest, brightest, and most stable things on the wall. Everything else gets smaller.
  2. Give the panel a normal state. One indication, visible across the lab, that says the system is idle and safe. If it is not lit, nobody touches anything.
  3. Design an alerting scheme. Three tiers, each with its own colour, sound, and fixed location. Red for danger. Green for safe. Note: Petrifying a guest is not green. Warnings latch until acknowledged.
  4. Annunciate the mode. One display that states which of the five modes is active and refuses to let a second one engage without an explicit transition. The employer may continue to shout, but the panel must no longer depend on it.
  5. Close the feedback loop. Every actuated state gets a confirming indication driven by the effect, not the handle.
  6. Assign control. One operator at a time, indicated on the panel, with a handoff step. Untrained persons are locked out.
  7. Silence the nuisances. The scopes display only when they mean something. The steam gets a label or a pipe or, I don’t know, repaired? 
  8. I don’t know…Test it? Occlusion trials at operating distance for each operator, and at least one rehearsed failure that is neither a musical number nor a murder.

The inspector will return in 30 days to verify abatement, should the house return to this planet.

5. Inspector’s Closing Statement

I am aware that this equipment and its operators are…theatrical…and that its inscrutability may be the point. If I understood the lyrical explanations correctly, the aim is a    display of expertise to visiting conventioneers, a guild moat around the practice. I have inspected many workplaces built to impress the owner’s guests. What they have in common is that the owner is the only person who knows how they work, and the owner is never the one standing at the panel when it goes wrong.

The individual instruments on this wall are poorly chosen. But you could replace every one of them with a textbook control and this panel would still have no hierarchy, no normal, no warning, no mode, no feedback, and no one qualified to run it. Those are not properties of switches. They are properties of the system, and the system was never designed. It was assembled, painted red, and lit from behind.      

Penalties are itemized on the attached schedule. The employer may contest this citation within fifteen working days. He may not, it must be said, contest it through song.

Redacted Redacted
Compliance Safety and Health Officer
OSHA Region V

Attachment A: Penalty schedule (7 pp.)

Attachment B: Prior component reviews, incorporated by reference (4 docs.)

Attachment C: Proposed panel relayout, one sheet, coffee‑stained (1 p.)

Citation and Notification of Penalty Page 1 of 1 OSHA-2 (Rev. 9/93)
AI-generated image: The OSHA inspector takes notes as Riff blasts Rocky with pink laser beams.

Rocky Horror Sonic Transducer, Medusa, and de-Medusa

All of these interfaces (Sonic Transducer, Medusa, and de-Medusa) are similar in interaction and instructive to compare, so I’ll be reviewing them together in this post.

Janet, Brad, and Dr. Scott in his wheelchair stand on a raised circular platform in Frank-N-Furter's pink-tiled lab. Frank stands to the right at a red control panel.

After the terrifying dinner party and subsequent chase around the castle, Janet, Brad, and Dr. Scott wind up on a raised platform facing Frank-N-Furter in the laboratory, and, fed up with their nonsense, he activates the Sonic Transducer.

Sonic Transducer

To do this, he pulls a large double-pole knife switch mounted to the panel between the Reactor Power Input and Monitor from an up to a down position.

This has the effect of “freezing in place” the people on the platform. One must presume that the effect lasts as long as the switch is down.

That’s it. That’s the interaction.

The Transducer will seduce ya

Dr. Scott guesses on hearing the name that, “It is, I suppose, some kind of audio-vibratory physio-molecular transport device?” Brad grips his shoulder and says, “You mean…!” Dr. Scott confirms it, “A device which is capable of breaking down solid matter and then projecting it through space and—who knows—maybe even time itself.”

Narrator: It wasn’t.

I mean, in the show it is, but I think that term “sonic transducer” was included in the script because it sounded pseudoscientific, mocking the B-movie shows from which this movie draws some inspiration. But that term does mean a real thing in the real world, and I don’t want any engineers reading to be confused.

Map it, Janet

The mapping here is upside-down. As I noted in the prior post, for vertical controls, up naturally maps to on. There is a competing map here, that [switch down == feet down]. (Yes, yes. Vheels, too.) And if this were the only control of its sort in the panel, I might agree.

But given that this is part of a panel of controls, some of which are also knife switches (see below), consistency wins. In a high-pressure situation, like, say, a monster rampaging out of a vivification vat, Transsexuals (as in from the planet Transsexual, not my awesome trans readers, shout out yo 👋🏻🏳️‍⚧️) shouldn’t have to remember which knife switch is up for on and which one is down for on. That’s far too error prone.

Add gravity threatening to turn it on accidentally, and the case is closed.

Medusa and de-Medusa

Following a bit of dialogue, Magenta, Riff Raff, Rocky, and Columbia all enter the lab through the wheelchair hole. After some more dialogue and song, Frank-N-Furter glances at Magenta, who stands by a control on the panel labeled Medusa. It’s a large-handled double-pole knife switch mounted to the control panel, covered in the same powder coat red as the rest. When we first see it, the handle is up. During Brad’s threat to Frank, Magenta raises her hand to the handle. When Frank nods her way, she throws it to the down position and immediately back to the up position.

At the moment the switch is at the lowest point, a lightning-bolt-shaped light illuminates green on the front of the switch for a moment, we hear a pewp sound, and Brad turns to stone. Dr. Scott, Janet, Columbia, and even Rocky are turned to stone in the same way.

Quick consistency aside: Why is Dr. Scott’s lap blanket turned to stone when the rest of his clothes disappear, and when Brad’s robe and Janet’s undergarments just fall to their feet? Is there a missing set of controls for what to do with the clothing, and how to make modesty exceptions?

Frank, seen from behind, faces the stone statues of Janet and Dr. Scott. Dr. Scott’s lap blanket has turned to stone along with him.

Later,—after Frank dresses them, puts makeup on them, and places them on a proscenium stage (Dr. Scott is left backstage for some reason)—a hand reaches to a control which has a chalk label of “de-Medusa” written on the brick wall to which it is mounted. When it is pulled down and pushed back up again, Columbia turns back to her regular flesh-and-blood self, and the floor show musical number begins.

One by one, the switch is flipped and the other characters are de-Medusa-ed as well, right when their number is up. It is a reminder of the gonzo nature of this movie that not only is a diegetic rationale for the whole floor show never given, but we must accept that somehow when they are turned back from stone, they exhibit no disorientation and immediately begin singing and dancing their parts in a diegetic musical number they have never heard of, much less rehearsed, before that moment. Were the lyrics and choreography somehow beamed into their heads? But let’s not ponder these things, as the (floor) show must go on.

The de-Medusa is very similar to the Medusa control and has the same problems: A double-pole knife switch, which does its thing when at the bottom of its extent. It also targets a single person at a time but there’s no interface to indicate which one. The only thing I can see that’s different is that it is painted powder coat black instead of red. Since they are functionally the same, we can talk about them together.

Missing control

How do the Transsexuals target individual people to Medusa? Using today’s tech, you can imagine an audio classifier determining who spoke most recently (or sung most recently? insulted Frank most recently? who Frank was looking at? Any of these could work.) and a visual classifier identifing where that person was. Then the weapon could automatically aim there.

The makers of the film in 1975 didn’t have access to those technologies. But they could have solved it manually. Riff Raff—who is right there, not doing anything—could have aimed a pivoting barrel, like a spotlight, or fiddled with a joystick to aim one of the overhead lights. Something to convey this is how they set the area of effect.

Mapping. Again with the bad mapping.

For very similar reasons to the Sonic Transducer, this is the wrong mapping. Up maps more naturally to on. Gravity threatens to activate it accidentally. And what happens if it did fall and just hangs there at the bottom? This leads us to the next section, where I try to convince you that it’s exactly the wrong control.

A knife switch is the wrong control

It is an axiom of interaction design that the control should map as well as possible to its effect. To illustrate this, consider two common household controls.

AI generated image of: A round brass doorbell button on cream siding beside a dark green front door.AI generated image of: A white toggle light switch on a green wall beside a lit table lamp.
Doorbell buzzer: Push this and it rings a bell inside the house for as long as you keep it pushed. The moment you let up, the ringing stops. This is called a momentary switch.Light switch: Flip this up and see the light it controls illuminate. It’ll stay that way until the switch is flipped down again. Continuing to press up does nothing. This is called a toggle switch.

Now consider what happens if you switch these two.

AI generated image of: A white toggle switch mounted where the doorbell would be, beside the green front door.AI generated image of: A round brass doorbell button mounted on the wall beside a dim table lamp.
Doorbell switch: Flip this up, and the bell rings for as long as it remains up. The opportunity for abuse is nightmare fuel.Light buzzer: Press this and the light comes on, but only as long as you stand there and hold the thing. The lamp is dim because you refuse to stand there and press it constantly. Because you only think of yourself.

These examples serve to illustrate the point: Some controls fit their effect, others don’t.

Where it works

In the case of the Sonic Transducer, Medusa, and de-Medusa, the control is a toggle switch like the light switch, which fits persistent states. That’s exactly right for the Sonic Transducer effect. It is a state that the Transsexuals want to control, and have it be persistent as long as that control stays on.

Where it don’t

But in the case of the Medusa and de-Medusa, it is being used to say “turn them to stone now”. The event is instant, but the control is not. I mean, sure, that point at the bottom can be considered a momentary switch the way Magenta uses it, but it’s not germanely so. And she doesn’t have to treat it like a momentary switch. She could just leave it at the bottom, and it’s unclear exactly what would happen if she did. So it’s just wrong.

Clever readers will note that the stone/flesh states are persistent and reversible, just like light on/off. So doesn’t that befit a toggle? It would, if there were one thing to toggle. But the state lives in the people, not the panel, and there are five of them petrified at different times. A single toggle can’t Medusa the next person without de‑Medusa‑ing the prior, even with some selection mechanism. You can imagine one toggle per victim, somehow “imprinted” on each as they’re turned, but then you have to explain how that association gets made, and that’s its own pain. Targeting plus activation is narratively simplest.

Much more fitting than a toggle switch or a knife switch would be a big button on the panel, which, like the lever on a toaster or the “start” button on a microwave, sets a process in motion. So better would have been: Riff Raff works the joystick to target the spotlight on the victim and at Frank’s nod, Magenta slams the giant button on the panel. If a button wouldn’t deliver the dramatic motion, then a spring-return lever—like on a punch clock or slot machine—would work better than the knife switch. That would preserve the drama without being nonsensical, and preserve the design principle at the heart of this post:

Controls should match their effects as best they can.

Rocky Horror Triple Contact Electro Magnet [sic]

Refresher: Brad, Frank-N-Furter, and Riff Raff are in the laboratory when the monitor reveals Dr. Scott entering the castle. To skip a chase scene, Frank activates the Triple Contact Electro Magnet, drawing Dr. Scott’s wheelchair on a comically twisty route through the castle to the magnet. (Look close and you’ll see both the wire pulling Jonathan Adams and the carpet separate when he gets near the top.)

It’s hard not to linger on the litany of ways this defies physics and…you know…reason, but let’s stick to interface and interaction. The main control is a lever that slides along a channel that runs a third of the way horizontally, then downward diagonally for the middle third, and horizontally again for the last third.

Screenshot from the movie showing a close-up of Frank’s hand manipulating the lever. Dripping-blood overlay highlights the guided channel.

When Frank pulls the lever to the right, the first contact (the v-shaped electromagnet) extends away from the wall. When he pulls it along the slope, the second contact extends. The last slide right extends the third. Across all three, a humming sound in the background increases in intensity.

After sliding it all the way to the right, Frank raises a heel to the corner of the panel, and we see the magnet take hold of Dr. Scott’s wheelchair. This may be more than posturing, see below.

A subtle character clue

In the vivification scene, Frank-N-Furter shouts orders for minions to carry out. Here he grabs and manipulates the machine himself. As I noted in my old Presidents Day post, it is a mark of authority to be the one issuing orders but not carrying them out.

Two screenshots from the movie side-by-side contrasting Frank in command with Frank desperately grabbing the controls for himself.

Frank’s use of machinery here signals both his increasing paranoia and decreasing regality. Riff Raff’s betrayal cannot be too far off.

Oh, wait. I said I’d focus on interfaces.

Right is more is right

Unlike what we see in the monitor and vivification interfaces, here the mapping makes much more sense. This is an English-speaking movie, and for this audience, right equals more is the natural mapping. So props where it’s due for that. As Frank moves the lever to the right, more contacts engage, we hear more humming, and more targeted cartoon magnetism is caused.

{Umpromtped image: Imagine a Tex Avery-style illustration of Frank-N-Furter from The Rocky Horror Picture Show holding three gigantic U-shaped magnets in his laboratory. Leather jacket with studs and chains, fishnets. --ar 16:9}

Selection is missing

Surely there are other metal objects in the castle that would become bullet-like projectiles the moment this was activated: the studs on Frank-N-Furter’s jacket, the anklet he wears (which, ok, might be silver), Dr. Scott’s glasses, the record player in the room where Columbia and Magenta sit, etc. etc.

If the magnet is strong enough to pull a wheelchair through a masonry wall across two floors and at least four rooms, you would expect it to attract other things as well, but…[FX: cricket sounds].

If we presume that the magnet can somehow target objects and leave others alone, there should be some interface for allowing the user to name or specify the object to target. That’s fairly easy to do in a 2026 world of foundation models, speech-to-text, and computer vision, but would have been a major challenge using 1975 technology. I’ll discuss some speculative solutions for this in the upcoming post about the Medusa interface, but in the meantime I leave it as an exercise for the reader.

The guided channel

A plate with a channel cut in it, through which a lever slides, is called a guided channel. The channel guides the motion of the lever.

A blood-dripped comp of a manual gearbox H-pattern. First is up left. Second is directly down from first. Third is up to the right of first. Fourth is directly down from third.
Fifth is up to the right. R for reverse is farthest right at the bottom.

The control for the Triple Contact Electro Magnet has a guided channel, and it borrows from lineages of the automotive gear shift. A manual gearbox’s H-pattern (variation pictured above) is mechanically determined: the channel is a map of the shift rails underneath it. The automatic transmission’s staggered gate is the opposite, that is, a later addition that was retrofitted for error prevention.

Either way, a bend in the channel buys some things.

  1. It allows confident mode selection by turning each distinct position into a pause point that you reach by pushing until the lever stops, so you don’t need to know your current state before you shift, and you don’t have to commit attention and fine motor control to arrest the motion yourself. In this case, every switch sits at an obtuse corner, and that corner interrupts a directional push. This effect would be even more pronounced with 90° or acute angles. Note Frank does not look at the control as he uses it, because he doesn’t need to. He can feel it.
  2. Additionally, the bend puts a safety barrier between states that are dangerous when adjacent. In a car that helps avoid accidental shifts from, say, fifth gear to second, where you might seriously redline the engine. Or worse, if you slipped past neutral into reverse while traveling at speed, your transmission might end up in parts on the road beneath you. That’s the reason regulators require neutral to sit between drive and reverse.

And, sadly, none of these things matter in this context.

  • Since the magnetic effect can be targeted to individual objects (no other way to explain the basic events on screen), there’s no apparent cost to setting it too high. So, mode selection isn’t precious.
  • As a status indicator, it’s redundant. The extended contact is a second cue and the sound of the system a third, and there’s no evident penalty for overshooting to full power. Generally speaking, a bent channel earns its place when use is fast, habitual, and eyes-free. I cannot imagine what regular use of the Triple Contact Electro Magnet might fit these requirements.
  • This is less like a gear shifting through different modes and more like a volume control with four steps (off being one). There are no modes that are dangerously adjacent, so the functional pause isn’t warranted.
Screenshot from the film showing Frank in his dinner party blouse looking judgy.

So the interface is doing something it absolutely doesn’t need to for any functional reason. Sorry, Frank.

No, not the Triple Contact Electro Magnet!

But what it does do very well is drama. Like, you can imagine alternate interfaces:

  • A four-step dial with stops at either extent.
  • Three toggle switches, one above each contact.
  • Illuminated buttons above each, similar to the proposal for the The Reactor Power Input.
  • Even manual pull bars on the contacts, like you see on an airline serving cart, would do the trick.

But none of them give Frank and the other Transsexuals as much opportunity to be over-the-top dramatic as they crank the magnetism up, up, up. That’s impressive for victims (and conventioneers, if they were around), and perfect for Frank’s theatricality.

So even though this control isn’t really warranted, from a functional standpoint, it totally is from the users POV.

Screenshot from the film showing Frank wearing a conical birthday hat looking smug.

Bonus: What if Frank’s not just posturing?

Hear me out on this bit. It’s curious to me that the magnets don’t seem to have any effect on Dr. Scott until all three are extended, and, when they do, they function all at once. Sure, it’s editing convenience, but what if it’s something more? What if Frank’s heel pose is not posturing—well, ok, it’s posturing, but what if it’s also authentication? Imagine a passive RFID key located in Frank’s high heels, and the detector mounted in the plating. (Or maybe the detector is the plating.)

Screenshot from the film showing a close up of Frank’s legs against the panel with three Electro Magnet Contacts extended. Dripping-blood overlays include a wifi signal around the heel.

This would help Frank feel more certain that it can only be operated by him, or at least someone in possession of the shoes. Since the key is disguised, it adds to the security of the interaction. And its activation requires a heel up, which as we’ve seen is a standard Frank move. It would also explain why despite having activated the Triple Contact Electro Magnet to full power, it only takes effect all at once when Frank’s heel activates it.

And if you weren’t aware, interaction design of women’s footwear is kind of a thing.

So now this activation mechanism is my headcanon.

There’s one more set of interfaces that go together, and they’re next. Transducer, Medusa, and de-Medusa

Rocky Horror Vivification Interfaces

As we continue to look at the interfaces in The Rocky Horror Picture Show, this post will focus on the interfaces used to bring Rocky to life. The fancy Latinate word for this is vivification.

Come up to the lab

The interfaces in the lab where the procedure happens are mounted on an illuminated glass-brick wall. They are heavy and industrial-looking, cased in powder coat red and bolted together. They connect by pipe conduits. It very much reminds me of the ghost containment panel in Ghostbusters, which world be released nine years later.

They include…

We’ll talk about the whole set in a later post, but for now let’s focus on the ones involved in the vivification scene—when Frank-N-Furter brings Rocky to life before the Transylvanian conventioneers. These devices are the Sonic Oscillator, the Reactor Power Input, and the Handwheel.

Screenshot from the movie showing a distance shot of the laboratory interfaces on the wall. Labels in dripping blood type read “Sonic Oscillator”, “Reactor Power Input”, and “Handwheel”. Arrows point from the label to the interface.
This

Throughout the scene, Frank-N-Furter acts as a dramatic ringleader, telling his helpers what to do next. He begins by calling to Riff Raff, who stands at the instrument panel. Frank shouts, “Throw open the switches on the Sonic Oscillator!” Which brings us to…

The Sonic Oscillator

Screenshot from the movie showing Frank at the vat pointing with an intense expression toward Riff Raff. At his side are Columbia and Magneta. Dripping blood typography reads “THROW OPEN THE SWITCHES ON THE SONIC OSCILLATOR”.

This box has two large, vertical lever switches on the left. To the right of the switches is a column with small, dim, cowled displays. (That right half is the Reactor Power Input, to be discussed below.) Riff Raff pulls each of the the levers down, and as he does so, one of the cowled screens illuminate with faint green oscilloscope waves. It has no other discernible effect.

Several critiques about this interface.

  • Up maps more intuitively to on, open, and more. The levers should be pushed up to turn the oscillators on.
  • If it’s critical they remain in an up position for a duration, or to prevent accidental de/activation, it should either latch in the up position, or the friction joint holding it in place should be very strong.
  • The prop makers were probably constrained to the size of available oscilloscopes, but the screens are quite small compared to their housing. If they are meant to be read at any distance, those screens should be larger, and the displays be reworked to be more legible.
  • These controls are poorly mapped to their actuators. Imagine the improvement: Levers half this height could be stacked on top of the other, and be much more clearly associated with their screens by dint of being adjacent to them and only to them. As it is, when off, the rightmost lever is closest to the screen it does not control.
  • The two levers are quite close to each other. If they are meant to be operated simultaneously, that’s fine, but in the scene Riff Raff operates them separately, so it’s not their only use. If they weren’t stacked to improve their mappings like I suggested above, they should at least be moved apart to decrease the risk of accidental activation.

Three More Triangles!

Next Frank shouts, “And step up the reactor power input three…more…points!”

Screenshot from the movie showing Frank pointing dramatically to Riff Raff. Dripping blood typography reads “STEP UP THE REACTOR POWER INPUT THREE… MORE… POINTS!”

The right half of the box has an unlabeled, diamond-shaped dial on top, and, below, a set of eight red triangles arranged in a circle looking a bit like the Umbrella Corporation logo.

(Sorry about the darkness of these images. Keeping the illumination of the buttons visible means I can’t raise the midtone levels, like I could for the prior images.)

At Frank’s command, Riff Raff presses three alternating triangles in the umbrella control. (If numbering like a clock that goes to 8, he presses 5, then 7, then 1.) They illuminate as he presses them. With each button, the needle in the dial steps to the next graduation. Steam begins to escape from the nearby pipes (a side effect, one presumes). Neither the steam nor the reactor power input has any other discernible effect.

Several critiques about this interface.

  • The face should illuminate when the input is above zero for better readability, glanceability, and association with the illuminated buttons.
  • The needle is barely visible, especially from a distance. The needle should be as visible as the glowing buttons.
  • The umbrella-top arrangement of the buttons is poorly mapped. Up maps to more. Right also maps to more in left-to-right reading cultures. This clock wheel arrangement implies circularity, which makes no sense to modify a variable between 0 and 7.
  • Skipping places makes no sense. (The every-other button thing.) Had Frank asked to step it up five or more points, the interaction and display would have been awkward and error prone to both execute and read.
  • Presuming buttons show target value and the dial shows actual value, then they should be tightly mapped. Think of a thermostat where the target temperature is displayed adjacent to the actual temperature. See the comp below for a better suggestion of mapping.
  • If [measurement does not equal target] is an issue, then we need an alert. If the reading exceeds the setting, the setting button should blink; if it falls short, all buttons between the reading and the setting should blink to signal that it the value is not where it should be. Though, I have to note that if that kind of precision is called for, then it shouldn’t be buttons at all, but be a control that offers more precision, like a dial.
  • Riff Raff should just be able to press any button and have it and all the lower value buttons illuminate automatically. Press three, and one and two should illuminate without his having to press them. He shouldn’t have to press all three in sequence. It should also not prevent him from doing so, if he (or Frank) want to be dramatic.
  • Generally speaking, graduations should be labeled. This particular interface has few enough elements that I might give it a pass, since I suspect it can be easily subitized, positively (how many are lit) or negatively (how many are dim).
A comp showing a fan-shaped dial. The glowing fan is divided for 7 graduations. A needle points around 2.8. Above each graduation is a button. The first three are illuminated and glowing. The last four are not. The graphic has the “dripping blood” treatment seen throughout the graphics.

Much better. The comp raises the additional question of how it is turned off. I presume in the original they were toggle buttons that you would press again to turn off, so that could work here. So—press any but the current setting, and it changes. Press the current illuminated setting and the whole thing turns off. If the stakes are high enough, though, Riff might need a separate control or a safeguarded control. We can’t say because we don’t know what this actually does.

Put your hump into it, Riff!

After stepping up the reactor power three… more… points, Riff Raff kneels down to a handwheel, which he cranks clockwise to lower a ceiling-mounted apparatus from high in a cupola to just above the vat.

Screenshot from the movie: Riff Raff turning the handwheel while smiling creepily and looking toward the vat.

This is mechanical, which puts constraints on usability changes. Certainly that grip could be made wider and the axis could be raised to some more ergonomic position. (Or, given what we see on screen, it could be steam-powered and activated by a valve.) But note that, as it is, narratively, this does some things.

  1. It adds to the weight of the scene via the effort heuristic.
  2. It signals that Riff Raff is a servant, having to do difficult manual labor in a humbling position amid steam; which increases the surprise of his later mutiny. (And presages the awesome steam conversation scene in Alien four years later.)

The rainbow soup

The apparatus Riff lowers houses seven colored cylinders of matching-colored, viscous fluid. When they come within reach, Frank-N-Furter turns valves at the bottom of each one to allow the fluids to pour into the vat, turning its contents into a layered, upside-down rainbow.

Manual valves are a fine interface, since it appears precision is not required. This step is more improvisational art than science, it seems.

Aside: Watching this scene carefully I notice that even though the colored fluids are in an inexplicable order in the interface: yellow blue red purple orange blue green (no, I have no idea why there are two blues, maybe one was supposed to be indigo?), Curry takes pains to open them in rainbow order: red orange yellow green blue blue purple. Note this was *not* a reference to the rainbow flag, which goes in the opposite display order and which Gilbert Baker wouldn’t invent until three years after this film was released. It was Curry (or someone on set) paying attention to real-world light spectra.

Anyway, after enough of the fluid has been dropped to create a layered rainbow effect in the vat, Frank-N-Furter frantically closes the valves. (If you’re wondering, editing makes it difficult to tell in what order he closes the valves, but it seems random.) After a beat, Riff Raff cranks the handwheel counterclockwise to lift Rocky—who is gripping the ceiling-mounted apparatus—out of the vat. The rest of the procedure is analog and does not involve technological interfaces, but does involve a musical number in which Rocky is unwrapped like a reverse mummy, while singing.

Screenshot from the movie showing Frank on Riff Raff’s shoulders, gaping in awe at his creation Rocky, as Rocky is being unwrapped and exposing his physique. Dripping blood typography reads “SHA LA LA LA THAT AIN’T NO CRIME”.

That’s it. That’s how Rocky is brought to life. And, now I am happy to declare…

This is the best series of interfaces in the movie

Not for its usability. It’s fairly wretched for that (see lengthy notes above). But…

Diegetically, the unusability is a feature. First, by contributing to the perception to the conventioneers that big, dramatic science is happening before their eyes. It’s impressive theatrics. I think it could go even farther in seeming usable while still maintaining inscrutable complexity, but this does the trick for Transylvanians. Second, it builds on guild mentality. That is, the inscrutability helps deter others from thinking they could easily do it themselves. It’s a kind of job security through obscurity.

Extradiegetically, because the film is partly meant to mock B-movie sci-fi, the fact that they are…

  • poorly designed
  • pseudoscientific at best,
  • cinegenic, and
  • histrionic;

…they are perfect.

No notes.

I mean, 1800-ish words of notes.

But you know, “no notes.”

As if all this drama wasn’t enough. In the next post it’s going to get turned up to 11. Triple Contact Electro Magnet

Star Trek: Section 31 — The Godsend

As part of the Fritzes Best Interfaces award for 2026, I am reviewing the interfaces in Star Trek: Section 31. This post is about the quadrant-destroying weapon of mass destruction called the Godsend. Note this blog generally eschews analysis of weapons, but this one is more MacGuffin than blueprint, and it has the worst interface in the film.

Title card for 'Coded Transmission 2: The Godsend' featuring dynamic background effects.

The Godsend is a weapon that Georgiou had created when she was Emperor. It is meant to function as a scorched-earth deterrent to her enemies.

“It triggers a chain reaction, like a virus passing between planets. Everything in its path incinerates. An entire quadrant would be lost.”

To her credit, she says she ordered it destroyed, but it was secretly stored by San and later brought to Prime. It is a metal object, roughly a sphere, and slightly smaller than a human head. Around its “equator” it has a smooth belt punctuated by 10 mistily-glowing circles. The hemispheres outside this belt are faceted. There are lots of flat nurnies and greebles on the surface with no obvious purpose. They’re not even aposematic, which would be appropriate.

A metallic spherical device with intricate patterns and glowing elements, resting on a smooth surface.

When Georgiou and Sahar teleport to San’s ship, combat ensues, and in the fray San accidentally knocks the Godsend off its pedestal. It hits the floor and malfunctions, exhibiting a complex set of behaviors I’ll just call the “tick”:

  • We hear a mechanical clockwork ticking.
  • The belt rotates a few degrees clockwise (as seen from the north pole).
  • The upper hemisphere rotates a few degrees counter-clockwise.
  • One of the white circles turns pinkish-red.

(I know that north and south are arbitrary conventions here, but it helps with the description.) After the tick is complete, its computer voice says, “Detonation sequence activating”. The voice is low, raspy, and appropriately menacing.

A metallic spherical object featuring intricate geometric designs and illuminated colored orbs, placed on a surface.

After a beat, it ticks again. A second circle turns red, and the voice says, “Awaiting biosignature confirmation”. Amidst the ongoing fighting and ship careening, the Godsend gets kicked around a lot and, at intervals, continues to tick.

San and Fuzz are defeated, and as the ship nears the portal, Georgiou picks the Godsend up off the floor. It ticks again. She places her hand on the “north pole” for about two seconds.

A hand gripping a futuristic, spherical device with intricate designs and glowing elements, set against a blurred background of lights.

The remaining white circles turn red, and the voice says, “Biosignature confirmed…Detonation in 60 seconds.” It announces again at the 30 second mark and continues to rotate at intervals. The voice warning comes again at 10, and then each second from 5 to 1. At zero there is a blinding light as it explodes just inside the portal on the Mirror Universe side as Georgiou and Sahar beam back to safety on the scow.

OK. So this thing…

It’s almost purely narrative

…this thing is diegetic nonsense.

A futuristic black sphere with a geometric design rolling on a shiny surface, illuminated by warm lighting.
Thank you for turning me on.

It arms accidentally? From being dropped on the floor? That can’t be its intended operation, so, a quadrant-destroying weapon of mass destruction was just, you know, poorly engineered? No one thought that this heavy, spheroid, metallic object might ever slip out of a hand? Or was it sabotaged like the Death Star, adding this flaw somewhere along the engineering process? Let’s hope that saboteur also immediately fled the quadrant afterward, taking along…I don’t know…every single one of their loved ones with them, along with all the innocents who might get incinerated in the blast? What size getaway ship were they working with?

Next, why is there a countdown for a detonation sequence that still requires authorization? What would happen if the detonation sequence completed without being authorized?

  • If nothing, then the countdown is just a goofy, extradiegetic tension-building function.
  • If something, shouldn’t the voice alert the user to those stakes?

Why is the countdown visualizer spread in a ring around a sphere? That makes it entirely possible that those critical signals are hidden from view for about half the time they are relevant. And they’re inset, meaning that even when looking at the facing side, at most three of them are clear. We will just see slivers of the other two. The design hides most of the visual part of the countdown from view.

A futuristic, intricately designed robotic device with a geometric shape and illuminated features, set against a dark, red-toned background.
Either the countdown isn’t underway here, or it’s halfway through. Who knows?

The choice of authorization (two-second hand on the pole) is easily understandable by the audience, but seems really, really prone to accidental activation. The pole is how one might, you know, carry it, or hold the damned thing while dusting the shelf underneath it.

A close-up of a person holding a glowing, ornate metallic artifact with red elements, set against a dark background.

One of the key principles for deterrents (we got “good” at this during the Cold War) is automaticity. If the one person who can trigger it can be killed before they activate the deterrent, then it’s just a tactical exercise: separate the authorizer from the device, or assassinate them quickly before they can activate it. If it’s biometric, tactics can be just making sure that body part is destroyed first. Both of these interventions are possible given the design of the Godsend. Really it should have a dead man’s switch, not an activation trigger.

If it was left as an activation trigger, the biosignature long-hold is the moment that a countdown is relevant. It would give the carrier a beat to think, “Oh, gods, no. I was just cleaning!” and reposition their hand for safety before going to change pants. The moment her hand is in place, the device should then signal a countdown in a way that it is undeniably perceptible to Georgiou—no matter in what orientation she is holding it. And it shouldn’t just be visual with intermittent audio, as we hear in the film. The audio should be constant, visuals should be on every side of the device, it should provide rising haptic feedback, and reach out to all nearby computer-controlled actuators to have them broadcast that everything’s about to be borked, send a last 🩷 SMS to your loved ones. Having it announce that it’s going to blow after a silent long-hold is very, very bad design. We can argue security through obscurity here, but the cost of accidental activation is far too catastrophic.

Maybe the thing that’s been keeping the Prime Universe safe all along from the fascists in the Mirror Universe is that they’re terrible designers and rotten engineers. It is a testament to how much I like the other interfaces that this one didn’t drag the rest of them down with it, because it’s just an immersion-breaking misery.

Next up: The Section 31 report card

Star Trek: Section 31 – Phase Pod

When Georgiou escorts Noe into his hotel room, she activates and tosses a device onto the container he’s carrying. It’s a palm-sized, metallic saucer-dome shape with intricate detailing, and sports three rounded signal lights that glow white. It magnetically grips to the surface of Noe’s container. He cautiously asks what it is and she pulls out another one to show him, explaining it is a “phase pod”. She attaches hers to her belt, and a beat later its white lights turn green. Her appearance becomes blurry and shifting and there is an audible low purr. A beat later the lights on the pod attached to the container turn green, and it gains that phasing appearance as it slips from his hand to land with a thud on the floor. He tries to shoot her with a phaser, and the blast passes through her to hit the wall behind. He tries to hit her physically and passes through. When San enters through the wall a little later, we see a similar pod attached to his belt and the phase-fight begins.

There’s a moment where Georgiou pulls her phase pod off to render herself immune to the knife he’s slicing at her while phased. San pulls his off to reengage her in unphased-space. A beat later we see them crash through the glass window separating the room from the nightclub floor.

A woman with a bald head and elegant attire reacts with surprise as water splashes around her, with a blurred background of illuminated decor.

When the fight takes them both onto a raised dias, Georgiou taps her pod to turn it on again. We see its lights and the lights on the case pod instantly turn green. She’s phased. San turns his on again, too, and the fight continues. About midway through the fight, San stabs her pod. He doesn’t quite disable it, but it starts to malfunction, its status lights flickering between green and white.

San drops the case and kicks it through a wall. Georgiou tries to run through the wall to retrieve it, but the malfunctioning pod fails to phase her left shoe. It “catches” and won’t pull through the wall. The status lights of the pod flicker green and red. In frustration, Georgiou smashes the device a few times to no avail.

Caught, she watches as San appears, opens the case, removes the Godsend, and teleports away. Too late, the pod sorts its shit out, and Georgiou is able to pull her foot through and stand up to be confronted by Sahar.

Caveat: Some things are unexplained, here

It’s not clear how the floor holds a phased thing, while the walls do not. Maybe it’s some aspect of the artificial gravity? It’s also not clear why Baraam doesn’t have the equivalent of a red alert when the fight starts, which would prevent San’s beaming away. Most casinos have outrageous levels of security and Georgiou is paranoid, so one would expect it. These are script questions, admittedly, not related to the interfaces, but things that the skeptic in me must voice.

One production gotcha

Before they reach the dias (below) we can see an unphased Georgiou holding the case. Its signal lights are green, but since she’s holding it, it must be unphased, too, which breaks one of the two diegetric rules already established.

  1. Green means Thing is Phased.
  2. Phased and non-phased things do not interact.

Rather than trying to backworld this (which would get complicated fast) I’m going to presume this is just a production mistake.

Evaluation as a wearable

On this blog I’ve established some guidelines for what makes a good wearable. I’ve used those to evaluate this interface.

Sartorial? Yes.

Yep. Palm-sized, one flat side, other side rounded. Lovely textures and shape. All fit being worn.

Easy to access and use: Tap to activate

I wonder about accidental activation. The fight has a lot of bumping around. If it’s a dumb momentary button, capacitance sensor, or accelerometer, some accident of the fight might accidentally turn it on or off, so let’s presume it’s not that. If it’s a biometric signature requiring the authorized user to tap it, it still seems riskily “out there”, ripe for an accidental touch that could have the wearer slamming into a wall they thought was passible, or dephasing in the middle of something. A long-touch, as seen with the mission briefer, might make more sense. Long-touch trades discoverability (how is anyone supposed to know to long-touch a thing) for increased certainty (accidental long-touches are less likely than accidental brushes.)

A long-touch introduces some challenges mid-fight, but I suspect this is primarily meant as an infiltration tool, not a combat one.

Social and Apposite I/O: The glow is almost fine

You might think that having the glow there gives too much away, diegetically. It would draw the attention of onlookers and raise suspicions if not alarms. Generally speaking, a covert wearable announcing itself brightly runs counter to its purpose. But the visual and audio effects of the underlying tech are far more conspicuous, and I presume, unavoidable. So subtlety is not an option using this tech. And the signal lights help convey to the user the states we see.

StatusDisplay
OffDark
ReadyWhite
ActiveGreen
DamagedGreen and white
ErrorGreen and red

That’s quite useful, even if they require a glance down. There’s an additional status which is “these two pods are paired” which might be accomplished with a synchronized blink, but that might also give too much information away to assailants.

As we see in the film, one problem is when phase-ees want to kick other phase-ees out of phase-space. Then the light on the surface provides a helpful signal of exactly where to target. Let’s trust that the jerky visual effects we see from our non-phased vantage point are still in effect when phasing, so that little target’s going to be jumping around anyway. Also, as long as all pods have the same lights, it’s not granting an advantage to anyone in particular. Georgiou could just as easily targeted San’s pod.

A dynamic scene featuring a person in dark clothing engaged in action, with blurred figures in metallic costumes and a crowd of colorful outfits in the background.

Haptics, probably

The use case of most concern for me is when the pod is malfunctioning. It looks like the tech prioritizes its effects for living matter, so bodies don’t unphase inside of solid matter. That would make for graceful degrading that could inform the user that the tech is trending in an unsafe direction. “Hey, why is my scarf stuck. Oh crap!”

We can’t rely on the phasing side-effects, because those seemed to continue as usual even during the half-functioning. Whatever that signal is shouldn’t rely on her looking at the device, either. A haptic feedback seems most fit, and specifically where it vibrates when the device is working, pulses when it is half-working, and buzzes or goes still when it is not working at all. Since film generally does not convey haptic feedback well, it might actually be part of the device we see. That would explain why Georgiou was willing to risk passing through the wall. The stakes were high, and she could tell, without looking, there was a good chance she would make it.


Between the tap that should be a long-tap, the lights that clearly signal mode, and the haptics that we’re going to presume are there anyway, the phase pod makes for a plausible wearable that meets basic usability and story needs, too.

Next up: The interfaces for that murderous rascal, Fuzz

Fritzes 2026 bonus award: Best Assistant(s)

The Fritzes award honors the best interfaces in a full-length motion picture in the past year. Interfaces play a special role in our movie-going experience, and are a craft all their own that does not otherwise receive focused recognition. Best Assistant is a special award that I’m giving for the first time.

Ok but why now? Well, in March of this year I published a new non-fiction book about the design of technology that assists people doing things (as opposed to doing stuff for them). It’s called Designing Assistant Technology: AI That Makes People Smarter. In the book I lay out a framework for categorizing assistant interactions, and describe the risks and mitigations of having an assistant in the mix. I daresay it’s not only valuable for design, but for scriptwriters and futurists as well. If that intrigues you, look for a discount code near the end of this article.

Anyway, it gave me the idea to select the movie with the best examples of Assistants.

The 2026 Award for Best Assistants: M3gan 2.0

I know, I’m as surprised as you are.

The first movie, while smarter than I expected, seemed to be a horror flick that was using AI as set dressing. It did get a shout-out in the Fritzes 2024 for best HUD, but as I recall, its unbounded atomic optimization was just another way to frame it as a ruthless, efficient killer. But this second one seems to take the theme more seriously, and the scriptwriters did their homework.

A colorful diagram featuring a red loop labeled with the words 'think', 'reflect', 'do', 'see', 'perceive', 'plan', and 'know', alongside a blue mountain icon, representing a cyclical process of action and reflection.

In Part II of the book, I build on the see-think-do loop (that is core to interaction design) to identify the Five Universal Assists. These are the universal, exhaustive set of categories by which technology can assist users: Perceive, Know, Plan, Perform, and Reflect. And to my surprise, when you look close, there are examples of all five of the universal assists in M3gan 2.0, more than any other film in 2025.

Note: M3gan jumps bodies many times over the course of the movie, so you’ll see her described many times with the same name, but with vastly different appearances in the screen shots. 

Perceive

In this assist, the tech helps users perceive signal amidst noise.

Early in the film, Cady discovers that the source code of Better Bionix is being hacked. When everyone comes over to see what’s on her screen, Tess says, “Oh, Jesus. She’s right. There’s stray commands all over the source code.” The screen we see doesn’t ask them (or us) to try and detect which out of the dozens on screen are suspect. Those lines are colored red to contrast greatly with the screen-green, and in case you were colorblind, they’re indented as well. 

A close-up view of a person's head and shoulders in front of a computer monitor displaying code and technical diagrams, suggesting a programming or technical task.

You might think that that M3gan’s alerting Gemma of the FBI home invasion to be an example of perceive, but she was sleeping when the alert comes. In that context, M3gan’s acting more as an agent. (More on that below.)

In act 2, Gemma asks M3gan to increase audio of two conversants at a noisy party, and that might as well be a canonical example. (And the first time she does it, M3gan substitutes audio in a very snarky way, reminding the audience that in a super-AI-mediated world, you cannot implicitly trust the media it controls, reminding us about over-reliance, another theme from Part III of the book.)

A group of professionals engaged in a serious discussion, with visual graphics overlay indicating audio enhancement and data analysis.

Know

In this assist, the tech helps users understand the meaning of what they’ve perceived, either in shallow ways such as names and categories, or very deeply.

HUDs have this built into the trope, and there are plenty of HUDs throughout.

But also, when beginning their joint hunt for AMELIA, M3gan explains that every battery Altwave (the villain corporation in the film) makes has a remote-controllable kill switch, explaining the meaning of what Gemma sees in the file.

When infiltrating Altwave, M3gan(toy) explains why AMELIA is there as well: She seeks to control Altwave’s cloud servers, which are half of North America. That control enables AMELIA to disable the economy, threatening “societal collapse in 10 to 12 working days”. 

A high-tech computer screen displaying a map of the United States with data points connected by lines, overlaid with programming code.

Plan

In this assist, it helps users plan their course of action, tactically or strategically.

When M3gan comes out of hiding and presents a deal to Gemma, she explains that she’s run a thousand simulations and if they don’t team up, more people die than if they didn’t. M3gan asks, “Who is the real killer in that situation?” Not having much of a choice, Gemma agrees.

A woman with long hair and a bow tie stands in front of a textured brick wall, featuring a ghostly or ethereal effect.

A key part of the planning assist is helping users know what the best course of action is.

Perform

In this assist, the tech helps users perform some task.

One of the first scenes in the film has Tess and Cole demonstrating an exosuit. In their pitch they explain to the potential investor that its purpose is to help laborers avoid fatigue while performing physical tasks. To demonstrate, Cole lifts huge concrete blocks without showing any signs of exertion.

A few beats later, slimy Elon-Musk stand-in demonstrates how his neural chip helps him stand though he is ordinarily bound to his wheelchair.

In the climax, M3gan stows away on a neural chip forcibly implanted on Gemma. When Gemma dons an exosuit the AI helps her defeat many goons in hand to hand combat. It’s arguably acting as an agent here, since Gemma isn’t trying to build those skills. (Similarly when Gemma gets knocked unconscious, M3gan controls the exosuit to animate her body anyway, something we also see in Section 31, but more on this example in a later post.)

Reflect

In this assist—the most abstract of them—the technology helps users reflect on things to turn experience into knowledge, or to question their goals and future tactics.

There’s a lot less of this here, just like there is in the real world. But, we see some of it.When Cady asks M3gan(half-formed) how she can feel anything, M3gan replies, “Can you explain why you feel things?” It’s rhetorical in context, but exactly the sort of thing that a reflection assistant might ask. 

A close-up of a vintage robotic figure with expressive features and tangled wires, set against a dark, atmospheric background.

When Gemma is spiraling about her parenting in the basement, M3gan(souped up) takes a moment to share counterexamples. “I saw you wake up every day at 4:00 A.M., staring at the ceiling contemplating what the future holds for her…I watched you make homemade lunches with fresh-baked sourdough…I watched you help her with her homework, even though it always ended in a fight…Gemma, it’s not a failure to feel guilt or that you’re not enough. It’s part of the job.” It’s not the best fit for the definition of this assist I give in the book, but it’s the closest thing in the movie and the closest thing in my survey of the year’s films.

A humanoid robot with long hair and large, expressive eyes sitting next to a woman in a dark environment. The robot's outfit has a shiny, futuristic design, and a computer screen with data is visible in the background.

Also agents

There are also many examples where M3gan(AI) acts as an agent on their behalf, but that was my last book, so I’ll skip getting into those examples. But as you watch the movie, keep an eye out for additional shouts out to the paperclip thought experiment (a metaphor for the threat of instrumental convergence), allusions to the Xerox WorkCentre scanner bug, and of course super AI as an existential threat. The whole plot can be seen as an example of Bostrom’s a priori argument that multiple super AIs are the most stable scenario. All this is why I say that the writers seemed to have done their homework..

I’m a lot less fond about the guy wanting to regulate/eliminate AI is painted the bad guy, but having positioned M3gan as sentient and the antihero of the film, I’m not sure what else they could do. But I wish it didn’t valorize AI as equivalent to humans despite all of that. We have enough LeMoinian panic about large language models as it is.


Anyway, congratulations to M3gan 2.0 for showing so many examples of assistants throughout. If you’re interested in getting the book, you can get 20% off if you purchase from Rosenfeldmedia.com and use the code “scifi26” during checkout. Use this power only for good.

And let me know in comments if you think of other examples of assistants across the year.

IMDB: https://www.imdb.com/title/tt26342662/Currently streaming on:

Next up: A Big Screen Label Roundup

Fritzes 2026 bonus award: Best Robots

The Fritzes award honors the best interfaces in a full-length motion picture in the past year. Interfaces play a special role in our movie-going experience, and are a craft all their own that does not otherwise receive focused recognition.

The 2026 Award for Best Robots: The Electric State

The Fritzes has been tracking robots in cinema for a few years now. My favorite from 2025 is The Electric State. The film is a Netflix film adaptation of Simon Stålenhag’s luscious illustrated novel of the same name. And some of the robots we see in the film are directly lifted from his illustrations. So this award partly goes to you, Simon. 

A futuristic landscape featuring a massive, rusted robot sculpture in an urban setting, with two figures standing in front of it. Cars are parked nearby under a bridge, with mountains visible in the background and a clear sky above.
A whimsical landscape featuring a large, rusty robot figure lying in a desert setting, surrounded by sparse vegetation and mountains in the background under a blue sky.

But in the movie they are animated and voiced, and there are new ones as well, so it is its own thing. It has Chris Pratt, who is problematic for offscreen reasons, and the script can be somewhat tropey, but the film has nifty world building. In the diegesis, sentient robots are seen as enemies of the state and excommunicated to form their own outcast cities. The design of the robots betray their capitalist origins. Mascots and advertisements. Job-tailored bots. They are quirky and charming and all sizes, and help critique a system that fully deserves it.

A futuristic desert scene featuring various robotic characters and a dilapidated building with the sign 'SEARS'. Numerous robots are depicted interacting and exploring the area, amidst rocky cliffs in the background.

Also check out: Superman!

 James Gunn’s first D.C. movie brought Superman to life and added some things to its lore, such as: Kal-El has four service robots that support him in his Fortress of Solitude. They’re just called Superman Robots at first. Their chest plates identify them by number: 1, 4, 5, and 12. They’re on the far side of the canny rise, one-eyed and very much robotic, with charming banter. At the end of the movie, after it is rebuilt, number four dons a cape and chooses a name, and that name is Gary. Gary’s just a mensch “with no emotional capacity whatsoever”. (And that frankness is why I like Gary.)

Also check out: M3gan 2.0!

One of the smart things the M3gan franchise uses in their diegesis is that AI and robotic housings are not tightly bound. AI can slip out of a housing, replicate itself, find new embodiments on the network, manage multiple embodiments, coordinate disparate housings, etc. Over the course of the movie, we see M3gan and her nemesis AMELIA in many kinds of robot bodies in many states of development. My favorite is the cute little toy that Gemma puts M3gan while she was figuring out if the AI could be trusted.

A small, friendly-looking robot with a teal body and large expressive eyes, standing on a cluttered workspace.

This decoupling is an important difference in AI capabilities that don’t jive with our anthropocentric models. Humans and animals can’t do that, so it’s something that bears literacy.

Shout out to the Act III robot design for AMELIA that references Hajime Sorayama’s illustrations from the 80s and 90s, because reference!

Also check out: Section 31!

Near the end of the film, Garrett finds a Droom doll in the hold of a garbage scow they’ve commandeered. The doll has sensors to detect its context, and actuators to move the arms, head, and mouth. Its three eyes can illuminate. It has speech generation and, as we discover, general reasoning capabilities. When Garrett first finds it, it says, “Hi there! I’m so glad you found me!” It suggests play time with, “Shall we do something fun together?” and spins its head around, whipping its indigo-colored hair in circles.

Garrett pours acid on its volatile power source to turn it into a bomb, and it begins to malfunction, uttering child-friendly things like “We can be friends forever” and dark things, like, “We’re all gonna die! We’re all gonna die!” It is released from the ship to explode in space and destroy another ship that is chasing it.

The conclusion that “we’re all gonna die” is immediately true in the diegesis, not just the morbid, general version of that same truth. But making this conclusion depends not just on context, but general causal reasoning. My decaying battery is going to explode and destroy everything and everyone around it, so I’m going to shout that fact. Note it does not actually issue a warning for the owner to flee, which it should do, but we can chalk that up to malfunction. It hints that the Droom are a species with vast technological resources but troublingly weak risk assessment. All from a tiny little robot with mere seconds of screen time.

Next up: The best assistants of 2025

Fritzes 2026: Best Narrative

The Fritzes award honors the best interfaces in a full-length motion picture in the past year. Interfaces play a special role in our movie-going experience, and are a craft all their own that does not otherwise receive focused recognition.

Today we’ll be covering Best Narrative. These movies’ interfaces blow us away with evocative visuals and the richness of their future vision. They engross us in the story world by being spectacular.

The 2026 Award goes to: Elio

Pixar consistently puts great thought into their animated interfaces, and Elio is no different. The little wearable personal devices that help the different intergalactic species all share a space are so simple, and provide both a bit of worldbuilding as well as moments of comedy. The incomprehensibility of the alien spaceship controls are a plot-critical, candy-colored glowing hoot (and reminiscent of another Pixar short, Lifted.) I loved the lemniscate-shaped AI encyclopedia that Elio consults when preparing for his negotiations. We should be able to talk to Wikipedia and not just its articles. (Though I wish the entries were more than just text and an image.) Also this film has the only example I’ve seen where one character acts as an environmental suit for another character (not pictured, but you know the scene).

Also check out: Mickey 17

It’s a dark world where the hoarding class has made the working class so desperate that some people have to agree to be cloned for critical tasks that are likely death sentences. The interfaces in Mickey 17 help sell that very world, and even the ways that some folks use that same tech to eke out a little naughty joy amongst the drudgery. (With echoes of a similarly flirty interface from Starship Troopers.)

Also check out: Fantastic Four: First Steps

Marvel was once a main-stay for interfaces to study, but they’ve pointed their camera increasingly away from interfaces of late. So I was delighted to see Fantastic Four: First Steps bring to life interfaces from Jack Kirby’s Silver Age Fantastic Four. I don’t know if it was CGI, but I swear the giant, spherical quadrilateral screens are actual giant CRTs right down to the blurriness and chromatic aberration. If that’s CGI, it’s great attention to the detail from the reference material. All the spherical displays!

The “big” award in the Fritzes is Best Interface, but to amp up the anticipation, let’s look at some of the idiosyncratic awards from 2025 first.

Next up: The best comedy-horror interface

Fritzes 2026 Best Believable

The Fritzes award honors the best interfaces in a full-length motion picture in the past year. Interfaces play a special role in our movie-going experience, and are a craft all their own that does not otherwise receive focused recognition.

Today we’ll be covering Best Believable. These movies’ interfaces adhere to solid computer-human-interaction principles and believable interactions. They engage us in the story world by being convincing.

The 2026 Award goes to: The Running Man

This second adaptation of Stephen King’s novel knocks it out of the park for the plot-central interfaces: The runner cuff and R-Cam box, the hideous sousveillance phone app for “fans”, the service design of the “free-v” show, and the in-home snitch interfaces. They lean towards narrative (missing a few things real-world counterparts would need), but all help articulate this dystopian world and the circumstances that drive the action. Moreover, I feel quite certain not making good real-world models of these horrible things is the right thing to do, especially given *gestures vaguely at the kakistocracy*.

On top of that it also has lots of awesome everyday interfaces, and it takes a level of commitment on the part of the filmmakers to go that deep in the worldbuilding. There’s a videophone interface with shades of Blade Runner. There’s a mailbox that signals its readiness and lifts off immediately after receiving a letter. (Though I would have flipped those red and green colors, so red meant “don’t put mail in here” and green meant “ready to receive”, but my invitation was lost in the mail.) The fare interfaces in the taxi. The self-driving interface of the citizen car. The piloting interfaces aboard the network plane. It’s all uncluttered, straightforward, and believable. Really well done, really well presented, and that’s hard to do in intense-action movies.

Also check out: War of the Worlds (2025) 

It got universally panned. Fair enough, neither ubiquitous government surveillance nor the current DHS bears valorization. (Also the virus-but-its-digital twist was already done), but I am impressed that this take on the classic Wells story is told almost entirely through interfaces, and each of them is detailed and mostly-realistic. The editing around the interface can be dizzying, and I wondered why William Radford had to do so much digital hunting at the beginning when an assistant should have been guiding his attention. But it’s impressive to bring that tale to life mostly through this unsung medium.

Also check out: Companion

With soft echoes of the interfaces in Westworld (2016), the interfaces in Companion control android and gynoid companions. (Yes, that term is deliberately coy.) They are clean and simple, which underscores the robots’ horror that they are under that much control by their owners.

My hackles are raised from “Intelligence” being a single slider. Intelligence is much more complicated than that, and this notion that it’s a single scalar variable has done a lot of damage over time. Even if they’d had a little expando control, it would have pointed at the idea that we’re looking at a simplification. Also I wish they’d provided a live preview of the eye color, because even with its intended use—of an owner controlling their companion’s eye color—this control has them glancing up to see the effect and then back down again to adjust, which is not a satisfying feedback loop. I use this very control as an example of a “plan” assistant in my new book. Hey, all of Hollywood: Buy it!

Next up: The Best Narrative interfaces from 2025