Time circuits (which interface the Flux Capacitor)

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Time traveling in the DeLorean is accomplished in three steps. In the first, he traveler turns on the “time circuits” using a rocking switch in the central console. Its use is detailed in the original Back to the Future, as below.

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In the second, the traveler sets the target month, day, year, hour, and minute using a telephone keypad mounted vertically on the dashboard to the left, and pressing a button below stoplight-colored LEDs on the left, and then with an extra white status indicator below that before some kind of commit button at the bottom.

In the third, you get the DeLorean up to 88 miles per hour and flood the flux capacitor with 1.21 gigawatts of power.

Seems simple.

It’s not…

Rocker switch?

Note that the rocker switch angles down to a nearly 45 degree angle in the on position. One of the worst thing that could happen is for that thing to get accidentally turned off at the wrong time, I imagine. (Back to the Future 4: Lost in Somewhen?) The 45 degree angle makes an accidental activation unlikely, but the T-shaped handle means it could catch on a sleeve or bag handle or something. There are more secure safety switches, but I also wonder if it would be smarter to use the Fake Off mode that most electronics run in today, where they’re never really off, but look off, just waiting for user interaction to spring to life. With a Mr. Fusion on board, I presume powering it isn’t that much of a problem.

Good disambiguation

Note that the pad only has numbers. But Doc uses the military and European standard date format

[day of month] [month] [year]

which might confuse another user, i.e. Marty, entering the stupid USA standard

[month] [day of month] [year]

Though preventing errors is preferable, at least Doc helps Marty recognize errors by displaying the month in 3-character text format, which would help Marty realize if he’d accidentally put in 10 September instead of 09 October.

Bad disambiguation

Note that doc is traveling to 4:29 in the afternoon, and the display has a tiny LED A.M./P.M. indicator. Better is the less ambiguous military time. Sure, audiences might have been confused, but using a 24-hour clock would have been less ambiguous for diegetic users, you could eliminate the AM/PM indicator, and Doc could use the existing number pad for entry without having to either add an “AM” and “PM” button (missing from the console), or doing some annoying “press 1 for AM or 2 for PM nowIVR thing.

While we’re on time disambiguation, what, uh, time zone is this? Did doc only ever plan to fly in and around Hill Valley? It might have been keyed to the Prime Meridian, or to Pacific Time, but if so it would have been very useful to have it marked as such. If not, it should display the current time zone and provide a means to change it. Somehow. With that number pad. (Or more controls.)

Bad input constraint and recovery

It’s wholly possible to enter a day-of-month or month of “99,” which is nonsensical given the Gregorian calendar that we use today. How does the system handle this? A mod function? There’s no clue, but the unconstrained inputs would allow it.

Farther travel?

As the Long Now Foundation reminds us, a four-digit date is really short-sighted. So Doc didn’t want to travel to 10,000 C.E. and see if Zager & Evans were right? And what if he wanted to go meet Amenhotep? How does he specify 1526 B.C.E.? It seems unduly constrained.

Misleading mapping

I don’t know what those LEDs to the left of the input panel do, but I can tell they’re poorly mapped. The colors go, from top to bottom: red, yellow, and green, like a stoplight. Then there’s the extra white LED below that maps to nothing. But the LED colors on the display go from top to bottom red for destination, green for present, yellow for last time departed. Better mapping would have these two agree, or distinct color schemes.

Missing controls

In 1985 dialing a telephone number worked much like the dial-a-date seen here. Punch a sequence of numbers and the system runs with the input. But instant-input systems need a way to correct errors; either the ability to review and correct the input, or to abort the input altogether and start over.

Phone users from back then will recall it was entirely possible to mistype a digit and dial a wrong number. You’d be connected to a stranger who had no idea who this “Marty” you wanted was. This is more serious in the DeLorean than on a phone, as it drops the user into circumstances potentially much more dire, from which there might be no recovery. What would happen if they had accidentally wound up in 21 October 1015? Wholly different story. Is Biff distantly related to Cnut the Great?

Doc might be able to review the input on the display before getting up to speed, but there’s no obvious control for aborting input so far and starting over. (What if he has skipped a digit instead of mistyping one?) A simple delete button would help him correct mistyped digits. Even if he mistyped the first one and only realized it at the end, it wouldn’t be too burdensome to press delete the handful of times.

Rich preview

How does the system confirm for Doc that he’s entered the right date he intended to? On one level, sure, the 7-segment LED output is clear and unambiguous. It’s a nice discrete number. But of course 7-segment 1989 isn’t that easy to distinguish from 1898 when you’re distracted. Better would be to give a preview of the meaning of the choices entered (but not yet enacted) by the user. If there was a video screen in the car, then maybe it could show scenes from old Westerns with the label “Headed to 1898: The Old West.” You could even do it with the cars’ speakers and an audio soundscape if a screen wouldn’t work for space or distraction reasons.

Security

As noted in the overview, Biff(2015) gets into the car to make off for 1955 early in the film. I can’t quite figure out how he was able to figure out turning on the time circuit and that the 88MPH was a target speed, but he did. (Seriously, looking for fan theories here.) Of course Doc might have designed everything to be perfectly understandable for Marty, but that’s no excuse to avoid authenticating the user, since Doc is so panicked about the consequences of the time travel that he’s doing all the times. [sic]

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Barbasol Can

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The Barbasol can is a camouflaged container that Nedry uses to smuggle genetic information, i.e. dinosaur embryos, off the island to an unnamed group that is willing to pay him a lot of money for this act of industrial espionage.

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The exterior case looks identical to an off-the-shelf can of Barbasol shaving cream, and hides a metal cradle for the DNA vials. With a twist, the cradle pops up.  When twisted back, the cradle locks into place.  Dennis uses this under tight time constraints to steal the DNA samples and carry them.

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Wait. The movie never mentioned Proceratosaurus.

Near the end of the movie, he falls and loses the can.  It rolls away into a pile of silting mud where it will be impossible to find (though Nedry doesn’t live long enough to look for it). Greed gets its comeuppance.

Would you want one of these today?

This device would prove really problematic today.  First, it would never make it past modern security at an airport. It’s too big. Given the acceptable travel-sized can, that’s like five crummy embryos at the most. That eliminates a big backup plan for Nedry and the MysteryCo if the getaway plan involves anything other than privately chartered transportation. Which, given the need for secrecy, we can presume.

Barbasol travel size

Second, the large, round shape is too big to comfortably grip and its cylindrical shape basically guarantees that it’s going to get lost if it gets dropped. You know, which is exactly what ends up happening. What was the original plan, a moistened bar of soap?

Third, anyone can open the can. There is no key. Given that Barbasol cans are actually a commonly-available diversion safe, you might want to lock that thing down with a magnetic key that’s still undetectable, but won’t let the baggage handler walk off with your millions.

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Admittedly, this might be a real world thing because of the movie. It’s hard to say.

Finally, since to the casual observer it has to look and function identically to a Barbasol can, it runs the grave risk of being swapped for one, accidentally or in some gritty-reboot Spy Vs. Spy fan fiction. Including a passive RFID call-and-response API would enable identification, status indication, and triangulation for, say, if the thing ever gets lost in the silt of a tropical island in the Caribbean Sea.

So, if there’s going to be any dinosaur embryo smuggling in the future, and I’m looking at you, Dodgson, it should pass modern security. So maybe a travel sized can of Barbasol and I don’t know, mousse? Does anyone still use mousse? This size will be easier to zip into a pocket. Make sure Nedry has zipping pockets. Give the can a hidden lock to deter casual unscrewers, and be able to wirelessly query for identification or loss. And maybe someone as bumbling as Nedry can fetch you the goods without getting himself turned into raptor chow.

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Ha HA…raptor chow…classic.

Loki’s glaive: Mojo Radiator

Loki’s wants to take down the Avengers and the S.H.I.E.L.D. helicarrier, to disable the two greatest threats to his invading forces. To accomplish this, he lets himself get captured and the glaive taken away from him, knowing Banner would study it, fall prey to one of its terrible effects, become the ragemonster, and wreck the place.

That effect goes unnamed in the film so I’ll call it the bad mojo radiator. The longer people hang around it, the more discord it sows. In fact just before Loki’s thralls enact a daring rescue of him, we see all of the Avengers fighting in the lab, for no other reason than they stand in the glaive’s presence.

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The infighting ends suddenly when Banner unintentionally takes the glaive in hand as he attempts to silence the group. Because the threat of Hulk + glaive is enough to make other fights seem secondary.

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We never see Loki triggering this ability of the glaive. Is it just a default, going on at all times? That seems problematic if you needed allies around you to behave, or even take disguise and hide amidst people for any length of time. So maybe that’s not the most useful design.

What if this bad mojo was actually triggered, just passively? What if it starts quietly humming its Song of Discord when it is separated from its appointed wielder for some length of time? This would be an excellent anti-theft device, and even one that would make it hard to keep it hidden long.

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[sic]

How might we use this sort of strategy beyond the world-conquering semi-mystical, fictional sort? This strategy is one step beyond the authenticated-users-only constraints of smart weapons, adding a layer of deterrence from possession. Imagine if a gun pulled from its authorized user shocked the holder or occasionally sprayed malodor? Or a car that turned its volume increasingly louder after it was reported stolen? You can be sure the thieves wouldn’t keep it for long.

Escape pod weapons cache

I wish that the last Starship Troopers interface wasn’t this one, but so it goes.

After piloting the escape pod through the atmosphere using the meager interfaces she has to work with, it careens off of a hill to pierce the thin wall of a mountainside and landing Ibanez and Barcalow squarely in the dangerous depths of bug burrows.

After checking on Ibanez, Barcalow exits the pod and struts around to the back of it, where he pulls open a panel to access the weapons within.

So equipped, the pair are able to defend themselves at least a few moments before being overwhelmed by superior bug numbers.

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So. OK. This.

I want to ask why, in the first place, they would get out of a vehicle that can survive space, re-entry, breaking through a frakking mountainside, and crash landing without so much as a scratch. If they’d stayed there, would the bugs have been able to get at them? Couldn’t staying inside of it given them at least a fighting chance until Rico got there? The glass didn’t break when slammed at terminal velocity into stone. I think it can handle bug pincers. But I digress. that’s a question of character logic, not interfaces, so let me put that aside.

Instead, let me ask about the design rationale of putting the weapons in an exterior compartment. Wouldn’t it make more sense to put them inside the pod? If they’d landed with hostiles present outside the vehicle, what was the plan, ask them to hold on while you grabbed something from the trunk?

Additionally, it appears that there are no security features. Barcalow just opens it. Silly seeming, of course, but that’s how it should work, i.e., for the right person it just opens up. So in the spirit of apologetics—and giving it way more credit than it’s earned across this film—let’s presume that the pod has some passive authentication mechanism that biometrically checks him at a distance and unlocks the panel so that he doesn’t even have to think about it, especially in this crisis scenario.

That’s an apologetics gift from me to you, Starship Troopers, since I still have a soft spot in my heart for you.

Rodger Young Bridge Doors

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I have a special interest in sci-fi doors, so, for completeness in the database, I’m going to document what’s we see with the security doors of the Rodger Young, which is not much.

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To access the bridge, Carmen walks through a short corridor, with large, plate-metal doors at either end. As she approaches each, they slide up over the course of about a second, making a grinding sound as they rise, and a heavy puff of air when they are safely locked open. (If they’re automatic, why don’t they close behind her?) The lower half-meter of each door is emblazoned with safety stripes.

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Carmen appears to do nothing special to authenticate with the doors. That either means that there is no authentication, or that it’s a sophisticated passive authentication that works as she approaches. I suggested just such a passive authentication for the Prometheus escape pod. The main difference in what I recommended there and what we see here is that both Carmen and the audience could use some sort of feedback that this is happening. A simple glowing point with projection rays towards her eyes or something, and even a soft beep upon confirmation.

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The only other time we see the door in action is after Carmen’s newly plotted course "discovers" the asteroid en route to Earth. It’s a Code Red situation, and the door doesn’t seem to behave any differently, even admitting about half a dozen people in at a time, so we have to presume that this is one those "dumb" doors.

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Otto’s Manual Control

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When it refused to give up authority, the Captain wrested control of the Axiom from the artificial intelligence autopilot, Otto. Otto’s body is the helm wheel of the ship and fights back against the Captain. Otto wants to fulfil BNL’s orders to keep the ship in space. As they fight, the Captain dislodges a cover panel for Otto’s off-switch. When the captain sees the switch, he immediately realizes that he can regain control of the ship by deactivating Otto. After fighting his way to the switch and flipping it, Otto deactivates and reverts to a manual control interface for the ship.

The panel of buttons showing Otto’s current status next to the on/off switch deactivates half its lights when the Captain switches over to manual. The dimmed icons are indicating which systems are now offline. Effortlessly, the captain then returns the ship to its proper flight path with a quick turn of the controls.

One interesting note is the similarity between Otto’s stalk control keypad, and the keypad on the Eve Pod. Both have the circular button in the middle, with blue buttons in a semi-radial pattern around it. Given the Eve Pod’s interface, this should also be a series of start-up buttons or option commands. The main difference here is that they are all lit, where the Eve Pod’s buttons were dim until hit. Since every other interface on the Axiom glows when in use, it looks like all of Otto’s commands and autopilot options are active when the Captain deactivates him.

A hint of practicality…

The panel is in a place that is accessible and would be easily located by service crew or trained operators. Given that the Axiom is a spaceship, the systems on board are probably heavily regulated and redundant. However, the panel isn’t easily visible thanks to specific decisions by BNL. This system makes sense for a company that doesn’t think people need or want to deal with this kind of thing on their own.

Once the panel is open, the operator has a clear view of which systems are on, and which are off. The major downside to this keypad (like the Eve Pod) is that the coding of the information is obscure. These cryptic buttons would only be understandable for a highly trained operator/programmer/setup technician for the system. Given the current state of the Axiom, unless the crew were to check the autopilot manual, it is likely that no one on board the ship knows what those buttons mean anymore.

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Thankfully, the most important button is in clear English. We know English is important to BNL because it is the language of the ship and the language seen being taught to the new children on board. Anyone who had an issue with the autopilot system and could locate the button, would know which button press would turn Otto off (as we then see the Captain immediately do).

Considering that Buy-N-Large’s mission is to create robots to fill humans’ every need, saving them from every tedious or unenjoyable job (garbage collecting, long-distance transportation, complex integrated systems, sports), it was both interesting and reassuring to see that there are manual over-rides on their mission-critical equipment.

…But hidden

The opposite situation could get a little tricky though. If the ship was in manual mode, with the door closed, and no qualified or trained personnel on the bridge, it would be incredibly difficult for them to figure out how to physically turn the ship back to auto-pilot. A hidden emergency control is useless in an emergency.

Hopefully, considering the heavy use of voice recognition on the ship, there is a way for the ship to recognize an emergency situation and quickly take control. We know this is possible because we see the ship completely take over and run through a Code Green procedure to analyze whether Eve had actually returned a plant from Earth. In that instance, the ship only required a short, confused grunt from the Captain to initiate a very complex procedure.

Security isn’t an issue here because we already know that the Axiom screens visitors to the bridge (the Gatekeeper). By tracking who is entering the bridge using the Axiom’s current systems, the ship would know who is and isn’t allowed to activate certain commands. The Gatekeeper would either already have this information coded in, or be able to activate it when he allowed people into the bridge.

For very critical emergencies, a system that could recognize a spoken ‘off’ command from senior staff or trained technicians on the Axiom would be ideal.

Anti-interaction as Standard Operating Procedure

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The hidden door, and the obscure hard-wired off button continue the mission of Buy-N-Large: to encourage citizens to give up control for comfort, and make it difficult to undo that decision. Seeing as how the citizens are more than happy to give up that control at first, it looks like profitable assumption for Buy-N-Large, at least in the short term. In the long term we can take comfort that the human spirit–aided by an adorable little robot–will prevail.

So for BNL’s goals, this interface is fairly well designed. But for the real world, you would want some sort of graceful degradation that would enable qualified people to easily take control in an emergency. Even the most highly trained technicians appreciate clearly labeled controls and overrides so that they can deal directly with the problem at hand rather than fighting with the interface.

The Gatekeeper

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After the security ‘bot brings Eve across the ship (with Wall-e in tow), he arrives at the gatekeeper to the bridge. The Gatekeeper has the job of entering information about ‘bots, or activating and deactivating systems (labeled with “1”s and “0”s) into a pedestal keyboard with two small manipulator arms. It’s mounted on a large, suspended shaft, and once it sees the security ‘bot and confirms his clearance, it lets the ‘bot and the pallet through by clicking another, specific button on the keyboard.

The Gatekeeper is large. Larger than most of the other robots we see on the Axiom. It’s casing is a white shell around an inner hardware. This casing looks like it’s meant to protect or shield the internal components from light impacts or basic problems like dust. From the looks of the inner housing, the Gatekeeper should be able to move its ‘head’ up and down to point its eye in different directions, but while Wall-e and the security ‘bot are in the room, we only ever see it rotating around its suspension pole and using the glowing pinpoint in its red eye to track the objects its paying attention to.

When it lets the sled through, it sees Wall-e on the back of the sled, who waves to the Gatekeeper. In response, the Gatekeeper waves back with its jointed manipulator arm. After waving, the Gatekeeper looks at its arm. It looks surprised at the arm movement, as if it hadn’t considered the ability to use those actuators before. There is a pause that gives the distinct impression that the Gatekeeper is thinking hard about this new ability, then we see it waving the arm a couple more times to itself to confirm its new abilities.

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The Gatekeeper seems to exist solely to enter information into that pedestal. From what we can see, it doesn’t move and likely (considering the rest of the ship) has been there since the Axiom’s construction. We don’t see any other actions from the pedestal keys, but considering that one of them opens a door temporarily, it’s possible that the other buttons have some other, more permanent functions like deactivating the door security completely, or allowing a non-authorized ‘bot (or even a human) into the space.

An unutilized sentience

The robot is a sentient being, with a tedious and repetitive job, who doesn’t even know he can wave his arm until Wall-e introduces the Gatekeeper to the concept. This fits with the other technology on board the Axiom, with intelligence lacking any correlation to the robot’s function. Thankfully for the robot, he (she?) doesn’t realize their lack of a larger world until that moment.

So what’s the pedestal for?

It still leaves open the question of what the pedestal controls actually do. If they’re all connected to security doors throughout the ship, then the Gatekeeper would have to be tied into the ship’s systems somehow to see who was entering or leaving each secure area.

The pedestal itself acts as a two-stage authentication system. The Gatekeeper has a powerful sentience, and must decide if the people or robots in front of it are allowed to enter the room or rooms it guards. Then, after that decision, it must make a physical action to unlock the door to enter the secure area. This implies a high level of security, which feels appropriate given that the elevator accesses the bridge of the Axiom.

Since we’ve seen the robots have different vision modes, and improvements based on their function, it’s likely that the Gatekeeper can see more into the pedestal interface than the audience can, possibly including which doors each key links to. If not, then as a computer it would have perfect recall on what each button was for. This does not afford a human presence stepping in to take control in case the Gatekeeper has issues (like the robots seen soon after this in the ‘medbay’). But, considering Buy-N-Large’s desire to leave humans out of the loop at each possible point, this seems like a reasonable design direction for the company to take if they wanted to continue that trend.

It’s possible that the pedestal was intended for a human security guard that was replaced after the first generation of spacefarers retired. Another possibility is that Buy-N-Large wanted an obvious sign of security to comfort passengers.

What’s missing?

We learn after this scene that the security ‘bot is Otto’s ‘muscle’ and affords some protection. Given that the Security ‘bot and others might be needed at random times, it feels like he would want a way to gain access to the bridge in an emergency. Something like an integrated biometric scanner on the door that could be manually activated (eye scanner, palm scanner, RFID tags, etc.), or even a physical key device on the door that only someone like the Captain or trusted security officers would be given. Though that assumes there is more than one entrance to the bridge.

This is a great showcase system for tours and commercials of an all-access luxury hotel and lifeboat. It looks impressive, and the Gatekeeper would be an effective way to make sure only people who are really supposed to get into the bridge are allowed past the barriers. But, Buy-N-Large seems to have gone too far in their quest for intelligent robots and has created something that could be easily replaced by a simpler, hard-wired security system.

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The Dropship

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The Axiom Return Vehicle’s (ARV’s) first job is to drop off Eve and activate her for her mission on Earth. The ARV acts as the transport from the Axiom, landing on the surface of Earth to drop off Eve pods, then returning after an allotted time to retrieve the pods and return them to the Axiom.

The ARV drops Eve at the landing site by Wall-E’s home, then pushes a series of buttons on her front chest. The buttons light up as they’re pushed, showing up blue just after the arm clicks them. At the end of the button sequence, Eve wakes up and immediately begins scanning the ground directly in front of her. She then continues scanning the environment, leaving the ARV to drop off more Eve Pods elsewhere.

If It Ain’t Broke…

There’s an oddity in ARV’s use of such a crude input device to activate Eve. On first appearance, it seems like it’s a system that is able to provide a backup interface for a human user, allowing Eve to be activated by a person on the ground in the event of an AI failure, or a human-led research mission. But this seems awkward in use because Eve’s front contains no indication of what the buttons each do, or what sequence is required.

A human user of the system would be required to memorize the proper sequence as a physical set of relationships. Without more visual cues, it would be incredibly easy for the person in that situation to push the wrong button to start with, then continue pushing wrong buttons without realizing it (unless they remembered what sound the first button was supposed to make, but then they have one /more/ piece of information to memorize. It just spirals out of control from there).

What was originally for people is now best used by robots.

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So if it’s not for humans, what’s going on? Looking at it, the minimal interface has strong hints of originally being designed for legacy support: large physical buttons, coded interface, and tilted upward for a person standing above it. BNL shows a strong desire to design out people, but leave interactions (see The Gatekeeper). This style of button interface looks like a legacy control kept by BNL because by the time people weren’t needed in the system anymore, the automated technology had already been adapted for the same situation.

Large hints to this come from the labels. Each label is an abstract symbol, with the keys grouped into two major areas (the radial selector on the top, and the line of large squares on the bottom). For highly trained technicians meant to interact only rarely with an Eve pod, these cryptic labels would either be memorized or referenced in a maintenance manual. For BNL, the problem would only appear after both the technicians and the manual are gone.

It’s an interface that sticks around because it’s more expensive to completely redo a piece of technology than simply iterate it.

Despite the information hurdles, the physical parts of this interface look usable. By angling the panel they make it easier to see the keypad from a standing position, and the keys are large enough to easily press without accidentally landing on the wrong one. The feedback is also excellent, with a physical depression, a tactile click, and a backlight that trails slightly to show the last key hit for confirmation.

If I were redesigning this I would bring in the ability for a basic- or intermediate-skill technician to use this keypad quickly. An immediate win would be labeling the keys on the panel with their functions, or at least their position in the correct activation sequence. Small hints would make a big difference for a technician’s memory.

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To improve it even more, I would bring in the holographic technology BNL has shown elsewhere. With an overlay hologram, the pod itself could display real-time assistance, of the right sequence of keypresses for whatever function the technician needed.

This small keypad continues to build on the movie’s themes of systems that evolve: Wall-E is still controllable and serviceable by a human, but Eve from the very start has probably never even seen a human being. BNL has automated science to make it easier on their customers.

Klaatunian interior

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When the camera first follows Klaatu into the interior of his spaceship, we witness the first gestural interface seen in the survey. To turn on the lights, Klaatu places his hands in the air before a double column of small lights imbedded in the wall to the right of the door. He holds his hand up for a moment, and then smoothly brings it down before these lights. In response the lights on the wall extinguish and an overhead light illuminates. He repeats this gesture on a similar double column of lights to the left of the door.

The nice thing to note about this gesture is that it is simple and easy to execute. The mapping also has a nice physical referent: When the hand goes down like the sun, the lights dim. When the hand goes up like the sun, the lights illuminate.

He then approaches an instrument panel with an array of translucent controls; like a small keyboard with extended, plastic keys. As before, he holds his hand a moment at the top of the controls before swiping his hand in the air toward the bottom of the controls. In response, the panels illuminate. He repeats this on a similar panel nearby.

Having activated all of these elements, he begins to speak in his alien tongue to a circular, strangely lit panel on the wall. (The film gives no indication as to the purpose of his speech, so no conclusions about its interface can be drawn.)

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Gort also operates the translucent panels with a wave of his hand. To her credit, perhaps, Helen does not try to control the panels, but we can presume that, like the spaceship, some security mechanism prevents unauthorized control.

Missing affordances

Who knows how Klaatu perceives this panel. He’s an alien, after all. But for us mere humans, the interface is confounding. There are no labels to help us understand what controls what. The physical affordances of different parts of the panels imply sliding along the surface, touch, or turning, not gesture. Gestural affordances are tricky at best, but these translucent shapes actually signal something different altogether.

Overcomplicated workflow

And you have to wonder why he has to go through this rigmarole at all. Why must he turn on each section of the interface, one by one? Can’t they make just one “on” button? And isn’t he just doing one thing: Transmitting? He doesn’t even seem to select a recipient, so it’s tied to HQ. Seriously, can’t he just turn it on?

Why is this UI even here?

Or better yet, can’t the microphone just detect when he’s nearby, illuminate to let him know it’s ready, and subtly confirm when it’s “hearing” him? That would be the agentive solution.

Maybe it needs some lockdown: Power

OK. Fine. If this transmission consumes a significant amount of power, then an even more deliberate activation is warranted, perhaps the turning of a key. And once on, you would expect to see some indication of the rate of power depletion and remaining power reserves, which we don’t see, so this is pretty doubtful.

Maybe it needs some lockdown: Security

This is the one concern that might warrant all the craziness. That the interface has no affordance means that Joe Human Schmo can’t just walk in and turn it on. (In fact the misleading bits help with a plausible diversion.) The “workflow” then is actually a gestural combination that unlocks the interface and starts it recording. Even if Helen accidentally discovered the gestural aspect, there’s little to no way she could figure out those particular gestures and start intergalactic calls for help. And remembering that Klaatu is, essentially, a space ethics reconn cop, this level of security might make sense.