Wakandan Med Table

When Agent Ross is shot in the back during Klaue’s escape from the Busan field office, T’Challa stuffs a kimoyo bead into the wound to staunch the bleeding, but the wounds are still serious enough that the team must bring him back to Wakanda for healing. They float him to Shuri’s lab on a hover-stretcher.

Here Shuri gets to say the juicy line, “Great. Another white boy for us to fix. This is going to be fun.
Sorry about the blurry screen shot, but this is the most complete view of the bay.

The hover-stretcher gets locked into place inside a bay. The bay is a small room in the center of Shuri’s lab, open on two sides. The walls are covered in a gray pattern suggesting a honeycomb. A bas-relief volumetric projection displays some medical information about the patient like vital signs and a subtle fundus image of the optic nerve.

Shuri holds her hand flat and raises it above the patient’s chest. A volumetric display of 9 of his thoracic vertebrae rises up in response. One of the vertebrae is highlighted in a bright red. A section of the wall display displays the same information in 2D, cyan with orange highlights. That display section slides out from the wall to draw observer’s attentions. Hexagonal tiles flip behind the display for some reason, but produce no change in the display.

Shuri reaches her hands up to the volumetric vertebrae, pinches her forefingers and thumbs together, and pull them apart. In response, the space between the vertebrae expands, allowing her to see the top and bottom of the body of the vertebra.

She then turns to the wall display, and reading something there, tells the others that he’ll live. Her attention is pulled away with the arrival of Wakabe, bringing news of Killmonger. We do not see her initiate a treatment in the scene. We have to presume that she did it between cuts. (There would have to be a LOT of confidence in an AI’s ability to diagnose and determine treatment before they would let Griot do that without human input.)

We’ll look more closely at the hover-stretcher display in a moment, but for now let’s pause and talk about the displays and the interaction of this beat.

A lab is not a recovery room

This doesn’t feel like a smart environment to hold a patient. We can bypass a lot of the usual hospital concerns of sterilization (it’s a clean room) or readily-available equipment (since they are surrounded by programmable vibranium dust controlled by an AGI) or even risk of contamination (something something AI). I’m mostly thinking about the patient having an environment that promotes healing: Natural light, quiet or soothing music, plants, furnishing, and serene interiors. Having him there certainly means that Shuri’s team can keep an eye on him, and provide some noise that may act as a stimulus, but don’t they have actual hospital rooms in Wakanda? 

Why does she need to lift it?

The VP starts in his chest, but why? If it had started out as a “translucent skin” illusion, like we saw in Lost in Space (1998, see below), then that might make sense. She would want to lift it to see it in isolation from the distracting details of the body. But it doesn’t start this way, it starts embedded within him?!

The “translucent skin” display from Lost in Space (1998)

It’s a good idea to have a representation close to the referent, to make for easy comparison between them. But to start the VP within his opaque chest just doesn’t make sense.

This is probably the wrong gesture

In the gestural interfaces chapter of  Make It So, I described a pidgin that has been emerging in sci-fi which consisted of 7 “words.” The last of these is “Pinch and Spread to Scale.” Now, there is nothing sacred about this gestural language, but it has echoes in the real world as well. For one example, Google’s VR painting app Tilt Brush uses “spread to scale.” So as an increasingly common norm, it should only be violated with good reason. In Black Panther, Shuri uses spread to mean “spread these out,” even though she starts the gesture near the center of the display and pulls out at a 45° angle. This speaks much more to scaling than to spreading. It’s a mismatch and I can’t see a good reason for it. Even if it’s “what works for her,” gestural idiolects hinder communities of practice, and so should be avoided.

Better would have been pinching on one end of the spine and hooking her other index finger to spread it apart without scaling. The pinch is quite literal for “hold” and the hook quite literal for “pull.” This would let scale be scale, and “hook-pull” to mean “spread components along an axis.”

Model from https://justsketch.me/

If we were stuck with the footage of Shuri doing the scale gesture, then it would have made more sense to scale the display, and fade the white vertebrae away so she could focus on the enlarged, damaged one. She could then turn it with her hand to any arbitrary orientation to examine it.

An object highlight is insufficient

It’s quite helpful for an interface that can detect anomalies to help focus a user’s attention there. The red highlight for the damaged vertebrae certainly helps draw attention. Where’s the problem? Ah, yes. There’s the problem. But it’s more helpful for the healthcare worker to know the nature of the damage, what the diagnosis is, to monitor the performance of the related systems, and to know how the intervention is going. (I covered these in the medical interfaces chapter of Make It So, if you want to read more.) So yes, we can see which vertebra is damaged, but what is the nature of that damage? A slipped disc should look different than a bone spur, which should look different than one that’s been cracked or shattered from a bullet. The thing-red display helps for an instant read in the scene, but fails on close inspection and would be insufficient in the real world.

This is not directly relevant to the critique, but interesting that spinal VPs have been around since 1992. Star Trek: The Next Generation, “Ethics” (Season 5, Episode 16).

Put critical information near the user’s locus of attention

Why does Shuri have to turn and look at the wall display at all? Why not augment the volumetric projection with the data that she needs? You might worry that it could obscure the patient (and thereby hinder direct observations) but with an AGI running the show, it could easily position those elements to not occlude her view.

Compare this display, which puts a waveform directly adjacent to the brain VP. Firefly, “Ariel” (Episode 9, 2002).

Note that Shuri is not the only person in the room interested in knowing the state of things, so a wall display isn’t bad, but it shouldn’t be the only augmentation.

Lastly, why does she need to tell the others that Ross will live? if there was signifcant risk of his death, there should be unavoidable environmental signals. Klaxons or medical alerts. So unless we are to believe T’Challa has never encountered a single medical emergency before (even in media), this is a strange thing for her to have to say. Of course we understand she’s really telling us in the audience that we don’t need to wonder about this plot development any more, but it would be better, diegetically, if she had confirmed the time-to-heal, like, “He should be fine in a few hours.”

Alternatively, it would be hilarious turnabout if the AI Griot had simply not been “trained” on data that included white people, and “could not see him,” which is why she had to manually manage the diagnosis and intervention, but that would have massive impact on the remote piloting and other scenes, so isn’t worth it. Probably.

Thoughts toward a redesign

So, all told, this interface and interaction could be much better fit-to-purpose. Clarify the gestural language. Lose the pointless flipping hexagons. Simplify the wall display for observers to show vitals, diagnosis and intervention, as well as progress toward the goal. Augment the physician’s projection with detailed, contextual data. And though I didn’t mention it above, of course the bone isn’t the only thing damaged, so show some of the other damaged tissues, and some flowing, glowing patterns to show where healing is being done along with a predicted time-to-completion.

Stretcher display

Later, when Ross is fully healed and wakes up, we see a shot of of the med table from above. Lots of cyan and orange, and *typography shudder* stacked type. Orange outlines seem to indicate controls, tough they bear symbols rather than full labels, which we know is better for learnability and infrequent reuse. (Linguist nerds: Yes, Wakandan is alphabetic rather than logographic.)

These feel mostly like FUIgetry, with the exception of a subtle respiration monitor on Ross’ left. But it shows current state rather than tracked over time, so still isn’t as helpful as it could be.

Then when Ross lifts his head, the hexagons begin to flip over, disabling the display. What? Does this thing only work when the patient’s head is in the exact right space? What happens when they’re coughing, or convulsing? Wouldn’t a healthcare worker still be interested in the last-recorded state of things? This “instant-off” makes no sense. Better would have been just to let the displays fade to a gray to indicate that it is no longer live data, and to have delayed the fade until he’s actually sitting up.

All told, the Wakandan medical interfaces are the worst of the ones seen in the film. Lovely, and good for quick narrative hit, but bad models for real-world design, or even close inspection within the world of Wakanda.


MLK Day Matters

Each post in the Black Panther review is followed by actions that you can take to support black lives.

Today is Martin Luther King Day. Normally there would be huge gatherings and public speeches about his legacy and the current state of civil rights. But the pandemic is still raging, and with the Capitol in Washington, D.C. having seen just last week an armed insurrection by supporters of outgoing and pouty loser Donald Trump, (in case that WP article hasn’t been moved yet, here’s the post under its watered-down title) worries about additional racist terrorism and violence.

So today we celebrate virtually, by staying at home, re-experiening his speeches and letters, and listening to the words of black leaders and prominent thinkers all around us, reminding us of the arc of the moral universe, and all the work it takes to bend it toward justice.

With the Biden team taking the reins on Wednesday, and Kamala Harris as our first female Vice President of color, things are looking brighter than they have in 4 long, terrible years. But Trump would have gotten nowhere if there hadn’t been a voting block and party willing to indulge his racist fascism. There’s still much more to do to dismantle systemic racism in the country and around the world. Let’s read, reflect, and use whatever platforms and resources we are privileged to have, act.

Cyberspace: the hardware

And finally we come to the often-promised cyberspace search sequence, my favourite interface in the film. It starts at 36:30 and continues, with brief interruptions to the outside world, to 41:00. I’ll admit there are good reasons not to watch the entire film, but if you are interested in interface design, this will be five minutes well spent. Included here are the relevant clips, lightly edited to focus on the user interfaces.

Click to see video of The cyberspace search.

Click to see Board conversation, with Pharmakom tracker and virus

First, what hardware is required?

Johnny and Jane have broken into a neighbourhood computer shop, which in 2021 will have virtual reality gear just as today even the smallest retailer has computer mice. Johnny clears miscellaneous parts off a table and then sits down, donning a headset and datagloves.

jm-30-hardware-a

Headset

Headsets haven’t really changed much since 1995 when this film was made. Barring some breakthrough in neural interfaces, they remain the best way to block off the real world and immerse a user into the virtual world of the computer. It’s mildly confusing to a current day audience to hear Johnny ask for “eyephones”, which in 1995 was the name of a particular VR headset rather than the popular “iPhone” of today.

Throughout this cyberspace sequence the virtual reality system Johnny uses gives vocal feedback, usually just confirming what has happened or repeating information visible in cyberspace. Johnny will also use voice commands himself. Jane seemingly can’t hear this feedback, as she has no idea what is happening other than what Johnny tells her. No earbuds or headphones are visible, but nearly all headsets then and now incorporate audio output as well as visual display so presumably sound is the function of the silver bulges at the back of the headset.

Dataglove

Datagloves are less common today. These track the position and orientation of the hands as they move, in this particular case to the bending of individual fingers. In 1995 this was done with magnetic or ultrasonic trackers on each hand and various fibre optic or potentiometer bend sensors on the finger joints, all built into a rather bulky glove. Today this can be done passively by a video camera, for example the Microsoft Kinect or Leap Motion Controller. With these technologies it’s not even necessary to paint dots on the fingers, which unlike faces have convenient gaps in between the points of interest.

Johnny mostly keeps his arms horizontal just above the table surface, but we will occasionally see him reach up. As chapter 5 of Make It So points out, trying to operate a vertical touch screen or gesture interface for any length of time is exhausting, and the same would be true if the VR system required him to frequently lift his hands and arms above the conventional keyboard height.

System status

There is also a system status display on the table.

jm-30-hardware-b

Various indicators light up as Johnny gets ready. It would be helpful if this were mirrored to the headset, so Johnny could at least see which components are working or not without removing it.

My first impression was that the grid on the table might be some kind of optical tracking aid. Then I remembered that this is a worktable, and protective table mats with a grid pattern printed on them are sold in craft and hardware shops. Not everything in the future needs to be advanced technology.

Voice feedback

As Johnny performs his various actions in cyberspace, another synthesized voice gives him constant feedback, most often telling him which actions and objects have been selected. I suggest this is for new users, who may be confused about exactly what they can and cannot do in virtual reality. (Of course, it is also very useful for telling us the audience what is happening.) Johnny himself is not a new VR users, but since this is a system assembled straight out of the box he gets the default setting. Over time a voice constantly telling you what you’ve done probably becomes irritating, which is why earlier systems were not so chatty.

The tracker

We see a second person in cyberspace during this sequence, although only briefly. This is the Pharmakom tracker, who is trying to locate Johnny and Jane for the Yakuza.

jm-30-hardware-c

He too wears a headset and gloves, but also has a one piece earphone and microphone. He uses this not for voice commands, but for a phone connection to Shinji, the Yakuza leader in a car.

He is standing in front of a lectern type display.

jm-30-hardware-d

This shows a street map, with the red cross hairs presumably the location being examined. Current day VR systems often mirror what the headset is showing to a more conventional display as this is very useful in testing and debugging. Note also the rows of unmarked buttons on either side. I’ll discuss these and similar buttons below.

Having him stand is an interesting choice. The advantage of standing in VR is that it allows the participant to bend and turn more freely, using body motion as an input as well as hands and head. The disadvantages are that this is more tiring, and that with the headset blocking the real world, it’s very easy to bump into things. The first commercial VR game, “Dactyl Nightmare” by W Industries, had a waist-high padded fence around the player to stop them falling over or walking too far and breaking the cables.

jm-14-vr1000

VR1000 restored by Simon Marston

Here the tracker is risking a painful bruised knee. Perhaps he is a standing desk enthusiast who believes the other health benefits make it worthwhile.

The Curious Unmarked Buttons…

A recurring hardware interface in Johnny Mnemonic is the grid of unmarked buttons. There were two in the upload hotel suite, the image grabber, and the fax machine. And here the lectern display used by the tracker has more of the same.

I can’t recall any others like this, with one exception: the Pixar animated short “Lifted”, which has a vast array of unmarked identical switches. But that was a deliberate caricature, making fun of terribly designed and confusing interfaces.

Research tells us that labelled buttons and keys are the best for learning and use, from computers and phones to their software equivalents on modern touchscreen phones. Even the buttons on consumer remote controls are marked, however cryptic the symbols may be. The only unmarked buttons in current day regular use are those used around the edges of displays for ATMs and in aircraft cockpits. Here the meaning of these “soft buttons” will be shown by the text or graphic displayed nearby.

jm-14-unmarked
Image by the author

But this isn’t possible for the unmarked buttons in Johnny Mnemonic, which either don’t have screens or don’t have buttons next to the screen.

…Are a platform for virtual buttons

Perhaps the buttons on the lectern are unmarked because they’re intended for use in cyberspace. If the computer system generating the virtual reality is aware of the lectern’s location in relation to the user, it could generate labels within the virtual reality that the user would perceive as exactly where the physical buttons are. The buttons would then provide actual tactile feedback for location and when pressed. 

Talking to a Puppet

As mentioned, Johnny in the last phone conversation in the van is not talking to the person he thinks he is. The film reveals Takahashi at his desk, using his hand as if he were a sock puppeteer—but there is no puppet. His desk is emitting a grid of green light to track the movement of his hand and arm.

jm-22-puppet-call-c

The Make It So chapter on gestural interfaces suggests Takahashi is using his hand to control the mouth movements of the avatar. I’d clarify this a bit. Lip synching by human animators is difficult even when not done in real time, and while it might be possible to control the upper lip with four fingers, one thumb is not enough to provide realistic motion of the lower lip.

Instead I suggest that the same computer modifying his voice is also providing the fine mouth movements, using the same camera that must be present for the video phone calls. So what are the hand motions for? They provide cues as to how fast or slow Takahashi wants his puppet to speak, further disguising his own speech patterns. And the arm position could provide different body language for the avatar as a whole, to ensure for example that the puppet avatar does not react with surprise or anger even if Takahashi himself expresses those emotions.

We saw this avatar in a phone call once before, when Johnny dialed into an internal phone number from the phone booth. But we’ve also seen the video image of Takahashi himself when he called Street Preacher. Perhaps the avatar is an option for incoming calls, just as today we can assign custom ringtones to individual callers on our mobiles. For outgoing calls, an important person such as Takahashi would be more likely to use his true face to impress the callee.

Video phones have been predicted in science fiction fiction and film for a very long time now, but have never achieved wide scale usage. Human communication is richer and more expressive when we can see each other, so why are we resistant? One reason is that in the real world we don’t have makeup artists following us around to ensure we look our best at all times. Donald Norman suggested in chapter 8 of his book Things That Make Us Smart that real time video enhancement would solve this problem, but then if we’re all going to be presenting false avatars to each other, why bother?

A Cringing Computer

After the call ends, Anna, a personality uploaded into a mainframe, appears on the screen. Takahashi is annoyed by this and makes a sweeping arm gesture to get rid of her, detected by the green light grid. The computer screen actually sinks into the desk in response.

jm-22-puppet-call-animated

This is discussed in chapter 10 of the book as an interface handling emotional input. I’d like to add that this is also an emotional output, the computer seeming to hide itself from an angry user. Given how often current day users express the wish to beat their computers with heavy blunt objects, perhaps that is exactly what it is doing.

Computers in film and TV often have annoying personalities, which is surprising for (presumably) commercial products. Another cringing computer, emphasised by being named “Slave”, made regular appearances in season 4 of Blake’s 7. Would users feel more comfortable if their computer systems gave the appearance of being afraid every time they had to report an error? It’s worth considering.

The holocircus

To distract Lumpy while she tends to dinner, Malla sits him down at a holotable to watch a circus program. She leans down to one of the four control panels inset around the table’s edge, presses a few buttons, and the program begins.

SWHS-holotable02

In the program small volumetric projections of human (not Wookie) performers appear on the surface of the table and begin a dance and acrobatic performance to a soundtrack that is, frankly, ear-curdling.

Partway through the performance, Lumpy presses the second-from-the-left button, and the main dancer (who has just got to be a Radical Faerie, a full year before that august organization formed) disappears from the table only to become a life-sized projection just off the table, as if the figure had invisible legs but stood on the floor of the house.

When Lumpy is done with the performance, he presses a button, and RF guy disappears from the room and reappears in small size on the table to join the other performers on the table for a bow and curtain call before they all disappear and that ghastly, inhumane music stops.

So…yeah. This interface.

The terrible usability of tape recorders

It’s pretty clear the control panels are cassette recorders. I know that young readers won’t know what the pfassk that is,  so for due diligence, let me explain. Those devices recorded and played back audio stored on magnetic tapes wound in cartridges. The controls for it were six stay-state toggles. These types of buttons have two states. Pushing one locks it down and sets the device to a mode: Play, Rewind, or Fast Forward. One special button, Record (often colored red) had to be chorded with the Play button as a safety precaution against accidentally destroying an existing recording. Users had to press a special Stop button to release any pressed button and stop the mode. Fast forward and Rewind could be pressed while audio was playing, but in such cases they would act as a momentary button. When any of the modes reached the end of a tape, higher-end recorders would also automatically release that button.

So let’s all admit that these are pretty terrible controls. From the fact that they almost all look the same to the fact that toggles make much more sense. (Press one button to play, press that same button again to make it stop.) But toggles weren’t the consumer model of the time. And this holocircus interface, hastily put together from things that the prop department could purchase off the shelf in the one day they were given to hack it together, inherits all that unusability and piles some more confusion onto it.

For instance

When we see Lumpy press the “Make the Dancing Man Bigger” mode, no other buttons are depressed. That means Malla had to set the circus mode, start the program, and press something like a stop button that released those. In turn that means if there was nothing on the table, it could either be because this was a blank spot in the media or that it wasn’t actually playing. You couldn’t tell, though, because the neither the controls nor the media didn’t reflect the state of the thing. This is probably not a common problem because we see that the garish programs and their terrible soundtracks are pretty effing hard to miss, but from a pure usability point of view, it sucks and should be avoided.

Now, there’s probably a thought exercise that could be done to figure out what keys mapped to which functions (and how), as well as second-guess the capabilities of the media (could he have picked any performer to enlarge, or was there just this option?) but honestly, it would be a Sisyphean multithreaded process of single-function vs. combined-letter arguments made by myself in a wall of text with little to no payoff for either of us. Knock yourself out in the comments if you want, but I’d rather focus on another aspect of the interface that I think does pay off, and that’s the visual language of the VP.

You know, for kids

This volumetric projection does not have most of the visual signals common to sci-fi hologram trope:

  • Edge-lighting
  • Blue cast
  • Scan lines
  • Projection rays

It does have translucency and an unusual scale, but that’s it. This visual language was actually established in Star Wars: Episode IV – A New Hope. So its absence here is conspicuous. As I noted in Make It So, these signals make it very clear to the observer that what they are observing is media—i.e. not real. Of course the real reason these VPs lack those signals is because this show had the budget of this blog post, but can we find a diegetic reason?

Surprisingly, I think yes. Kid’s media is different than regular media. Just like we pretend that Santa Claus is real for young children until they’re old enough to start to think critically about it, perhaps special effort is taken on these VPs to make it really immersive for the hairy kiddo. He doesn’t get the it’s-not-real signals because they want him to believe that it is.

Which is some fine holiday apologetics, if I do say so myself.

The Revival Chamber

DtESS-058

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?”

DtESS-061

Krell technology

Morbius is the inheritor of a massive underground complex of technology once belonging to a race known as the Krell. As Morbius explains, ““In times long past, this planet was the home of a mighty and noble race of beings which called themselves the Krell….”

Morbius tours Adams and Doc through the Krell technopolis.

“Ethically as well as technologically, they were a million years ahead of humankind; for in unlocking the mysteries of nature they had conquered even their baser selves… “…seemingly on the threshold of some supreme accomplishment which was to have crowned their entire history, this all but divine race perished in a single night.

““In the centuries since that unexplained catastrophe even their cloud-piercing towers of glass and porcelain and adamantine steel have crumbled back into the soil of Altair, and nothing——absolutely nothing——remains above ground.””

Despite this advancement, unless we ascribe to the Krell some sort of extra sensory perception and control, much of the technology we see has serious design flaws.

Morbius plays half-a-million-year-old Krell music.

The first piece of technology is a Krell recorded-music player, which Morbius keeps on the desk in his study. The small cylindrical device stands upright, bulging slighty around its middle. It is made of a gray metal, with a translucent pink band just below the middle. A hollow button sits on top.

The cylinder rests in a clear plastic base, with small, identical metal slugs sitting upright in recessions evenly spaced around it. To initiate music playback, Morbius picks one of the slugs and inserts it into the hollow of the button. He then depresses the momentary button once. The pink translucent band illuminates, and music begins to flow from unseen speakers around the office.

Modern audiences have a good deal of experience with music players, and so the device raises a great many questions. How does a user know which slug relates to what music? The slugs all look the same so this seems difficult at best. How does a user eject the slug? If by upending the device, one hopes that the cylinder comes free from the base easily, or the other slugs will all fall out as well. It must have impressed audiences to see music contained in such small containers, but otherwise the device is more attractive than usable.

Morbius inputs the combination to open the door.

Many Krell doors are protected by a combination lock. The mechanism stands high enough that Morbius can easily reach out and operate it. Its large circular face has four white triangles printed on its surface at the cardinal points, and other geometric red and yellow markings around the remainder. A four-spoke handle is anchored to a swivel joint at the center of the face. To unlock the door, a user twists the handle such that one of its spokes lines up with the north point, and then angles the handle to touch the spoke to the triangle there, before returning the handle to a neutral angle and twisting to the next position in the combination. When the sequence is complete, the triangles, the tips of the spokes, and a large ring around the face all light up and blink as the two-plane aperture doors slide open.

Even Walter Pigeon has trouble making sense of this awkward device. There appear to be no snap-to affordances for the neutral angle of the handle or the cardinal orientations, leaving the user unsure if each step in the sequence has been received correctly. Additionally, if the combination consists of particular spokes at this one point, why are the spokes undifferentiated? If the combination consists of pointing to different triangles, why are there four spokes instead of one? Is familiarity with some subtle cue part of the security measures?

Morbius shares operation of the Krell encyclopedia.

All of Krell wisdom and knowledge is contained in a device that Morbius shows to Adams and Doc. It consists of an underlit scroll of material sliding beneath a rectangular hole cut in the surface of a table. To illuminate it, Morbius turns one of the two ridged green dials located to the left of the “screen” about 45 degrees clockwise. To move the scroll, Morbius turns the other green dial clockwise as well.

Why is the least frequently used dial, i.e. the power button, closer than the more frequently used button, i.e. the scroll wheel? This requires the reader to be stretched awkwardly. Why is the on-off dial free spinning? There appear to be only two states: lit and unlit. The dial should have two states as well. If the content of the pages is discretely chunked into pages, it would also argue for a click-stop rather than free-spinning dial as well, but we do not get a good look at the scroll contents. One might also question the value of a scroll as the organizing method for a vast body of information, since related bits of information may be distractingly far apart.