Jurassic Park (1993)

Our first example is a single scene from Jurassic Park, set entirely in the control room of Isla Nublar. Apologies in advance for repeating some material already covered by the book and website, but it is necessary to focus on the aspects that are of interest to this study.

Drs. Sattler and Grant enter the control room along with Lex and Tim. Jurassic Park (1993)

The eponymous Jurassic Park is heavily automated, with the entire park designed to be controlled from the computer systems in this room. Villainous computer system designer Nedry took advantage of this to shut down systems across the entire park, releasing all the dinosaurs, to cover his industrial espionage. Most of the park staff had already been evacuated due to a storm warning, and the small team of core technical staff who remained have, by this point in the film, all been killed by dinosaurs. (Including Nedry—who, had he been given time for extrospection, would probably have rethought those aspects of his plan concerning the release of carnivorous dinosaurs.)

Four of the survivors have gathered in the control room after managing to restore the power, but must still restart the various computer systems. They have discovered that the computer control extends down to door locks, which are consequently not working and have suddenly become the number one priority due to the velociraptors trying to break in.

Our interface user is Lex, a teenage visitor, being given an advance tour of the park before its official opening. The others are Dr Grant, paleontologist; Dr Sattler, paleobotanist; and Lex’s younger brother Tim, dinosaur enthusiast. As a self -described computer hacker Lex is easily the best person qualified to work with the computers as everyone else in the room only has expertise in subjects more than sixty-six million years old.

Lex sitting before the computer and looking at the /usr directory in the 3D file browser. Jurassic Park (1993)

The computers were all rebooted when the power came back on but the programs that control Jurassic Park did not automatically restart. Dr. Sattler spent a moment in front of the computer with Lex, but all she seemed to do is deactivate the screen saver. It’s up to Lex to find and start whatever program runs the security systems for the control room.

Backworlding aside: Unix-savvy viewers might be wondering why these control programs, since they are critical to the park functionality, don’t automatically start when the computer is rebooted. I hazard that perhaps normally they would, but Nedry turned this off to ensure that no-one could undo his sabotage before he got back.
The file system of the computer is rendered as a tree, with directory names (/usr in the image above) shown as text labels, the contents of each directory shown as LEGO-like blocks, and lines linking directories to subdirectories.

The park directory, and two levels of subdirectories in the distance. Jurassic Park (1993)

Most of the information is drawn on a flat two-dimensional plane. The third dimension is used to present information about the number of, and perhaps sizes, of the files in each directory. Note in the image above that the different directories below the foremost park block have different sized heights and areas.

Rendering this plane in perspective, rather than as a conventional 2D window, means that areas closest to the viewpoint can be seen in detail, but there is still some information given about the directories further away. In the image above, the subdirectory of park on the right is clearly smaller than the others, even though we can’t make out the actual name, and also has a number of larger subdirectories.

Up close we can see that each file can have its own icon on top, presumably representing the type of file.

Individual blue files within one directory, and subdirectories beyond. Jurassic Park (1993)

The viewpoint stays at a constant height above the ground plane. Moving around is done with the mouse, using it as a game-style directional controller when the mouse button is held down rather than as an absolute pointing device. It is almost “walking” rather than “flying” but there is a slight banking effect when Lex changes direction.

Closeup of Lex’s hand on the mouse, pressing the left mouse button. Jurassic Park (1993)

Here Lex has browsed through the hierarchy and discovered a promising file. She selects it, but we don’t see how, and a spotlight or sunbeam indicates the selection.

The “Visitors Center” icon highlighted by a beam from above. Jurassic Park (1993)

This is the last of the 3D interactions. The 3D file browser is just a file browser, not an entire operating system or virtual environment, so opening a file or program will open a new interface.

Tagged: 3D, 3D rendering, blue, cathode ray tube, color, comparison, constant movement, control room, cyan, desk, direct manipulation, disambiguation, finger press, flight control, flying, green, icon, interaction design, light, lighting, map, missing information, motion cue, navigating, pink, point to select, projection rays, selection, sense making, stress, up is more

When Lex runs this program (again, we don’t see how) it is in fact the security system controller for the visitor centre, including the control room. This has a conventional 2D GUI interface and she immediately switches everything on.

The 2D GUI. Security window in green on left, boot progress screen in blue on right. Jurassic Park (1993)

Success! Well, it would be if the control room did not also have very large windows which are apparently not velociraptor-proof. But the subsequent events, and interfaces, are not our concern.

Analysis

This isn’t a report card, since those are given to complete films or properties, not individual interfaces. But we can ask the same questions.

How believable is the interface?

In this case, very believable. The 3D file browser seen in the film is a real program that was shipped with the computers used in the film. It was created by the manufacturer Silicon Graphics as a demonstration of 3D capabilities, not as an effect just for this film.

How well does the interface inform the narrative of the story?

It supports the narrative, but isn’t essential — there’s plenty of drama and tension due to the velociraptors at the door, and the scene would probably still work if the camera only showed Lex, not the interface. The major contribution of using the 3D file browser is to keep the technology of Jurassic Park seemingly a little more advanced than normal for the time. Apart from dinosaurs, both the book and the film try not to introduce obviously science fictional elements. A 2D file browser (they did exist for Unix computers at the time, including the SGI computers shown in the film) would have been recognisable but boring. The 3D file browser looks advanced while still being understandable.

How well does the interface equip the characters to achieve their goals?

The most interesting question, to which the answer is that it works very well. One problem, visible in the film, is that because the labels are rendered on the 2D ground plane, users have to navigate close to a file or a folder to read its name. Rotating the names to vertical and to always face the user (“billboarding”) would have made them recognisable from further away.

Both at the time of the film and today some computer people will argue that Lex can’t be a real computer hacker because she doesn’t use the command line interface. Graphical user interfaces are considered demeaning. I disagree.
Lex is in a situation familiar to many system administrators, having to restore computer functionality after an unexpected power loss. (Although the velociraptors at the door are a little more hostile than your typical user demanding to know when the system will be back up.) Earlier in the film we saw Ray Arnold, one of the technical staff, trying to restore the system and he was using the command line interface.

Ray Arnold sitting before SGI computer, typing into blue command line window. Jurassic Park (1993)

So why does Lex use the 3D file browser? Because, unlike Ray Arnold, she doesn’t know which programs to run. Rebooting the computers is not enough. The various programs that control Jurassic Park are all custom pieces of software developed by Nedry, and nothing we’ve seen indicates that he would have been considerate enough to write a user guide or reference manual or even descriptive file names. Everyone who might have known which programs do what is either dead or off the island.

Lex needs an interface that lets her quickly search through hundreds or even thousands of files without being able to specify precise search criteria. For a problem involving recognition, “you’ll know it when you see it”, a graphical user interface is superior to a command line.

Film making challenge: diegetic computers

Writing for SciFiInterfaces can be quite educational. Chris asked me to write about the “diegetic” aspects of rendering 3D graphics in film, and I agreed to do so without actually knowing what that meant. Fortunately for me it isn’t complicated. Diegetic images or sounds belong to what we see in the scene itself, for instance characters and their dialog or hearing the music a violinist who is on-screen is playing; while non-diegetic are those that are clearly artefacts of watching a film, such as subtitles, voice overs, or the creepy violin music that is playing as a character explores a haunted house—we don’t imagine there is some violinist in there with them.

So, SciFiinterfaces.com focuses on the diegetic computer interfaces used by characters within the film or TV show itself. We’ve just been discussing the 3D file browser in Jurassic Park. Which, since it was a real interactive program, just meant pointing a camera at the actor and the computer screen, right?

It’s not that easy. Our human eyes and brain do an enormous amount of interpolation and interpretation of what we actually see. There’s the persistence of vision effect that allows us to watch a film in a cinema and see it as fluid motion, even though for a significant percentage of the time we’re actually looking at a blank wall while the projector shutter is closed. Cameras, whether film or digital, take discrete snapshots and are not so easily fooled, leading to various odd effects. One example that’s been known since the early days of filmmaking is that at certain speeds spoked wheels can appear to be rotating far more slowly than expected, or even to be rotating backwards.

Jurassic Park was made in the days when television sets and computer monitors used Cathode Ray Tube (CRT) technology. A CRT cannot display an entire frame at once, instead starting at the top left and drawing pixels line by line (“scan lines”) to the bottom. Just as the top line of pixels fades out, the new frame begins. At 50 or 60 frames a second we see only continuous moving images thanks to our persistence of vision; but a camera, usually running at 24 frames a second, will capture a dark line moving slowly down the screen and the images themselves will flicker. This was a common sight in TV news reports and sometimes in films of the time, when computer monitors were in the background. Here’s a shot from the 1995 film The Net where the new frames have been half-drawn:

View from above of computer expo. The two stacked monitors center right are not genlocked, showing crawl lines. The Net (1995)

One technique that avoids this is to film the computer interface in isolation and composite the graphics into the footage afterwards. This is very easy in the 21st century with all digital processing but Jurassic Park was made in the days of optical compositing, which is more expensive and limits the number of images that can be combined before losing picture quality.

So to shoot CRT monitors with their graphics live, the camera shutter opening must be synchronised to the start of each frame. In TV studios and film sets this is done with genlocking, connecting all the monitors and cameras via cables to a single electronic timing signal. This was apparently the technique used in Jurassic Park, with impressive results. In one control room scene the camera pans across at least eight different monitors, and none of them are flickering.

The Thanatorium: Usher Panel

The thanatorium is a speculative device for assisted suicide in Soylent Green. Suicide and death are not easy topics and I will do my best to address them seriously. Let me first take a moment to direct anyone who is considering or dealing with suicide to please stop reading this and talk to someone about it. I am unqualified to address—and this blog is not the place to work through—such issues.

There are four experiences to look at in the interface and service design of the Thanatorium: The patient, their beneficiaries, the usher to the beneficiaries, and the attendants to the patient. This post is about the interface for the usher. This Thanatorium personnel is there as a stage manager of sorts, both to help the patient and the beneficiaries go where they need to go, ensure the beneficiaries do not do what they must not, and run the tech aspects of the ceremony.

The usher, left, ushing.

Note that—as I backworlded in the last post—these notes presume that the reason the beneficiaries are separated from the patients are to prevent them from trying to stop the event, and to minimize distractions during the cinerama display for gross biochemical reasons. Also recall that we’re having to go with a best-guess as to what the usual experience is, since we only see Thorn’s tardy thuggery in the film.

The usher’s tasks

Based on what we see in the film, the usher has a lot to do for each event…

  • Receive the patient’s preferences (music category, color, whatever other questions intake asked before we join that scene) from the intake personnel 
  • Escort the patient to the “theater” and the beneficiaries to the observation room
  • Set the color of the light and the music to the patient’s preferences
  • Close the portal for the hemlock drinking
  • Open the portal for last farewells
  • Close the portal for the cinerama display
  • Start the cinerama display
  • Get help if the patient gets up or otherwise interrupts the ceremony
  • Wait for when the patient dies
  • Open the portal to view the body’s being shuttled away
  • Ensure the beneficiaries behave, answer any questions
  • Escort the beneficiaries back to the lobby
A screen shot from the movie showing the existing usher panel.

The interface barely touches on any of this

With all that in mind, we can see that this interface is woefully ill-equipped for any of his tasks. In the prior post I argue that the features for speaking to the patient—the speaker, the audio jack, and the SPEAKING PERMITTED indicator—should be separated from the usher’s stage manager functions. So we’re only going to pay attention in this post to the row of backlit rocker toggles labeled PORTAL, EFFECTS, CHAMBER 2, AUDIO, VISUAL, CHAMBER 1 and a little bit of the authorization key that looks like a square metal button in the screen cap above. And note I’m going to make suggestions that are appropriate to the early 1970s rather than use either modern real-world or speculative interface technologies.


First, that authorization key is pretty cool

The fact that it’s a featureless, long metal cuboid is so simple it feels sci-fi. Even the fact that its slot is unlabeled is good—it would help prevent a malicious or grief-panicked user from figuring out how to take control. You could even go one step further and have a hidden magnetic switch, so there’s not even a slot to clue in users. Production designer note, though, this means that the panel needs to be wood (or something non-magnetic) rather than a ferromagnetic metal. Aluminum, maybe, since it’s paramagnetic, but you also don’t want anything that can scratch or wear easily and give away the position of the secret spot.

A side view of a magnetic cabinet lock. When the magnet gets close to the right spot on the cabinet door, it pulls the latching mechanism open, allowing the door to be opened.
This is a cabinet lock, but the same principle would apply.

But, the buttons don’t match the scene

The PORTAL button never changes state, though we see the portal open and close in the scene. AUDIO is dim though we hear the audio. Maybe dim equals on? No, because VISUAL is lit. There’s some gymnastics we could do to apologize for this, but Imma give up and just say it’s just a moviemaking error.

And they are poorly clustered

Why is CHAMBER 2 before CHAMBER 1? Why are the three AV buttons split up by CHAMBER 2? A more reasonable chunking of these would be PORTAL on its own, CHAMBER 1 & CHAMBER 2 together, and the remaining A/V buttons together. These groups should be separated to make them easier to identify and help avoid accidental activation (though the stakes here are pretty low.)

One square by itself labeled PORTAL. Two squares side-by-side labeled CHAMBER 1 and CHAMBER 2. And three squares together labeled AUDIO, VISUAL, and EFFECTS.
If we were just dealing with these 6 buttons, this might be a reasonable clustering. But, read on…

The PORTAL button is the wrong type and orientation

Look close at the screen shot and you’ll see that each button consists of three parts. A white, back-lit square which bears the label, and two black pushbuttons that act like rocker switches. That is, press the upper one in, and the lower one pops out. Press that popped-out lower one in, and the upper one pops out again. When the lower button is pressed in, the button is “on,” which you can tell because those are the only ones with the upper button popped out and the back light illuminated.

Rocker switches are good for things with two mutually exclusive states, like ON and OFF. The PORTAL button is the only one for which this makes unambiguous sense, with its two states being OPEN and CLOSED. But, we have to note that it is poorly mapped. The button has a vertical orientation, but the portal closes from right to left. It means the usher has to memorize which toggle state is open and which one is closed. It would more usable to have an inferrable affordance. Cheapest would be to turn the button sideways so it maps more clearly, but an even tighter mapping would be a slider mounted sideways with OPEN and CLOSED labels. I don’t think the backlit status indicator is necessary here because there’s already a giant signal of the state of the portal, and that’s the adjacent portal.

An image of a slider switch.

What do EFFECTS and CHAMBER even do?

What does the EFFECTS button do? I mean, if AUDIO and VISUAL have their own controls, what’s left? Lasers? A smoke machine? Happiness pheromones? (I’m getting The Cabin in the Woods vibes here.) Whatever it is, if there are multiple, they should have individual controls, in case the patient wants one but not the other, or if there’s any variability that needs controlling.

Also what do CHAMBER 1 and CHAMBER 2 do? It’s very poor labeling. What chambers do they refer to? Maybe the observation room is chamber 1 and the theater is chamber 2? If so, different names could save the usher’s having to memorize them. Also, what do these switches control? Lights? Door locks? We would need to know to really make design recommendations for these.

The AV controls are incomplete

Which takes us to AUDIO, and VISUAL. Each of these is missing something.

Sure, they might need ON/OFF controls as we see here. But how about a volume control to accommodate the hard-of-hearing and the sound-sensitive? How about a brightness control for the video? These could have an OFF state and replace the toggle switches.

We know from the movie itself that the service has offered Sol his choice of music genre. Where is the genre selector? This is a non-trivial problem since the number of genres is on the order of 1000. They probably don’t offer all of them, but at intake they do ask Sol his preference as an open-ended question, so it implies a huge selection. Radio band selectors would have made sense to audiences in the 1970s, and signal a huge number of options, but risk being “out of tune” and imply that it’s broadcast. So either have a small number of options with a 15° rotary switch (and rewrite the intake scene so Sol selects from a menu) or three 10-digit rotary switches with a “commit” momentary button, and have a small reference booklet hanging there.

I also want to believe that the theme of the video can be selected. Sol has chosen “nature” but you could imagine patients requesting for their end-of-life ceremony something else like “family,” “celestial,” “food” (given the diegesis, this should be first) or even “religious” (with a different one for each of the world’s twelve major religions). So it would make sense to have a video theme selector as well, say, on the order of 20 options. That could be a 15° rotary switch. Labeling gets tough, but it could just be numbers with an index label to the side.

An image showing the components of such a video selector, including the label.

I’m going to presume that they never need scrubbing controls (REWIND or FAST FORWARD) for the AV. The cinerama plays through once and stops. Sudden rewinding or fast forwarding would be jarring for the patient and ruin the immersion. Have a play button that remains depressed while the cinerama is ongoing. But if the patient passes more quickly than expected, a RESET button would make sense. So would a clock or a countdown timer, since Sol had confirmed at intake that it would be at least 20 minutes, and to let the usher know how much time they have left to get those neurotransmitter numbers up up up.

Some controls are straight up missing

How does an usher set the lights according to the patient’s preferences? They ask at intake, and we see Sol’s face washed with a soothing amber color once the attendants leave, so there should be a color selector. Three RGB slide potentiometers would provide perfect control, but I doubt anyone would quibble that the green they’d asked for was #009440 and not #96b300, so you could go with a selector. The XKCD color survey results show that there are on the order of about 30 colors, so something similar to the video-theme selector above would work, with a brightness potentiometer to the side.

XKCD color graph showing the outlines with crowdsourced regions and labels. But please check out the full post as linked in the image caption. It’s so much more awesome than just this.
I will always be in awe of this undertaking and visualization, Randall Monroe.

These controls ought to be there

The patient experience is a bit of a show, so to signal its beginning and end, there should be lighting controls for the usher to dim and raise the lights, like in a theater. So let’s add those.

Also, the usher has a minor medical task to accomplish: Monitoring the health of the patient to know when they’ve passed. The three metrics for clinical death are a cessation of all three of…

  1. breath
  2. blood flow
  3. brain activity

…so there should be indicators for each of these. As discussed in the medical chapter of the book, this is ideally a display of values over time, but in the resource-poor and elecromechanical world of Soylent Green, it might have to be a collection of gauges, with an indicator bulb near the zero for when activity has stopped. A final, larger indicator bulb should light when all three gauges are still. To really underscore the morbidness of this interface, all those indicators should be green.

A comp showing the three clinical death gauges and incdicators, as described.

If you buy my backworlding, i.e. that part of the point of preventing interruptions is to maximize the dopamine and serotonin being released into the patient’s body, there should also be status indicators showing the level of these neurotransmitters in the patient’s bloodstream. They can be the same style of gauges, but I’d add a hand drawn arrow to some point along the chapter ring that reads “quota.” Those indicators should be larger than the clinical death indicators to match their importance to Soylent’s purposes.

Lastly, thinking of Thorn’s attack, the usher should have a panic button to summon help if the patient or the beneficiaries are getting violent (especially once they discover they’re locked in.) This should be hidden under the panel so it can be depressed secretly.

Where should this panel go?

As described in the beneficiaries post we’re going to leave the communication interface just below the portal, where they are now for those fleeting moments when they can wish the patient goodbye.

A screen shot of the movie showing Thorn at the portal addressing the usher, angrily, as usual.

And there’s no need to put the usher’s controls under the nose of the beneficiaries. (In fact with the medical monitoring it would be kind of cruel.) So let the usher have a lectern beside the door, in a dim pool of light, and mount the controls to the reading top. (Also give them a stool to rest on, have we learned nothing?) Turn the lectern such that the interface is not visible to beneficiaries in the room. This lets the usher remain respectfully out of the center of attention, but in a place where they can keep an eye on both the patient when the portal is open, and the beneficiaries throughout.

An image of a lectern
Looks cheap? Perfect.

In total, the lectern panel would look something like this…

The “READY” indicators are explained in the attendant’s post.

…and the scene could go something like this…

  • Interior. Thanatorium observation room.
  • The Usher escorts Thorn into the room. Thorn rushes to the portal. The usher steps behind a lectern near the door.
  • Usher
  • It’s truly a shame you missed the overture.
  • The Usher slides a switch on the lectern panel, and the portal closes.
  • Thorn
  • I want to see him.
  • Usher, looking down at his interface
  • That is prohibited during the ceremony.
  • Worm’s eye view. Thorn takes a few steps toward him and knocks the lectern to the ground. It falls with its interface in the foreground. In the background, we see Thorn slam the usher against the wall.
  • Thorn
  • Well I can assure you, open that damned thing right now, or I swear to God you’ll die before he does!
  • Usher
  • OK, OK!
  • The usher falls to his hands and knees and we see him slide the switch to open the portal. Thorn steps back to it, and the usher gets on his feet to right the lectern

Deckard’s Front Door Key

I’m sorry. I could have sworn in advance that this would be a very quick post. One or two paragraphs.

  • Narrator
  • It wasn’t.

Exiting his building’s elevator, Deckard nervously pulls a key to his apartment from his wallet. The key is similar to a credit card. He inserts one end into a horizontal slot above the doorknob, and it quickly *beeps*, approving the key. He withdraws the key and opens the door.

The interaction…

…is fine, mostly. This is like a regular key, i.e. a physical token that is presented to the door to be read, and access granted or denied. If the interaction took longer than 0.1 second it would be important to indicate that the system was processing input, but it happens nearly instantaneously in the scene.

A complete review would need to evaluate other use cases.

  • How does it help users recover when the card is inserted incorrectly?
  • How does it reject a user when it is not the right key or the key has degraded too far to be read?

But of what we do see: the affordance is clear, being associated with the doorknob. The constraints help him know the card goes in lengthwise. The arrows help indicate which way is up and the proper orientation of the card. It could be worse.

A better interaction might arguably be no interaction, where he can just approach the door, and a key in his pocket is passively read, and he can just walk through. It would still need a second factor for additional security, and thinking through the exception use cases; but even if we nailed it, the new scene wouldn’t give him something to nervously fumble because Rachel is there, unnerving him. That’s a really charming character moment, so let’s give it a pass for the movie.

Accessibility

A small LED would help it be more accessible to deaf users to know if the key has been accepted or rejected.

The printing

The key has some printing on it. It includes the set of five arrows pointing the direction the key must be inserted. Better would be a key that either used physical constraints to make it impossible to insert the card incorrectly or to build the technology such that it could be read in any way it is inserted.

The rest of the card has numerals printed in MICR and words printed in a derived-from-MICR font like Data70. (MICR proper just has numerals.) MICR was designed such that the blobs on the letterforms, printed in magnetic ink, would be more easily detectible by a magnetic reader. It was seen as “computery” in the 1970s and 1980s (maybe still to some degree today) but does not make a lot of sense here when that part of the card is not available to the reader.

Privacy

Also on the key is his name, R. DECKARD. This might be useful to return the key to its rightful owner, but like the elevator passphrase, it needlessly shares personally identifiable information of its owner. A thief who found this key could do some social hacking with the name and gain access to his apartment. There is another possible solution for getting the key back to him if lost, discussed below.

The numbers underneath his name are hard to read, but a close read of the still frame and correlation across various prop recreations seem to agree it reads

015 91077
VP45 66-4020

While most of this looks like nonsense, the five-digit number in the upper right is obviously a ZIP code, which resolves to Arcadia, California, which is a city in Los Angeles county, where Blade Runner is meant to take place.

Though a ZIP code describes quite a large area, between this and the surname, it’s providing a potential identity thief too much.

Return if found?

There are also some Japanese characters and numbers on the graphic beneath his thumb. It’s impossible to read in the screen grab.

If I was consulting on this, I’d recommend—after removing the ZIP code—that this be how to return they key if it is found, so that it could be forwarded, by the company, to the owner. All the company would have to do is cross-reference the GUID on the key to the owner. It would be a nice nod to the larger world.

(Repeated for easy reference.)

The holes

You can see there are also holes punched in the card. (re: the light dots in the shadow in the above still.) They must not be used in this interaction because his thumb is covering so much of them. They might provide an additional layer of data, like the early mechanical key card systems. This doesn’t satisfy either of the other aspects of multifactor authentication, though, since it’s still part of the same physical token.

This…this is altered.

I like to think this is evidence that this card works something like a Multipass from The Fifth Element, providing identity for a wide variety of services which may have different types of readers. We just don’t see it in the film.

Security

Which brings us, as so many things do in sci-fi interfaces, back to multi-factor authentication. The door would be more secure if it required two of the three factors. (Thank you Seth Rosenblatt and Jason Cipriani for this well-worded rule-of-thumb)

  • Knowledge (something the user and only the user knows)
  • Possession (something the user and only the user has)
  • Inherence (something the user and only the user is)

The key counts as a possession factor. Given the scene just before in the elevator, the second factor could be another voiceprint for inherence. It might be funny to have him say the same phrase I suggested in that post, “Have you considered life in the offworld colonies?” with more contempt or even embarrassment that he has to say something that demeaning in front of Rachel.

Now, I’d guess most people in the audience secure their own homes simply with a key. More security is available to anyone with the money, but economics and the added steps for daily usage prevent us from adopting more. So, adding second factor, while more secure, might read to the audience as an indicator of wealth, paranoia, or of living in a surveillance state, none of which would really fit Blade Runner or Deckard. But I would be remiss if I didn’t mention it.

Ministry of Art detector gate

ChildrenofMen-Artgate-01

Jumping back in the film a bit, we’re going to visit the Ministry of Art. When Theo goes there to visit his brother, after the car pulls to the front of the secured building, Theo steps out and walks toward a metal-detector gate.

Its quite high, about 3 meters tall. The height helps to reinforce the notion that this is a public space.

  1. This principle, that short ceilings are personal, and high ceilings are public, is I believe a well-established one in architectural design. Read the Alexandrian pattern if you’d like to read more about it.
  2. Is it a public space? It is, since it’s a Ministry. But it isn’t, since he joins his brother in what looks like a rich person’s private dining room. I was always a bit confused by what this place was meant to be. Perhaps owning to The Dark Times, Nigel has cited Minister rights and cordoned off part of the Tate Modern to live in. If anyone can explain this, please speak up.
  3. On the downside, the height makes the text more out of sight and harder to read by the people meant to be reading it.

The distance is balanced by the motion graphics of the translucent sign atop the gate. Animated red graphics point the direction of ingress, show a security stripe pattern, and provide text instructions.

Motion is a very strong attention-getting signal, and combined with the red colors, does all the attention-getting that the height risks. But even that’s not a critical issue, as there is of course a guard standing by to ensure his understanding and compliance.

ChildrenofMen-Artgate-05

Note that there is no interaction here (which is the usual filter for this blog), but since I’m publishing an interview with the designer of this and the Kubris interface soon, I thought I’d give it a quick nod.

Jasper’s home alarm

When Theo, Kee, and Miriam flee the murderous Fishes, they take refuge in Jasper’s home for the night. They are awoken in the morning by Jasper’s sentry system.

ChildrenofMen_Jasper_alarm

A loud cacophonous alarm sounds, made up of what sounds like recorded dog barks, bells clanging, and someone banging a stick on a metal trash can lid. Jasper explains to everyone in the house that “It’s the alarm! Someone’s breaking in!”

They gather around a computer screen with large speakers on either side. The screen shows four video feeds labeled ROAD A, FOREST A, FRONT DOOR, and ROAD B. Labels reading MOTION DETECTED <> blink at the bottom of the ROAD A and ROAD B feeds, where we can see members of the Fishes removing the brush that hides the driveway to Jasper’s house.

The date overlays the upper right hand corner of the screen, 06-DEC-2027, 08:10:58.

Across the bottom is a control panel of white numbers and icons on red backgrounds.

  • A radio button control for the number of video feeds to be displayed. Though we are seeing the 4-up display, the icon does not appear to be different than the rest.
  • 16 enumerated icons, the purpose for which is unclear.
  • Video control icons for reverse, stop, play, and fast forward.
  • Three buttons with gray backgrounds and icons.
  • A wide button blinking MASTER ALARM

The scene cuts to Jasper’s rushing to the car outside the home, where none of the cacophony can be heard.

Similar to his car dashoard, it makes sense that Jasper has made this alarm himself. This might explain the clunky layout and somewhat inscrutable icons. (What do the numbers do? What about that flower on the gray background?)

The three jobs of an intruder alarm

Jasper’s alarm is OK. It certainly does the job of grabbing the household’s attention, which is the first job of an alarm, and does it without alerting the intruders, as we see in the shot outside the house.

It could do a bit better at the second job of an alarm, which is to inform the household of the nature of the problem. That they have to gather around the monitor takes precious time that could be used for making themselves safer. It could be improved by removing this requirement.

  • If Jasper had added more information to the audio alarm, even so basic as a prerecorded “Motion on the road! Motion on the road!” then they might not have needed to gather around the monitor at all.
  • If the relevant video feeds could be piped to wearable devices, phones, or their car, then they can fill in their understanding at the same time that they are taking steps to getting the hell out of there.
  • Having the artificial intelligence that we have in actual-world 2017 (much less speculative 2027), we know that narrow AI can process that video to have many more details in the broadcast message. “Motion on the road! I see three cars and at least a dozen armed men!”

There is arguably a third job of an advanced alarm, and this is to help the household understand the best course of action. This can be problematic when the confidence of the recommendation is low. But if the AI can confidently make a recommendation, it can use whatever actuators it has to help them along their way.

  • It could be informational, such as describing the best option. The audio alarm could encourage them to “Take the back road!” It could even alert the police (though in the world of Children of Men, Jasper would not trust them and they may be disinclined to care.)
  • The alarm could give some parameters and best-practice recommendations like, “You have 10 minutes to be in the car! Save only yourselves, carry nothing!”
  • It could keep updating the situation and the countdown so the household does not have to monitor it.
  • It can physically help as best it can, like remotely starting and positioning cars for them.

This can get conceptually tricky as the best course of action may be conditional, e.g. “If you can get to the car in 5 minutes, then escape is your best option, but if it takes longer or you have defenses, then securing the home and alerting the police is the better bet.” But that may be too much to process in the moment, and for a household that does not rehearse response scenarios, the simpler instruction may be safer.

Cyberspace: Beijing Hotel

After selecting its location from a map, Johnny is now in front of the virtual entrance to the hotel. The virtual Beijing has a new color scheme, mostly orange with some red.

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The “entrance” is another tetrahedral shape made from geometric blocks. It is actually another numeric keypad. Johnny taps the blocks to enter a sequence of numbers.

The tetrahedral keypad

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Note that there can be more than one digit within a block. I mentioned earlier that it can be difficult to “press” with precision in virtual reality due to the lack of tactile feedback. Looking closely, here the fingers of Johnny’s “hands” cast a shadow on the pyramid, making depth perception easier. Continue reading

Green Laser Scan

In a very brief scene, Theo walks through a security arch on his way into the Ministry of Energy. After waiting in queue, he walks towards a rectangular archway. At his approach, two horizontal green laser lines scan him from head to toe. Theo passes through the arch with no trouble.

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Though the archway is quite similar to metal detection technology used in airports today, the addition of the lasers hints at additional data being gathered, such as surface mapping for a face-matching algorithm.

We know that security mostly cares about what’s hidden under clothes or within bodies and bags, rather than confirming the surface that security guards can see, so it’s not likely to be an actual technological requirement of the scan. Rather it is a visual reminder to participants and onlookers that the scan is in progress, and moreover that this the Ministry is a secured space.

Though we could argue that the signal could be made more visible, laser light is very eye catching and human eyes are most sensitive at 555nm, and this bright green is the closest to the 808 diode laser at 532nm. So for being an economic, but eye catching signal, this green laser is a perfect choice.

High Tech Binoculars

In Johnny Mnemonic we see two different types of binoculars with augmented reality overlays and other enhancements: Yakuz-oculars, and LoTek-oculars.

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The Yakuza are the last to be seen but also the simpler of the two. They look just like a pair of current day binoculars, but this is the view when the leader surveys the LoTek bridge.

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I assume that the characters here are Japanese? Anyone?

In the centre is a fixed-size green reticule. At the bottom right is what looks like the magnification factor. At the top left and bottom left are numbers, using Western digits, that change as the binoculars move. Without knowing what the labels are I can only guess that they could be azimuth and elevation angles, or distance and height to the centre of the reticule. (The latter implies some sort of rangefinder.) Continue reading

Door Bomb and Safety Catches

Johnny leaves the airport by taxi, ending up in a disreputable part of town. During his ride we see another video phone call with a different interface, and the first brief appearance of some high tech binoculars. I’ll return to these later, for the moment skipping ahead to the last of the relatively simple and single-use physical gadgets.

Johnny finds the people he is supposed to meet in a deserted building but, as events are not proceeding as planned, he attaches another black box with glowing red status light to the outside of the door as he enters. Although it looks like the motion detector we saw earlier, this is a bomb.

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This is indeed a very bad neighbourhood of Newark. Inside are the same Yakuza from Beijing, who plan to remove Johnny’s head. There is a brief fight, which ends when Johnny uses his watch to detonate the bomb. It isn’t clear whether he pushes or rotates some control, but it is a single quick action. Continue reading

Video call

After ditching Chewie, Boba Fett heads to a public video phone to make a quick report to his boss who turns out to be…Darth Vader (this was a time long before the Expanded Universe/Legends, so there was really only one villain to choose from).

To make the call, he approaches an alcove off an alley. The alcove has a screen with an orange bezel, and a small panel below it with a 12-key number panel to the left, a speaker, and a vertical slot. Below that is a set of three phone books. For our young readers, phone books are an ancient technology in which telephone numbers were printed in massive books, and copies kept at every public phone for reference by a caller.

faithful-wookiee-video-call-04faithful-wookiee-video-call-05 Continue reading