Proton Pack

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The Ghostbusters wear “unlicensed particle accelerators” to shoot a stream of energy from an attached gun. Usefully, this positively-charged stream of energy can bind ghosts. The Pack is the size of a large camper’s backpack and is worn like one. The Proton pack must be turned on and warmed up before use. Its switch, oddly, is on the back, where the user cannot get to it themselves.

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Reckless undocking

After logging in to her station, Ibanez shares a bit of flirty dialog with mushroom-quaffed Zander Barcalow, and Captain Deladier says, “All right, Ibanez. Take her out.” Ibanez grasps the yoke, pulls back, and the ship begins to pull back from the docking station while still attached by two massive cables. Daladier and Barcalow keep silent but watch as the cables grow dangerously taut. At the last minute Ibanez flips a toggle switch on her panel from 0 to 1 and the cables release.

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There’s a lot of wrong in just this sequence. I mean, I get narratively what’s happening here: Check her out, she’s a badass maverick (we’re meant to think). But, come on…

  1. Where is the wisdom of letting a Pilot Trainee take the helm on her first time ever aboard a vessel? OK. Sorry. This is an interface blog. Ignore that one.
  2. The 1 and 0 symbols are International Electrotechnical Commission 60417 standards for on and off, respectively. How is the cable’s detachment caused by something turning on? If it was magnetic, shouldn’t you turn the magnetism off to release the cables?
  3. Why use the symbols for ON and OFF for an infrequent, specific task? Shouldn’t this be reserved for a kill switch or power to the station or something major? Or shouldn’t it bear a label reading “Power Cable Magnets” or something to make it more intelligible?
  4. Why is there no safety mechanism for this switch? A cover? A two-person rule? A timed activation? It’s fairly consequential. The countersink doesn’t feel like it’s enough.
  5. Where is the warning klaxon to alert everyone to this potentially disastrous situation?
  6. Why isn’t she dishonorably discharged the moment she started to maneuver the ship while it was still attached to the dock? Oh, shit. Sorry. Interfaces. Right. Interfaces.

The Revival Chamber

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When Gort brings Klaatu’s body back to the ship for revival, he saunters ominously past the terrified Helen and lays the body on a table. He lowers the lights gesturally, and then flips a switch on the wall to the right of the chamber. As a result, the surface of the table illuminates beneath Klaatu, a buzz begins and increases in volume and insistency, and a light illuminates in a tube near Klaatu’s head. Some unknown time later, Klaatu wakes up, brought back to life with time enough to deliver a terrible warning to the people of Earth.

As an interface, it seems as simple as it gets, but it could be done better. Attach some sensors to detect weight load on the table, and some biometric sensors to detect if the body is dead or alive. If the body is dead and sits in the right position, start the revival procedure. This automatic procedure would be useful for Klaatu if he was dying and Gort was not around. He could just climb on to the table and the moment he passed, systems would kick into gear that would revive him.

Remember, Klaatunians, even when you think you’ve finished your designs, pause and think, “This is awesome, yet, how could I improve it even more?”

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Resistance Chutes

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In order to conduct its subversions, the Resistance has a set of secret pneumatic chutes throughout SoGo. To monitor them, they have a map of the city with the chutes drawn as lines and places within the city illuminated with small lights.

The purpose of the lights is a bit vague, since just before Barbarella leaves Resistance Headquarters, Dildano glances at the map to see a red dot flashing at the very top. Gesturing at the light he remarks, “The time is right. The Queen is in her Chamber of Dreams.” But we know from the end of the film that the Queen’s Dream Chamber is on the lowest level of the city, close to Mathmos. (It would seem the Resistance has some severe information gathering issues.) So is each location able to change color to represent prominent individuals? What if two prominent people are in the same place? How does Dildano indicate which prominent person he wishes to track? We never see these controls, and per the axiom of providing inputs near outputs, we would want them to be somewhere around here.

We do get to see one interface in action, though. The chutes themselves are controlled by a set of rather rickety knife switches with large handles. A Resistance member throws one of the switches to initiate suction in a particular tube. (Fans of Futurama should note some similarities to the public transportation system in New New York.)

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One the switch is thrown, a traveler extends his or her arms upwards, and then the tube handles the rest. The exits is ungraceful, tumbling travelers onto the floor in conspicuous places somewhere in SoGo.

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The breach

The breach is not well-handled by the systems around the control room. Not only do the lights not have a local backup power source, but the screens on the background display Big Labels saying unhelpful things like, “ESCAPE ALERT – UNKNOWN SECURITY BREACH.” If you were designing a system specifically to control nightmare monsters to sacrifice helpless victims, I think the first thing your risk officer should work out is a system that can recognize and withstand when one of those two things (monsters or victims) was out of place. The least you could do is provide users with extremely clear status messages about them.

Sitterson and Truman scan the video monitors for Dana and Marty.

Escape hatch

After the breach, we see one more interface for the stage managers: an old escape route. Even though Control is world-critical, its designers imagined that things could go haywire. Presuming that other scenarios are going fine, if all hope is lost in this one, the stage managers have a way out of the control room. We only get a few glimpses of this interface, but it looks to be a computer-controlled security access lock whose 8-bit graphics imply that it was implemented in the early 1990s, around the time when Microsoft Windows 3.1 was the dominant computing paradigm.

Sitterson desperately enters his PID.

After working desperately a bit, Sitterson is able to get the system to a screen that asks for his PID. He uses a rubber-key keypad below the screen to enter it, and is told “SECURITY OVERRIDE GRANTED.” In this way he is able to open the trap door and escape the monsters swarming the control room.

Especially given the amount of stress that a user is likely to be under while using this interface, and the infrequency with which it must be used, it seems absolutely cruel to secure the door by a memorized identification number. Unless that PID is used frequently enough to become habit, it’s unlikely to be remembered when the user is trying to escape death. Better is to use the ID cards already seen in the film in combination with some biometric scan like retina or finger print.

The “Resources”

There is a system in place to manage the “resources,” the nightmare creatures available to be chosen by the victims for their sacrifice. This management includes letting them out to the surface, putting them back in place safely, and containment throughout the intervening year between sacrifices.

Dana and Marty experience the cages from the perspective of a monster

The one interface element that we do see in use is the one that Dana and Marty use to release the imprisoned nightmare monsters throughout the complex. It is a single kill-switch button labeled “SYSTEM PURGE”, located on a panel in the security booth that overlooks the main elevator bank. While hiding from approaching security forces, Dana notices the switch beneath the monitoring screens. She flips a protective switch cover to enable it, sees a confirming amber light, and then slams down on the kill switch. Moments later, the first of several waves of nightmare monsters are released through the elevator doors into the complex.

Dana slams the System Purge kill switch.

From a story viewpoint, this is an awesome moment where the story becomes utter chaos and the workforce of jaded sacrificers get their horrible, horrible come-uppance. But from a design standpoint, it’s utter nonsense. Imagine a nuclear power plant where the kill switch, which is accessible through an unlocked door and labeled clearly for any saboteur to read, dumps live fuel rods and heavy water onto the heads of the plant operators. Or a zoo where the animals-are-furious-and-hungry switch dumps the animals right onto the grounds. A system like Control, with global reach and resources, would find some other space into which this murderous tsunami can be vented, and ensure proper security around the activation mechanism. Still, this makes for hilarious chaos and the “happy” ending, so as audience members we’re glad Control messed up on its design strategy.

Marty had already been shown to be able to hack Control’s electronics upstairs, so I suspect the narrative decision about the purge switch was made to give Dana some additional agency in this part of the story, and add some punch to the onset of the final act, so we’ll count that as a minor quibble, too.

Tool of liberation

Maria’’s heroism in saving the children of the Lower City from flooding is aided by what may be only positive depiction of a technology in the film.

Maria summons the children with the gong in the town square.

To summon the children so that she can direct them to safety, she climbs a structure in the center of the town square. There she struggles with a very difficult-to-budge lever, but when she finally does so, it sets a loud gong to ringing. In keeping with the film’’s theme, this brings people together so they can be saved.