As part of the FritzesBest 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Green means Thing is Phased.
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.
Status
Display
Off
Dark
Ready
White
Active
Green
Damaged
Green and white
Error
Green 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.
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.
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.
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.
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.
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.)
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”.
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 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.
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.
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.
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.
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.
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.
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.
We’re all gonna die!
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.
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.
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!
As in previous years, in preparation for awarding the Fritzes, I watched as many sci-fi movies as I could find across 2024. One thing that stuck out to me was the number of heads-up displays (HUDs) across these movies. There were a lot to them. So in advance of the awards, lets look and compare these. (Note the movies included here are not necessarily nominees for a Fritz award.)
I usually introduce the plot of every movie before I talk about it. This provides some context to understanding the interface. However, that will happen in the final Fritzes post. I’m going to skip that here. Still, it’s only fair to say there will be some spoilers as I describe these.
If you read Chapter 8 of Make It So: Interaction Lessons from Science Fiction, you’ll recall that I’d identified four categories of augmentation.
Sensor displays
Location awareness
Context awareness (objects, people)
Goal awareness
These four categories are presented in increasing level of sophistication. Let’s use these to investigate and compare five primary examples from 2024, in order of their functional sophistication.
Dune 2
Lady Margot Fenring looks through augmented opera glasses at Feyd-Rautha in the arena. Dune 2 (2024).
True to the minimalism that permeates much of the interfaces film, the AR of this device has a rounded-rectangle frame from which hangs a measure of angular degrees to the right. There are a few ticks across the center of this screen (not visible in this particular screen shot). There is a row of blue characters across the bottom center. I can’t read Harkonnen, and though the characters change, I can’t quite decipher what most of them mean. But it does seem the leftmost character indicates azimuth and the rightmost character angular altitude of the glasses. Given the authoritarian nature of this House, it would make sense to have some augmentation naming the royal figures in view, but I think it’s a sensor display, which leaves the user with a lot of work to figure out how to use that information.
You might think this indicates some failing of the writer’s or FUI designers’ imagination. However, an important part of the history of Dune is a catastrophic conflict known as the Butlerian Jihad. This conflict involved devastating, large-scale wars against intelligent machines. As a result, machines with any degree of intelligence are considered sacrilege. So it’s not an oversight, but as a result, we can’t look to this as a model for how we might handle more sophisticated augmentations.
Alien: Romulus
Tyler teaches Rain how to operate a weapon aboard the Renaissance. Alien: Romulus (2024)
A little past halfway through the movie, the protagonists finally get their hands on some weapons. In a fan-service scene similar to one between Ripley and Hicks from Aliens (1986), Tyler shows Rain how to hold an FAA44 pulse rifle. He also teaches her how to operate it. The “AA” stands for “aiming assist”, a kind of object awareness. (Tyler asserts this is what the colonial marines used, which kind of retroactively saps their badassery, but let’s move on.) Tyler taps a small display on the user-facing rear sight, and a white-on-red display illuminates. It shows a low-res video of motion happening before it. A square reticle with crosshairs shows where the weapon will hit. A label at the top indicates distance. A radar sweep at the bottom indicates movement in 360° plan view, a sensor display.
When Rain pulls the trigger halfway, the weapon quickly swings to aim at the target. There is no indication of how it would differentiate between multiple targets. It’s also unclear how Rain told it that the object in the crosshairs earlier is what she wants it to track now. Or how she might identify a friendly to avoid. Red is a smart choice for low-light situations as red is known to not interfere with night vision. Also it’s elegantly free of flourishes and fuigetry.
I’m not sure the halfway-trigger is the right activation mechanism. Yes, it allows the shooter to maintain a proper hold and remain ready with the weapon, and allows them not have to look at the display to gain its assistance, but also requires them to be in a calm, stable circumstance that allows for fine motor control. Does this mean that in very urgent, chaotic situations, users are just left to their own devices? Seems questionable.
Alien: Romulus is beholden to the handful of movies in the franchise that preceded it. Part of the challenge for its designers is to stay recognizably a part of the body of work that was established in 1979 while offering us something new. This weapon HUD stays visually simple, like the interfaces from the original two movies. It narratively explains how a civilian colonist with no weapons training can successfully defend herself against a full-frontal assault by a dozen of this universe’s most aggressive and effective killers. However, it leaves enough unexplained that it doesn’t really serve as a useful model.
The Wild Robot
Roz examines an abandoned egg she finds. The Wild Robot (2024)
HUD displays of artificially intelligent robots are always difficult to analyze. It’s hard to determine what’s an augmentation, here loosely defined as an overlay on some datastream created for a user’s benefit but explicitly not by that user. It opposes a visualization of the AI’s own thoughts as they are happening. I’d much rather analyze these as augmentation provided for Roz, but it just doesn’t hold up to scrutiny that way. What we see in this film are visualizations of Roz’ thoughts.
Fresh after booting up, Roz searches for a “customer,” and kind of finds one in a crab. The Wild Robot (2024).Roz estimates the height of the wave in terms of her own height and feels urgency.In language-learning mode, small word bubbles appear near speakers, and a progress bar hints that Roz is near completion.
In the HUD, there is an unchanging frame around the outside. Static cyan circuit lines extend to the edge. (In the main image above, the screen-green is an anomaly.) A sphere rotates in the upper left unconnected to anything. A hexagonal grid on the left has some hexes which illuminate and blink unconnected to anything. The grid moves unrelated to anything. These are fuigetry and neither conveys information nor provides utility.
Inside that frame, we see Roz’ visualized thinking across many scenes.
Locus of attention—Many times we see a reticle indicating where she’s focused, oftentimes with additional callout details written in robot-script.
“Customer” recognition—(pictured) Since it happens early in the film, you might think this is a goofy error. The potential customer she has recognized is a crab. But later in the film, Roz learns the language common to the animals of the island. All the animals display a human-like intelligence, so it’s completely within the realm of possibility that this blue little crustacean could be her customer. Though why that customer needed a volumetric wireframe augmentation is very unclear.
X-ray vision—While looking around for a customer, she happens upon an egg. The edge detection indicates her attention. Then she performs scans that reveal the growing chick inside and a vital signs display.
Damage report—After being attacked by a bear, Roz does an internal damage check and she notes the damage on screen.
Escape alert—(pictured) When a big wave approaches the shore on which she is standing, Roz estimates the height of the wave to be five time her height. Her panic expresses itself in a red tint around the outside edge.
Project management—Roz adopts Brightbill and undertakes the mission to mother him—specifically to teach him to eat, swim, and fly. As she successfully teaches him each of these things, she checks it off by updating one of three graphics that represent the topics.
Language acquisition—(pictured) Of all the AR in this movie, this scene frustrates me the most. There is a sequence in which Roz goes torpid to focus on learning the animal language. Her eyes are open the entire time she captures samples and analyzes them. The AR shows word bubbles associated with individual animal utterances. At first those bubbles are filled with cyan-colored robo-ese script. Over the course of processing a year’s worth of samples, individual characters are slowly replaced in the utterances with bold, green, Latin characters. This display kind of conveys the story beat of “she’s figuring out the language), but befits cryptography much more than acquisition of a new language.
If these were augmented reality, I’d have a lot of questions about why it wasn’t helping her more than it does. It might seem odd to think an AI might have another AI helping it, but humans have loads of systems that operate without explicit conscious thought, like preattentive processing, all the functions of our autonomic nervous system, sensory filtering, and recall, just to name a few. So I can imagine it would be a fine model for AI-supporting-AI.
Since it’s not augmented reality, it doesn’t really act as a model for real world designs except perhaps for its visual styling.
Borderlands
Claptrap is a little one-wheel robot that accompanies Lilith though her adventures on and around Pandora. We see things through his POV several times.
Claptrap sizes up Lilith from afar. Borderlands (2024).
When Claptrap first sees Lilith, it’s from his HUD. Like Roz’ POV display in The Wild Robot, the outside edge of this view has a fixed set of lines and greebles that don’t change, not even for a sensor display. I wish those lines had some relationship to his viewport, but that’s just a round lens and the lines are vaguely like the edges of a gear.
Scrolling up from the bottom left is an impressive set of textual data. It shows that a DNA match has been made (remotely‽ What kind of resolution is Claptrap’s CCD?) and some data about Lilith from what I presume is a criminal justice data feed: Name and brief physical description. It’s person awareness.
Below that are readouts for programmed directive and possible directive tasks. They’re funny if you know the character. Tasks include “Supply a never-ending stream of hilarious jokes and one-liners to lighten the mood in tense situations” and “Distract enemies during combat. Prepare the Claptrap dance of confusion!” I also really like the last one “Take the bullets while others focus on being heroic.” It both foreshadows a later scene and touches on the problem raised with Dr. Strange’s Cloak of Levitation: How do our assistants let us be heroes?
At the bottom is the label “HYPERION 09 U1.2” which I think might be location awareness? The suffix changes once they get near the vault. Hyperion a faction in the game. Not certain what it means in this context.
When driving in a chase sequence, his HUD gives him a warning about a column he should avoid. It’s not a great signal. It draws his attention but then essentially says “Good luck with that.” He has to figure out what object it refers to. (The motion tracking, admittedly, is a big clue.) But the label is not under the icon. It’s at the bottom left. If this were for a human, it would add a saccade to what needs to be a near-instantaneous feedback loop. Shouldn’t it be an outline or color overlay to make it wildly clear what and where the obstacle is? And maybe some augmentation on how to avoid it, like an arrow pointing right? As we see in a later scene (below) the HUD does have object detection and object highlighting. There it’s used to find a plot-critical clue. It’s just oddly not used here, you know, when the passengers’ lives are at risk.
When the group goes underground in search of the key to the Vault, Claptrap finds himself face to face with a gang of Psychos. The augmentation includes little animated red icons above the Psychos. Big Red Text summarizes “DANGER LEVEL: HIGH” across the middle, so you might think it’s demonstrating goal and context awareness. But Claptrap happens to be nigh-invulnerable, as we see moments later when he takes a thousand Psycho bullets without a scratch. In context, there’s no real danger. So,…holup. Who’s this interface for, then? Is it really aware of context?
When they visit Lilith’s childhood home, Claptrap finds a scrap of paper with a plot-critical drawing on it. The HUD shows a green outline around the paper. Text in the lower right tracks a “GARBAGE CATALOG” of objects in view with comments, “A PSYCHO WOULDN’T TOUCH THAT”, “LIFE-CHOICE QUESTIONING TRASH”, “VAULT HUNTER THROWBACK TRASH”. This interface gives a bit of comedy and leads to the Big Clue, but raises questions about consistency. It seems the HUDs in this film are narrativist.
In the movie, there are other HUDs like this one, for the Crimson Lance villains. They fly their hover-vehicles using them, but we don’t nearly get enough time to tease the parts apart.
Atlas
The HUD in Atlas happens when the titular character Atlas is strapped into an ARC9 mech suit, which has its own AGI named Smith. Some of the augmentations are communications between Smith and Atlas, but most are augmentations of the view before her. The viewport from the pilot’s seat is wide and the augmentations appear there.
Atlas asks Smith to display the user manuals. Atlas (2024)
On the way to evil android Harlan’s base, we see the frame of the HUD has azimuth and altitude indicators near the edge. There are a few functionless flourishes, like arcs at the left and right edges. Later we see object and person recognition (in this case, an android terrorist, Casca Decius). When Smith confirms they are hostile, the square reticles go from cyan to red, demonstrating context awareness.
Over the course of the movie Atlas has resisted Smith’s call to “sync” with him. At Harlan’s base, she is separated from the ARC9 unit for a while. But once she admits her past connection to Harlan, she and Smith become fully synched. She is reunited with the ARC9 unit and its features fully unlock.
As they tear through the base to stop the launch of some humanity-destroying warheads, they meet resistance from Harlan’s android army. This time the HUD wholly color codes the scene, making it extremely clear where the combatants are amongst the architecture.
Overlays indicate the highest priority combatants that, I suppose, might impede progress. A dashed arrow stretches through the scene indicating the route they must take to get to their goal. It focuses Atlas on their goal and obstacles, helping her decision-making around prioritization. It’s got rich goal awareness and works hard to proactively assist its user.
Despite being contrasting colors, they are well-controlled to not vibrate. You might think that the luminance of the combatants and architecture might be flipped, but the ARC9 is bulletproof, so there’s no real danger from the gunfire. (Contrast Claptrap’s fake danger warning, above.) Saving humanity is the higher priority. So the brightest (yellow) means “do this”, the second brightest (cyan) means “through this” and darkest (red) means “there will be some nuisances en route.” The luminescence is where it should be.
In the climactic fight with Harlan, the HUD even displays a predictive augmentation, illustrating where the fast-moving villain is likely to be when Atlas’ attacks land. This crucial augmentation helps her defeat the villain and save the day. I don’t think I’ve seen predictive augmentation outside of video games before.
If I was giving out an award for best HUD of 2024, Atlas would get it. It is the most fully-imagined HUD assistance across the year, and consistently, engagingly styled. If you are involved with modern design or the design of sci-fi interfaces, I highly recommend you check it out.
Stay tuned for the full Fritz awards, coming later this year.
Superhero shows are a weird subgenre of sci-fi. The super-powers and how the superheroes use them in pursuit of their world-saving goals are often the point, and so often skimp on the sci part of sci-fi. The Amazon original The Boys is no different, where the core novum is a chemical (compound V) that gives people superpowers.
I love the show. Though it’s definitely for adults with its violence and psychopathy and depravity, I think it’s closer to what would happen if humans had superhuman powers in a world of late-stage capitalism, enshittification of everything, and wannabe fascists. I’ve been a fan since it first aired. (And can’t wait to dive into the comics after the show wraps.)
It hasn’t really had many interfaces of note across the series. And the one I’m going to talk about in this post isn’t a “big” interface. But it was bad, so I’m coming out of my hiatus to talk about it, and then to make an appeal similar to what I did when I reviewed Idiocracy in 2019.
In the Season 4 finale—hastily renamed “Season 4 Finale” instead of “Assassination Run” after the alleged July 13 assassination attempt of Donald Trump—co-founders of The Boys, Grace Mallory and Butcher, invite the young supe Ryan to an underground bunker with three goals in mind.
Give him some time with Butcher who, as a kind of stepfather to Ryan, wants to see him before he dies. (Butcher is dying from a “sentient tumor” that developed from his overuse of “Temp V”.)
Convince Ryan to turn against his father, Homelander.
Entrap Ryan if he refuses.
It’s this last goal that involves the interface, because sure enough, Ryan is highly conflicted at the idea of killing his father after Butcher explains “You’re the only one who can stop him.”
“You’re the only one who can stop him.” —Butcher
As Ryan tries to leave to think things through, Grace blocks his way, saying “You can’t leave.” Ryan uses his super vision to observe that the walls of the room they’re in are 6 feet thick. Grace tries to explain, “This is the CIA Hazlet Safehouse, designed to hold people like you. I could seal us in here, flood the room with halothene, and we’d all take a nice, long nap.” As Ryan gets more agitated and threatens to leave anyway, she reaches out to a big, red momentary button mounted to the concrete wall beside her, presumably to release the aerosolized anesthesia.
And that’s it. That’s the interface. Because in a show that is very compellingly written, this is bad design.
It’s obvious
Being a big, red panic button, it might as well have a spotlight on it and a neon sign blinking “Press here to suppress.” Any supe worth their salt will recognize it as a threat and seek to disable it. I trust it would have a Normally Closed circuit, so that ripping the button out of the wall or severing the conduit would trip it, but a supe with Ryan or Homelander’s x-ray vision could just follow the circuit back to discover the nature of the halothane system and work from there. Much better is a system that wouldn’t call attention to itself.
It’s hard to get to
It’s hard to tell the complete room layout from the scene. It looks half hospital recovery room, half storage room, and I suspect is a converted supe prison cell (with windows, though?) The button appears to be just inside…the bathroom? Out of sight of the main part of the room, sure, so kind of hidden unless the supe needs to ever pee, but also harder to get to. A single button at around elbow-height works when a near-average-height person is upright and able to reach out to press it. But if you’ve just been knocked down, or had your arm laser-severed, or I don’t know, been body slammed across the room away from that button, you’re screwed. Even a ceiling-to-floor crash bar doesn’t work because it still requires your being within arms reach of that one spot. Better is a system that does not depend on where anyone is in the room for activation.
It works at human response speed
This is world with fast and mind-control supes. It doesn’t make sense to rely on human response times to activate it. Better is a semi-automated system that monitors everything and can respond in microseconds when data trends suspiciously.
Between its being obvious, hard to get to, and requiring manual activation I think nearly every single supe in the show would find it trivial to stop that button from being pressed if they wanted.
The scene could have been written more smartly—without sacrificing the efficiency of the beat—with something like this…
Grace
This is the CIA Hazlet Safehouse, designed to hold people like you. If you try to leave…
Cut to an arc shot of a supe-monitoring display. On the side, a live transcript of the conversation types out Grace’s words as she speaks them. In the center, infrared video of them in the room with overlays for each of them labeled SUPE or human, live vital signs, and a line showing their AI-predicted movements.
Grace (voiceover)
…or any of our vital signs crash…
Cut back to the actors
Grace
…the room is flooded with halothane and we all take a nice, long nap.
Zoom in to Ryan’s face as his eyes dart around and his breathing intensifies.
Cut to interface reading “escape prediction” and a number rising to 75, 80, 85. At 90 it turns red and a soft alarm goes off.
Cut to an extreme close up of Ryan’s ear to show he hears this alarm.
This isn’t obvious to the supe, works faster than a human could, and doesn’t rely on a human being in a specific spot.
Now instead of this, we could have Ryan brag about what a bad-ass he is and escape before the system can react, but this moment is constructed in the original to show that Ryan isn’t just an arrogant mini-Homelander. He’s a conflicted adolescent with an adolescent’s poor impulse control, and he panicked seeing her reach for the button. Having an alarm sets that same stage for him to panic. Note that I don’t think it’s good design for a system to tip its hand before it enacts control measures—as this does with the alarm—but it would be more forgivable than the dumb button, which just paints the CIA as incompetent and undermines the diegesis.
OK, that said, this next bit goes out to my fellow Americans:
One of the reasons I have wanted to talk about this show is not just the fascism of the villains, but how it illustrates the corrupting effect of power, and that’s directly related to the coming American election.
With Biden dropping out of the race yesterday, and the Democratic National Convention a month away, I can’t yet formally lean on the merits of the Democratic candidate to make a case for weeks to come. (Though, go go go, Kamala!) But the case against the Republican party almost makes itself.
What we are facing as a nation with this election is existential. The Supreme Court has outrageously ruled that a president is unaccountable for his actions while in office. A dictator’s wet dream. And Trump has declared publicly that he will be a dictator “on day one,” but it’s easy to see that he means “as of day one”. What malignant narcissist willingly gives up power once he has it? His many ties to the wretched Heritage Foundation and its deeply, deeply disturbing Project 2025 (see this video and this one where he directly praises this group and their plan) tell us that if he is elected and his cronies have their way, we fall towards an extremist religious-nationalism that puts The Boys to shame and spells the end of the ideals and institutions that were the reason the United States was invented in the first place. The American Experiment is on the brink.
But to quote the ACLU, despair and resignation are not a strategy. We have to America-up and enact a strategy. Please, please…
Expose the Extremism
Get familiar with the extremist plans (the Christianization and militarization of public school, cutting overtime protections for 4.3 million people, banning labor unions, privatizing Medicare, replacing a million experts with loyalist lackies, putting the DOJ under presidential control, close NOAA and end free weather reports, categorizing LGBTQ+ folks as pederasts and instating a death penalty for it, trying to pass a constitutional amendment to make abortion illegal, and much more) and share those often and loudly on your social media platforms of choice. Especially reach out to anyone on the fence, in a swing state (Arizona, Georgia, Michigan, Pennsylvania, and Wisconsin), or who thinks they should just sit this one out because the (current) candidates are so old or not doing enough of what they want. We cannot afford “protest votes.”
Volunteer
If you don’t have money to spare (and with the current income inequality plaguing the nation that’s likely to be most of us) you can donate time and effort. If you’re in a solidly-colored state, you can join texting and letter-writing campaigns to those in swing states. If you’re in a swing state (Arizona, Georgia, Michigan, Pennsylvania, and Wisconsin), you can help canvas directly to voters still deciding. (How they’re still undecided is utterly alien to me, but here we are.) Here are just a few places you can opt to volunteer.
If you do have money to spare, spare it. Give to progressive and Democratic causes that will use that buying power to get ads, get the word out, and support the vote. Dig deep because I know we’ve heard it before, but this one is critical.
Most importantly, have a plan to vote. Register if you’re not. If you are, double-check your voter registration status because they are purged just before elections, often bumping democrats for the most trivial of reasons. Vote by mail if you are overseas or if getting time off on the day of might be a problem. Find your polling location. Make a plan with others to go vote together. Charge your phone and bring water in case there are long lines. (And many bastards have worked very hard to ensure there will be long lines.) Get calendar reminders for voting deadlines sent directly to you.
If everyone gets out there and activates the vote, we can avoid giving the absolutely wrong people the power they should not have. You’re the only one who can stop him.
So I missed synchronizing the Fritzes with the Oscars. By like, a lot. A lot a lot. That hype curve has come and gone. (In my defense, it’s been an intensely busy year.) I don’t think providing nominees and then waiting to reveal winners makes sense now, so I’ll just talk about them. It was another year where there weren’t a lot of noteworthy speculative interfaces, from an interaction design point of view. This is true enough that I didn’t have enough candidates to fill out my usual three categories of Believable, Narrative, and Overall. So, I’m just going to do a round-up of some of the best interfaces as I saw them, and at the end, name an absolute favorite.
The Kitchen
In a dystopian London, the rich have eliminated all public housing but one last block known as The Kitchen. Izi and Benji live there and are drawn together by the death of Benji’s mother, who turns out to be one of Izi’s romantic partners from the past. The film is full of technology, but the one part that really struck me was the Life After Life service where Izi works and where Benji’s mom’s funeral happens. It’s reminiscent of the Soylent Green suicide service, but much better done, better conceived. The film has a sci-fi setting, but don’t expect easy answers and Marvel-esque plot here. This film about relationships amid struggle and ends quite ambiguously.
The funerary interfaces are mostly translucent cyans with pinstripe dividing lines to organize everything. In the non-funerary the cyan is replaced with bits of saturated red. Everything funerary and non- feels as if it has the same art direction, which lends to reading the interfaces extradiegetically, but maybe that’s part of the point?
Pod Generation
This dark movie considers what happens if we gestated babies in technological wombs called pods. The interactions with the pod are all some corporate version of intuitive, as if Apple had designed them. (Though the swipe-down to reveal is exactly backwards. Wouldn’t an eyelid or window shade metaphor be more natural? Maybe they were going for an oven metaphor, like bun in the oven? But cooking a child implications? No, it’s just wrong.)
The design is largely an exaggeration of Apple’s understated aesthetic, except for the insane, giant floral eyeball that is the AI therapist. I love how much it reads like a weirdcore titan and the characters are nonplussed, telegraphing how much the citizens of this world have normalized to inhumanity. I have to give a major ding to the iPad interface by which parents take care of their fetuses, as its art direction is a mismatch to everything else in the film and seems quite rudimentary, like a Flash app circa 1998.
Before I get to the best interfaces of the year, let’s take a moment to appreciate two trends I saw emerging in 2023. That of hyperminimalist interfaces and of interface-related comedy.
Hyperminimalist interfaces
This year I noticed that many movies are telling stories with very minimal interfaces. As in, you can barely call them designed since they’re so very minimalist. This feels like a deliberate contrast to the overwhelming spectacle that permeates, say, the MCU. They certainly reduce the thing down to just the cause and effect that are important to the story. Following are some examples that illustrate this hyperminimalism.
Fingernails—fingernail-tester.No One Will Save You—observation pod.57 Seconds—time ring.Landscape with Invisible Hand—translation device (there on the desk under the alien’s hand)
This could be a cost-saving tactic, but per the default New Criticism stance of this blog, we’ll take it as a design choice and note it’s trending.
Shout-out: Interface Comedy
I want to give a special shout-out to interface-related comedy over the past year.
Smoking Causes Coughing
The first comes from the French gonzo horror sci-fi Smoking Causes Coughing. In a nested story told by a barracuda that is on a grill being cooked, Tony is the harried manager of a log-processing plant whose day is ruined by her nephew’s somehow becoming stuck in an industrial wood shredder. Over the scene she attempts to reverse the motor, failing each time, partly owing to the unlabeled interface and bad documentation. It’s admittedly not sci-fi, just in a sci-fi film, and a very gory, very hilarious bit of interface humor in an schizoid film.
Guardians of the Galaxy 3
The second is Guardians of the Galaxy 3. About a fifth of the way into the movie, the team spacewalks from the Milano to the surface of Orgocorp to infiltrate it. Once on the surface, Peter, who still pines for alternate-timeline Gamora, tries to strike up a private conversation with her. The suits have a forearm interface featuring a single row of colored stay-state buttons that roughly match the colors of the spacesuits they’re wearing. Quill presses the blue one and tries in vain to rekindle the spark between him and Gamora in a private conversation. But then a minute into the conversation, Mantis cuts in…
Mantis
Peter you know this is an open line, right?
Peter
What?
Mantis
We’re listening to everything you’re saying.
Drax
And it is painful.
Quill
And you’re just telling me now‽
Nebula
We were hoping it would stop on its own.
Peter
But I switched it over to private!
Mantis
What color button did you push?
Peter
Blue! For the blue suit!
Drax
Oh no.
Nebula
Blue is the open line for everyone.
Mantis
Orange is for blue.
Peter
What‽
Mantis
Black is for orange. Yellow is for green. Green is for red. And red is for yellow.
Drax
No, yellow is for yellow. Green is for red. Red is for green.
Mantis
I don’t think so.
Drax
Try it then.
Mantis (screaming)
HELLO!
Peter writhes in pain
Mantis
You were right.
Peter
How the hell and I supposed to know all of that?
Drax
Seems intuitive.
The Marvels
A third comedy bit happens in The Marvels, when Kamala Khan is nerding out over Monica Rambeau’s translucent S.H.I.E.L.D. tablet. She says…
Khan
Is this the new iPad? I haven’t seen it yet.
Rambeau
I wish.
Khan
Wait, if this is all top secret information, why is it on a clear case?
Anyway, I want to give a shout-out to the writers for demonstrating with these comedy bits some self-awareness and good-natured self-owning of tropes. I see you and appreciate you. You are so valid.
Best Interfaces of 2023
But my favorite interfaces of 2023 come from Spider-Man: Across the Spider-Verse. The interfaces throughout are highly stylized (so might be tough to perform the detailed analysis, which is this site’s bread-and-butter) but play the plot points perfectly.
In Across the Spider-Verse, while dealing difficulties with his home life and chasing down a new supervillain called The Spot, Miles Morales learns about The Society. The Society is a group of (thousands? Tens of thousands? of) Spider-people of every stripe and sort from across the Multiverse, whose overriding mission is to protect “canon” events in each universe that, no matter how painful, they believe are necessary to keep the fabric of reality from unraveling. It’s full of awesome interfaces.
Lyla is the general artificial intelligence that has a persistent volumetric avatar. She’s sassy and disagreeable and stylish and never runs, just teleports.
The wrist interfaces—called the Multiversal Gizmo—worn by members of The Society all present highly-contextual information with most-likely actions presented as buttons, and, as needed, volumetric alerts. Also note that Miguel’s Gizmo is longer, signaling his higher status within The Society.
Of special note is volumetric display that Spider Gwen uses to reconstruct the events at the Alchemax laboratory. The interface is so smart, telegraphs its complex functioning quickly and effectively, and describes a use that builds on conceivable but far-future applications of inference. The little dial that pops up allowing her to control time of the playback reminds me of Eye of Agamatto (though sadly I didn’t see evidence of the important speculative time-control details I’d provided in that analysis). The in-situ volumetric reconstruction reminds me of some of the speculative interfaces I’d proposed in the review of Deckard’s photo inspector from Blade Runner, and so was a big thrill to see.
All of the interfaces have style, are believable for the diegesis, and contribute to the narrative with efficiency. Congratulations to the team crafting these interfaces, and if you haven’t seen it yet, what are you waiting for? Go see it. It’s in a lot of places and the interfaces are awesome. (For full disclosure, I get no kickback from these referral links.)
Our last 3D file browsing system is from much later and in a different format. It appears in the TV series Community, season 6, episode 2, “Lawnmower Maintenance and Postnatal Care”. Thanks to the scifiinterfaces reader known by the handle djempirical for this recommendation.
Community is a TV sitcom rather than a film, with short, 25-minute episodes. The setting is a small Colorado USA community college at the time of broadcast, the years 2009 to 2015, where the characters are staff and students. The series is usually described as a cult classic rather than mainstream, with lots of geeky references and shout outs (it’s very quotable). While there are plot arcs across seasons, the episodes are largely standalone. I didn’t know anything about Community when I watched this particular episode but still enjoyed it.
There are significant differences in presentation and style from our earlier films. Community is made and set twenty years later, and so both characters and audience are assumed to be familiar with personal computers, smart phones, the Internet; and to at least have some idea of what virtual reality is. The earlier films treated computer systems with respect or even awe, while here the new technology is a target to make fun of.
The characters in Community use technology, but it is not usually central to the story, unlike for example The IT Crowd or Silicon Valley. This episode is one of the exceptions. Another is episode 5.8, “App Development and Condiments”, which I strongly recommend to anyone interested in social media.
This particular episode has two plotlines, only one of which involves computers and interfaces. The easily influenced Dean of Greendale Community College has spent $5,000 (US) on a new virtual reality system called a “VirtuGood 6500”. (That the characters consider this expensive shows how much technology has changed in twenty years. Old timers like myself who remember the price tags on those elegant SGI 3D workstations mutter about kids today not knowing how good they have it.) College administrator Francesca and teacher Jeff first try to persuade Dean Pelton to locate the serial number of the system within the virtual reality world, which they need to return the system for a refund. When that fails, they must try to persuade the Dean to leave VR and return to the real world.
Note to those unfamiliar with the show: Though the Dean has a full name, in the show and amongst the fandom, he is known as “the Dean,” and so we’ll be referring to him as such.
VirtuGood 6500 Virtual Reality World
The first scene with the new virtual reality system shows the Dean entering virtual reality for the first time.
He wears gloves and a very large headset, which are wired to a small computer worn in the middle of the back.
The Dean’s first experience of virtual reality. He is watching his hands rezz up. Community (2016)
There is a ring around the body at waist level, sliding vertically along guide posts. It is not just a barrier to protect against falling off the platform, because the Dean is wearing a seatbelt-style harness that connects him to the ring. He stands, in socks not shoes, on a smooth plastic platform base.
Jeff and Francesca read the instructions and watch the Dean. Community (2016)
While he is fiddling with straps and cables, Francesca and Jeff are reading the instructions in a 20 cm thick binder. The instructions for a new user are “When entering virtual reality you should calibrate the system by looking at your own hands, then turning them over and looking at the backs of them with a sense of wonder.” This is the first of several references to Disclosure and other earlier films.
Externally, the VR system indicates it is active by lighting up red LEDs around the front edge of the headset and around the waist ring. Internally, the system rezzes up the background from grayscale to color, and then rezzes up the hands of the avatar.
Neither the avatar nor the world are photorealistic, but since this is 2015, the graphics are much better than any similar system from the 1990s would be — even when made on a sitcom budget, rather than a feature film.
The Dean, represented by his blue avatar, arrives in the virtual world. Community (2016)
The ground plane is a polished hexagonal grid and the sky is an abstract purple pattern. Classical pillars are scattered around the landscape. A pterosaur flies overhead for no obvious reason, perhaps a reference to the old W Industries Dactyl Nightmare VR game.
Finding the serial number
The sequence we’re interested in happens just after the Dean’s initial forays into setting the timezone and clock, both of which require a complicated full-body gestural interface. Meanwhile, Francesca is reading the gigantic manual and finds that they can’t return the system for a refund without the serial number, which is stored within the virtual world.
Francesca and Jeff know that the Dean won’t want to return the VR system, so ask him to look for the file without revealing why they want it. The conversation highlights how bizarre the metaphors of this virtual world are:
Jeff
Go to…settings.
Dean
Is that in the volcano or the cobbler’s workshop?
Jeff
It’s a monastery.
The Dean turns his body around, which he can do because all the cables are connected to the computer on his back, not to the platform. He “walks” and then “runs” in place like a mime artist, body weight supported by the harness and waist ring. Since there aren’t any sensors attached to his legs or feet, there must be cameras or pressure sensors in the base. The avatar of the Dean runs across the landscape to the Settings monastery.
The Dean reaches the monastery. Community (2016)
The gates automatically open as he approaches. Inside, there is a checkerboard floor rather than hexagons, more pillars around the walls, and a central pool of green water.
The Dean enters the interior of the monastery. Community (2016)
At the far wall is a Disclosure–style filing cabinet, but this one is gigantic. It is so big that the Dean actually has to climb up to the drawer he wants.
The Dean climbs the filing cabinet to find a particular drawer. Community (2016)
At least these cabinets have permanent labels, unlike Disclosure’s. Inside are, again, Disclosure-style individual files.
The Dean opens one drawer in the filing cabinet. Community (2016)
The Dean finds the serial number file and holds it up. Jeff asks him to print it “by dragging it to the accessories and peripherals castle and planting it in the printer garden”. But the Dean has guessed the real reason why Francesca and Jeff want the file, so instead throws the file into the air and tries to delete it. He first makes a pushing gesture, palm out, which casts a beam at the file while he shouts “Delete”.
The Dean shoots a ray at the document. Community (2016)
In response the system pops up a giant text panel and also speaks the response in a slightly artificial voice, saying, “Selected”.
Dean Pelton receives system feedback that is text and speech, rather than graphical. Community (2016)
Since the file wasn’t deleted, we can assume that it can’t process voice input. He next mimes holding a bow and pulling an arrow back. A virtual bow and arrow appear, which he uses to shoot the file.
The Dean shoots an arrow at the document. Community (2016)
The arrow doesn’t do what he wants either, sorting the file. Finally he jumps into the air, catches the file, and drops to the ground. He then holds the file underwater, using both hands, in the central fountain. The file appears to struggle slightly and bubbles appear.
The Dean holds the serial number document under water. Community (2016)
The bubbles stop, the file sinks and disappears, and the system responds “DELETED”.
The Dean has foiled the plan to return the system for a refund, and he stays in virtual reality. Francesca sends Jeff to appeal directly to “the architect” (a shout-out to The Matrix), local VR designer and manufacturer Elroy. There’s more quotable dialogue here, such as this description of a task which we didn’t see:
“In order to copy a file, you have to throw a fireball at it. Then absorb the fire, then drop the flaming file into a crystal lake, then take out both copies and throw them into the side of a mountain.”
Jeff is unsuccessful and returns to Greendale, but Elroy is sufficiently moved to change his mind. Elroy visits Greendale with his own VR system, a more compact and apparently wireless headset and gloves, and enters the virtual world himself, demonstrating that this is also a multi-user system.
Elroy, after summoning a storm and growing to giant size, intimidates the Dean Pelton. Community (2016)
Elroy distracts the Dean in the virtual world, giving Jeff in the real world the opportunity to disconnect him. Elroy refunds the $5,000 and takes the VirtuGood 6500 away since we never see it again. The Dean is apparently cured of his VR addiction, although a closing shot does show him experimenting with one of those cardboard headsets for a phone.
Tagged: 3D rendering, ALL CAPS, HUD, Virtual Reality, addiction, architecture, avatar, big label, blue, direct manipulation, disposal, doorway, failure, furniture, gestural interface, gray, green, grid, hand, identification number, interaction, laser, mental models, mnemonic load, monster, navigating, plastic, point to select, poking fun, purple, sans serif, sense making, storage, touch, touch gesture, voice feedback, weapon, workflow
Analysis
In this episode, virtual reality and the 3D file system are deliberately portrayed as ridiculous for comedic effect. This doesn’t make it unworthy of analysis. For example, there’s this throw away line from Francesca to Jeff after the Dean has been in virtual reality for a few hours:
“He joked about wanting a pee jar earlier, and it’s gradually becoming less of a joke.”
It’s funny but also raises a real issue. Players of online computer games may do so for marathon sessions lasting many hours, and there are stories about the truly dedicated using bottles and buckets rather than getting up and leaving to use a toilet. What will virtual reality participants wearing headsets and gloves do? Wear space-suit style tubing? This is something that the serious VR literature rarely discusses, even when predicting how much time we’ll all be spending in virtual reality in the future.
How believable is the interface?
The VirtuGood 6500 is very believable for 2015. The headset is too large, perhaps because the props maker needed the extra space to keep the glowing lights and any batteries away from the actor’s face. Otherwise the headset and gloves are standard for VR, and using a backpack computer is an excellent design, removing the problem of entanglement as the user moves around.
On first viewing, I assumed that the supporting waist ring and smooth platform base were entirely fictional and built to keep costs down. Then while researching this review I found the Virtuix Omni, a VR treadmill where the user is supported by a waist level ring and walks or runs in place on a smooth surface. The only difference is that the Omni requires special shoes.
The virtual world, or at least the filing system, are also believable. The 3D graphics are well within the capabilities of a 2015 PC. The gestures we see are clear and easily distinguishable from one another. The mapping of gestures to actions may be silly, but not technically difficult.
How well does the interface inform the narrative of the story?
The 3D file browsing interface works very well within the narrative since the objective of this plotline is to make fun of it. The virtual world is full of bizarre visual elements such as the pillars that don’t support anything. The gestures performed by users are dramatic and completely mismatched with the intended tasks.
This particular system was deliberately designed to be bad, but poorly designed visual metaphors and difficult to discover gestural interfaces are not unknown in the real world. It’s a useful reminder that virtual reality systems will not automatically be easier and more intuitive to use simply because they more closely mimic the real world or are more immersive.
How well does the interface equip the character to achieve their goals?
This is another awful file browser. Even the Dean, a virtual reality enthusiast, is thwarted in his first two attempts to delete a file.
However it does succeed in the broader goal of making the user feel good. The Dean enjoys virtual reality and the sensation of power so much that he refuses to leave. It’s usually not recommended for mass market software but there is satisfaction in mastering an obscure interface that other people can’t.