Rocky Horror Sonic Transducer, Medusa, and de-Medusa

All of these interfaces (Sonic Transducer, Medusa, and de-Medusa) are similar in interaction and instructive to compare, so I’ll be reviewing them together in this post.

Janet, Brad, and Dr. Scott in his wheelchair stand on a raised circular platform in Frank-N-Furter's pink-tiled lab. Frank stands to the right at a red control panel.

After the terrifying dinner party and subsequent chase around the castle, Janet, Brad, and Dr. Scott wind up on a raised platform facing Frank-N-Furter in the laboratory, and, fed up with their nonsense, he activates the Sonic Transducer.

Sonic Transducer

To do this, he pulls a large double-pole knife switch mounted to the panel between the Reactor Power Input and Monitor from an up to a down position.

This has the effect of “freezing in place” the people on the platform. One must presume that the effect lasts as long as the switch is down.

That’s it. That’s the interaction.

The Transducer will seduce ya

Dr. Scott guesses on hearing the name that, “It is, I suppose, some kind of audio-vibratory physio-molecular transport device?” Brad grips his shoulder and says, “You mean…!” Dr. Scott confirms it, “A device which is capable of breaking down solid matter and then projecting it through space and—who knows—maybe even time itself.”

Narrator: It wasn’t.

I mean, in the show it is, but I think that term “sonic transducer” was included in the script because it sounded pseudoscientific, mocking the B-movie shows from which this movie draws some inspiration. But that term does mean a real thing in the real world, and I don’t want any engineers reading to be confused.

Map it, Janet

The mapping here is upside-down. As I noted in the prior post, for vertical controls, up naturally maps to on. There is a competing map here, that [switch down == feet down]. (Yes, yes. Vheels, too.) And if this were the only control of its sort in the panel, I might agree.

But given that this is part of a panel of controls, some of which are also knife switches (see below), consistency wins. In a high-pressure situation, like, say, a monster rampaging out of a vivification vat, Transsexuals (as in from the planet Transsexual, not my awesome trans readers, shout out yo 👋🏻🏳️‍⚧️) shouldn’t have to remember which knife switch is up for on and which one is down for on. That’s far too error prone.

Add gravity threatening to turn it on accidentally, and the case is closed.

Medusa and de-Medusa

Following a bit of dialogue, Magenta, Riff Raff, Rocky, and Columbia all enter the lab through the wheelchair hole. After some more dialogue and song, Frank-N-Furter glances at Magenta, who stands by a control on the panel labeled Medusa. It’s a large-handled double-pole knife switch mounted to the control panel, covered in the same powder coat red as the rest. When we first see it, the handle is up. During Brad’s threat to Frank, Magenta raises her hand to the handle. When Frank nods her way, she throws it to the down position and immediately back to the up position.

At the moment the switch is at the lowest point, a lightning-bolt-shaped light illuminates green on the front of the switch for a moment, we hear a pewp sound, and Brad turns to stone. Dr. Scott, Janet, Columbia, and even Rocky are turned to stone in the same way.

Quick consistency aside: Why is Dr. Scott’s lap blanket turned to stone when the rest of his clothes disappear, and when Brad’s robe and Janet’s undergarments just fall to their feet? Is there a missing set of controls for what to do with the clothing, and how to make modesty exceptions?

Frank, seen from behind, faces the stone statues of Janet and Dr. Scott. Dr. Scott’s lap blanket has turned to stone along with him.

Later,—after Frank dresses them, puts makeup on them, and places them on a proscenium stage (Dr. Scott is left backstage for some reason)—a hand reaches to a control which has a chalk label of “de-Medusa” written on the brick wall to which it is mounted. When it is pulled down and pushed back up again, Columbia turns back to her regular flesh-and-blood self, and the floor show musical number begins.

One by one, the switch is flipped and the other characters are de-Medusa-ed as well, right when their number is up. It is a reminder of the gonzo nature of this movie that not only is a diegetic rationale for the whole floor show never given, but we must accept that somehow when they are turned back from stone, they exhibit no disorientation and immediately begin singing and dancing their parts in a diegetic musical number they have never heard of, much less rehearsed, before that moment. Were the lyrics and choreography somehow beamed into their heads? But let’s not ponder these things, as the (floor) show must go on.

The de-Medusa is very similar to the Medusa control and has the same problems: A double-pole knife switch, which does its thing when at the bottom of its extent. It also targets a single person at a time but there’s no interface to indicate which one. The only thing I can see that’s different is that it is painted powder coat black instead of red. Since they are functionally the same, we can talk about them together.

Missing control

How do the Transsexuals target individual people to Medusa? Using today’s tech, you can imagine an audio classifier determining who spoke most recently (or sung most recently? insulted Frank most recently? who Frank was looking at? Any of these could work.) and a visual classifier identifing where that person was. Then the weapon could automatically aim there.

The makers of the film in 1975 didn’t have access to those technologies. But they could have solved it manually. Riff Raff—who is right there, not doing anything—could have aimed a pivoting barrel, like a spotlight, or fiddled with a joystick to aim one of the overhead lights. Something to convey this is how they set the area of effect.

Mapping. Again with the bad mapping.

For very similar reasons to the Sonic Transducer, this is the wrong mapping. Up maps more naturally to on. Gravity threatens to activate it accidentally. And what happens if it did fall and just hangs there at the bottom? This leads us to the next section, where I try to convince you that it’s exactly the wrong control.

A knife switch is the wrong control

It is an axiom of interaction design that the control should map as well as possible to its effect. To illustrate this, consider two common household controls.

AI generated image of: A round brass doorbell button on cream siding beside a dark green front door.AI generated image of: A white toggle light switch on a green wall beside a lit table lamp.
Doorbell buzzer: Push this and it rings a bell inside the house for as long as you keep it pushed. The moment you let up, the ringing stops. This is called a momentary switch.Light switch: Flip this up and see the light it controls illuminate. It’ll stay that way until the switch is flipped down again. Continuing to press up does nothing. This is called a toggle switch.

Now consider what happens if you switch these two.

AI generated image of: A white toggle switch mounted where the doorbell would be, beside the green front door.AI generated image of: A round brass doorbell button mounted on the wall beside a dim table lamp.
Doorbell switch: Flip this up, and the bell rings for as long as it remains up. The opportunity for abuse is nightmare fuel.Light buzzer: Press this and the light comes on, but only as long as you stand there and hold the thing. The lamp is dim because you refuse to stand there and press it constantly. Because you only think of yourself.

These examples serve to illustrate the point: Some controls fit their effect, others don’t.

Where it works

In the case of the Sonic Transducer, Medusa, and de-Medusa, the control is a toggle switch like the light switch, which fits persistent states. That’s exactly right for the Sonic Transducer effect. It is a state that the Transsexuals want to control, and have it be persistent as long as that control stays on.

Where it don’t

But in the case of the Medusa and de-Medusa, it is being used to say “turn them to stone now”. The event is instant, but the control is not. I mean, sure, that point at the bottom can be considered a momentary switch the way Magenta uses it, but it’s not germanely so. And she doesn’t have to treat it like a momentary switch. She could just leave it at the bottom, and it’s unclear exactly what would happen if she did. So it’s just wrong.

Clever readers will note that the stone/flesh states are persistent and reversible, just like light on/off. So doesn’t that befit a toggle? It would, if there were one thing to toggle. But the state lives in the people, not the panel, and there are five of them petrified at different times. A single toggle can’t Medusa the next person without de‑Medusa‑ing the prior, even with some selection mechanism. You can imagine one toggle per victim, somehow “imprinted” on each as they’re turned, but then you have to explain how that association gets made, and that’s its own pain. Targeting plus activation is narratively simplest.

Much more fitting than a toggle switch or a knife switch would be a big button on the panel, which, like the lever on a toaster or the “start” button on a microwave, sets a process in motion. So better would have been: Riff Raff works the joystick to target the spotlight on the victim and at Frank’s nod, Magenta slams the giant button on the panel. If a button wouldn’t deliver the dramatic motion, then a spring-return lever—like on a punch clock or slot machine—would work better than the knife switch. That would preserve the drama without being nonsensical, and preserve the design principle at the heart of this post:

Controls should match their effects as best they can.

Fritzes 2026: Best Narrative

The Fritzes award honors the best interfaces in a full-length motion picture in the past year. Interfaces play a special role in our movie-going experience, and are a craft all their own that does not otherwise receive focused recognition.

Today we’ll be covering Best Narrative. These movies’ interfaces blow us away with evocative visuals and the richness of their future vision. They engross us in the story world by being spectacular.

The 2026 Award goes to: Elio

Pixar consistently puts great thought into their animated interfaces, and Elio is no different. The little wearable personal devices that help the different intergalactic species all share a space are so simple, and provide both a bit of worldbuilding as well as moments of comedy. The incomprehensibility of the alien spaceship controls are a plot-critical, candy-colored glowing hoot (and reminiscent of another Pixar short, Lifted.) I loved the lemniscate-shaped AI encyclopedia that Elio consults when preparing for his negotiations. We should be able to talk to Wikipedia and not just its articles. (Though I wish the entries were more than just text and an image.) Also this film has the only example I’ve seen where one character acts as an environmental suit for another character (not pictured, but you know the scene).

Also check out: Mickey 17

It’s a dark world where the hoarding class has made the working class so desperate that some people have to agree to be cloned for critical tasks that are likely death sentences. The interfaces in Mickey 17 help sell that very world, and even the ways that some folks use that same tech to eke out a little naughty joy amongst the drudgery. (With echoes of a similarly flirty interface from Starship Troopers.)

Also check out: Fantastic Four: First Steps

Marvel was once a main-stay for interfaces to study, but they’ve pointed their camera increasingly away from interfaces of late. So I was delighted to see Fantastic Four: First Steps bring to life interfaces from Jack Kirby’s Silver Age Fantastic Four. I don’t know if it was CGI, but I swear the giant, spherical quadrilateral screens are actual giant CRTs right down to the blurriness and chromatic aberration. If that’s CGI, it’s great attention to the detail from the reference material. All the spherical displays!

The “big” award in the Fritzes is Best Interface, but to amp up the anticipation, let’s look at some of the idiosyncratic awards from 2025 first.

Next up: The best comedy-horror interface

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.

Yakuz-oculars

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.

jm-25-yakuza-binocs-adjusted

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.)

So far, this is a simple uncluttered display. But why is there a brightly glowing Pharmakom logo at the top right? It blocks part of the view, and probably doesn’t help anyone trying to keep their eyes adapted for night vision.

LoTek-oculars

The LoTeks, despite their name, have more impressive binoculars. They’re first used when Johnny gets out of his airport taxi.

jm-11-lotek-binocs-a-adjusted

There’s a third tube above the optics, a rectangular inlet, and an antenna.

In these binoculars, the augmented reality overlay is much more dynamic. Instead of a fixed circle, green lines converge in a bounding box around the image of Johnny. Text slides onto the display from left to right, the last line turning yellow.

jm-11-loteks-animated

Zoomrect

The animated transition of the bounding box resembles what Classic MacOS programmers of the 1990s called “zoomrects” used for showing windows opening or closing. It’s a very effective technique to draw attention to a particular area of an image.

Animated text

Text appearing character by character is ubiquitous in film interfaces. In the 1960s and 1970s mainframe and minicomputer terminals really did display incrementally, as the characters arrived one by one over slow serial port links. On any more recent computer it actually takes extra programming to achieve this effect, as the normal display of text is so fast that we would perceive it as instantaneous. But people like to see incremental text, or have been conditioned by film to expect it, so why not?

Bioscanning

The binoculars detect Johnny’s implant. It might just be possible to detect this passively from infrared or electronic signals, but more likely the binoculars include a high resolution microwave radar as well. If there had been more than one person in view, the bounding box would indicate which one the text refers to. And note that the last line of text is a different color. What that means is unclear here, but it becomes clear (and I’ll discuss it) later.

The second time we see the LoTek binoculars is when a lookout spots Street Preacher, a very bad guy and another who wants to remove Johnny’s head. Once again the binoculars have performed more than just a visual scan.

jm-17-lotek-binocs-a-adjusted

The binocular view and overlay are being relayed to another character, the LoTek leader J-Bone who can watch on a monitor. Here the film anticipates the WiFi webcam.

jm-17-lotek-binocs-b-adjusted

The overlay text now changes.

jm-17-lotek-binocs-c-adjusted

Narrow AI?

This is interesting, because the binoculars can not only detect implants and other cyborg modifications, but are apparently able to evaluate and offer advice. It appears that the green text is used for the factual (more or less) information about what has been detected, while yellow text is uncertain or or speculative.

Does this imply a general artificial intelligence? Not necessarily. This warning could be based solely on the detected signature, in the same way that current day military passive sonars and radar warning receivers can identify threats based on identifying characteristics of a received signal. In the world of Johnny Mnemonic it would make sense to assume that anyone with full custom biomechanics is extremely dangerous. Or, since Street Preacher is a resident rather than a stranger and already feared by others, his appearance and the warning could have been entered into a LoTek facial recognition database that the binocular system uses as a reference.

These textual overlays are an excellent interface, not interfering with normal vision and providing a fast and easy-to-understand analysis. But, the user must have faith that the computer analysis is accurate. There’s no reason given as to why any of the text is displayed. If Johnny was carrying an implant in his pocket instead of his brain, would the computer know the difference?

An alternative approach would be some kind of sensor fusion or false spectrum display, with the raw infrared or radar image overlaid over the visuals and the viewer responsible for interpreting the data. The problem with such systems is that our visual system didn’t evolve to interpret such imagery, so a lot of training and practice is required to be both fast and accurate. And the overlay itself interferes with our normal visual recognition and processing. If the computer can do a better job of deciphering the meaning of non-visual data, it should do so and summarise for the human viewer.

Further advantages of this interface are that even a novice sentry will benefit from the built-in scanning and threat analysis, and the wireless transmission ensures that the information is shared rather than being limited to the person on watch. 

Iron Man HUD: Just the functions

In the last post we went over the Iron HUD components. There is a great deal to say about the interactions and interface, but let’s just take a moment to recount everything that the HUD does over the Iron Man movies and The Avengers. Keep in mind that just as there are many iterations of the suit, there can be many iterations of the HUD, but since it’s largely display software controlled by JARVIS, the functions can very easily move between exosuits.

Gauges

Along the bottom of the HUD are some small gauges, which, though they change iconography across the properties, are consistently present.

IronMan1_HUD07

For the most part they persist as tiny icons and thereby hard to read, but when the suit reboots in a high-altitude freefall, we get to see giant versions of them, and can read that they are:

IronMan1_HUD13
Tony can, at a glance or request, summon more detail for any of the gauges.
IronMan1_HUD12
Even different visualizations of similar information.

Object Recognition

In the 1st-person view we see that the HUD has a separate map in the lower-left, and object recognition/awareness,

IronMan1_HUD10
IronMan1_HUD11
In the 2nd-person view, we see even more layers of information about the identified objects, floating closer to tony’s point of view.

Situational

Most of the HUD functions we see, though, are situational, brought up for Tony’s attention when JARVIS believes they are needed, or when Tony requests them. Following are screenshots that illustrate a moment when the situational function appeared. 

Iron Man

Iron Man 2

Iron Man 3

The Avengers

Some of these illustrate why I argue that JARVIS is the superhero, and Tony just the onboard manager, but rather than reverse engineering any particular function, for this post it is enough to document them and note that only the optical zoom seems to be an interactive function. This raises questions of how he initiated the mode and how he escapes the mode, but since we don’t see the mechanisms of control, it’s entirely arguable that JARVIS is just  being his usual helpful self again.

Next up in the Iron HUD series: Let’s dive deeper into the first-person view.

Iron Welding

Avengers-Underwater_welding01

Cut to the bottom of the Hudson River where some electrical “transmission lines” rest. Tony in his Iron Man supersuit has his palm-mounted repulsor rays configured such that they create a focused beam, capable of cutting through an iron pipe to reveal power cables within. Once the pipe casing is removed, he slides a circular device onto the cabling. The cuff automatically closes, screws itself tight, and expands to replace the section of casing. Dim white lights burn brighter as hospital-green rings glow brightly around the cable’s circumference. His task done, he underwater-flies away, flying up the southern tip of Manhattan to Stark Tower.

It’s quick scene that sets up the fact that they’re using Tony’s arc reactor technology to liberate Stark Tower from the electrical grid (incidentally implying that the Avengers will never locate a satellite headquarters anywhere in Florida. Sorry, Jeb.) So, since it’s a quick scene, we can just skip the details and interaction design issues, right?

Of course not. You know better from this blog.

Avengers-Underwater_welding02

The Lines

In case you were planning on living out some elaborate cosplay fantasy to remake this scene, be aware that subsea cables don’t just sit like that inside of an air-filled pipe, waiting for a leak to short circuit the power grid. The conductive cabling is surrounded by thick plastic insulation. Even the notion of pipes underwater might have been a thing years ago, but modern subsea casings are steel cables embedded in the same insulation. But whatever, we don’t need that for the story.

Cuffing

The cuff interaction is awesome. All Tony has to do to is roughly slide it in position, and then the thing does the rest. The shape and actuators make it so he can place it roughly in the right place, and it does what it needs to do. That might have been overengineered for a single-use device, but whatever, he’s Tony Stark. He might have engineered it over breakfast, and he might already have made a handful for his other buidlings.

Avengers_Underwater_welding05

Cuff

The cuff itself is less awesome. If you were a high-profile billionaire inventor superhero putting a device in a place that’s difficult to monitor and connected directly to the electrical systems of your headquarters would you let it glow? Sure, that makes it easy to find later, but that means it’s easy for any supervillain to find, too. Much better is to camouflage it in the original pipe and keep its location secret from malefactors. Bad Tony. No glow.

Avengers-Underwater_welding01

Welding

The welding looks problematic for a couple of reasons. Does the “arc” have a fixed focal length? If so, how does he know what that length is and when he’s straying from it? We can presume it auto-adjusts using some welding subroutine of his on-board artificial intelligence, JARVIS. Then it becomes an issue of aiming. Try this: tape a three-inch pencil perpendicularly to your palm, and then try and fill out a crossword puzzle. Not exactly precise.

But using a bit of apologetics, let’s presume that he’s not using a tool so much as positioning the tool that JARVIS uses. JARVIS can use cameras situated around the suit and perfect 3D modeling to continually adjust the focus and positioning of the repulsor beam to target wherever it is that Tony is looking. Perfectly reasonable given what we know about the technology in the Marvel Cinematic Universe, and moreover, the way it ought to work for its user. He uses the thing his body is expert in, i.e. looking, to guide an agent that takes care of all the details he’s not good at, i.e. controlling the repulsor beam to cut into the pipe at a precise depth. Now it’s not problematic. It’s awesome.

Section No6’s crappy sniper tech

GitS-Drone_gunner-01

GitS-Drone_gunner-12

Section 6 sends helicopters to assassinate Kunasagi and her team before they can learn the truth about Project 2501. We get a brief glimpse of the snipers, who wear full-immersion helmets with a large lens to the front of one side, connected by thick cables to ports in the roof of the helicopter. The snipers have their hands on long barrel rifles mounted to posts. In these helmets they have full audio access to a command and control center that gives orders and recieves confirmations.

GitS-profile-06

The helmets feature fully immersive displays that can show abstract data, such as the profiles and portraits of their targets.

GitS-Drone_gunner-06

GitS-Drone_gunner-07

These helmets also provide the snipers an augmented reality display that grants high powered magnification views overlaid with complex reticles for targeting. The reticles feature a spiraling indicator of "gyroscopic stabilization" and a red dot that appears in the crosshairs when the target has been held for a full second. The reticles do not provide any "layman" information in text, but rely solely on simple shapes that a well-trained sniper can see rather than read. The whole system has the ability to suppress the cardiovascular interference of the snipers, though no details are given as to how.

These features seem provocative, and a pretty sweet setup for a sniper: heightened vision, supression of interference, aiming guides, and signals indicating a key status. But then, we see a camera on the bottom of the helicopter, mounted with actuators that allow it to move with a high (though not full) freedom of movement and precision. What’s this there for? It wouldn’t make sense for the snipers to be using it to aim. Their eyes are in the direction of their weapons.

GitS-Drone_gunner-02

This could be used for general surveillance of course, but the collection of technologies that we see here raise the question: If Section 9 has the technology to precisely-control a camera, why doesn’t it apply that to the barrel of the weapon? And if it has the technology to know when the weapon is aimed at its target (showing a red dot) why does it let humans do the targeting?

Of course you want a human to make the choice to pull a trigger/activate a weapon, because we should not leave such a terrible, ethical, and deadly decision to an algorithm, but the other activities of targeting could clearly be handled, and handled better, by technology.

This again illustrates a problem that sci-fi has had with tech, one we saw in Section 6’s security details: How are heroes heroic if the machines can do the hard work? This interface retreats to simple augmentation rather than an agentive solution to bypass the conflict. Real-world designers will have to answer it more directly.

R-3000 “Spider tank” vision

GitS-spidertank-22

Section 6 stations a spider tank, hidden under thermoptic camouflage, to guard Project 2501. When Kunasagi confronts the tank, we see a glimpse of the video feed from its creepy, metal, recessed eye. This view is a screen green image, overlaid with two reticles. The larger one with radial ticks shows where the weapon is pointing while the smaller one tracks the target.

I have often used the discrepancy between a weapon- and target-reticle to point out how far behind Hollywood is on the notion of agentive systems in the real world, but for the spider tank it’s very appropriate.The image processing is likely to be much faster than the actuators controlling the tank’s position and orientation. The two reticles illustrate what the tank’s AI is working on. This said, I cannot work out why there is only one weapon reticle when the tank has two barrels that move independently.

GitS-spidertank-13

GitS-spidertank-09

When the spider tank expends all of its ammunition, Kunasagi activates her thermoptic camouflage, and the tank begins to search for her. It switches from its protected white camera to a big-lens blue camera. On its processing screen, the targeting reticle disappears, and a smaller reticle appears with concentric, blinking white arcs. As Kunasagi strains to wrench open plating on the tank, her camouflage is compromised, allowing the tank to focus on her (though curiously, not to do anything like try and shake her off or slam her into the wall or something). As its confidence grows, more arcs appear, become thicker, and circle the center, indicating its confidence.

The amount of information on the augmentation layer is arbitrary, since it’s a machine using it and there are certainly other processes going on than what is visualized. If this was for a human user, there might be more or less augmentation necessary, depending on the amount of training they have and the goal awareness of the system. Certainly an actual crosshairs in the weapon reticle would help aim it very precisely.

GitS-spidertank-06