The Cookie Console

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Virtual Greta has a console to perform her slavery duties. Matt explains what this means right after she wakes up by asking her how she likes her toast. She answers, “Slightly underdone.”

He puts slices of bread in a toaster and instructs her, “Think about how you like it, and just press the button.”

She asks, incredulously, “Which one?” and he explains, “It doesn’t matter. You already know you’re making toast. The buttons are symbolic mostly, anyway.”

She cautiously approaches the console and touches a button in the lower left corner. In response, the toaster drops the carriage lever and begins toasting.

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“See?” he asks, “This is your job now. You’re in charge of everything here. The temperature. The lighting. The time the alarm clock goes off in the morning. If there’s no food in the refrigerator, you’re in charge of ordering it.” Continue reading

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Avengers, assembly!

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When Coulson hands Tony a case file, it turns out to be an exciting kind of file. For carrying, it’s a large black slab. After Tony grabs it, he grabs the long edges and pulls in opposite directions. One part is a thin translucent screen that fits into an angled slot in the other part, in a laptop-like configuration, right down to a built-in keyboard.

The grip edge

The grip edge of the screen is thicker than the display, so it has a clear, physical affordance as to what part is meant to be gripped and how to pull it free from its casing, and simultaneously what end goes into the base. It’s simple and obvious. The ribbing on the grip unfortunately runs parallel to the direction of pull. It would make for a better grip and a better affordance if the grip was perpendicular to the direction of pull. Minor quibble.

I’d be worried about the ergonomics of an unadjustable display. I’d be worried about the display being easily unseated or dislodged. I’d also be worried about the strength of the join. Since there’s no give, enough force on the display might snap it clean off. But then again this is a world where “vibrium steel” exists, so material critiques may not be diegetically meaningful.

Login

Once he pulls the display from the base, the screen boops and animated amber arcs spin around the screen, signalling him to login via a rectangular panel on the right hand side of the screen. Tony puts his four fingers in the spot and drags down. A small white graphic confirms his biometrics. As a result, a WIMP display appears in grays and amber colors.

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Briefing materials

One window on the left hand side shows a keypad, and he enters 1-8-5-4. The keypad disappears and a series of thumbnail images—portraits of members of the Avengers initiative—appear in its place. Pepper asks Tony, “What is all this?” Tony replies, saying, “This is, uh…” and in a quick gesture, places his ten fingertips on the screen at the portraits, and then throws his hands outward, off the display.

The portraits slide offscreen to become ceiling-height volumetric windows filled with rich media dossiers on Thor, Steve Rogers, and David Banner. There are videos, portraits, schematics, tables of data, cellular graphics, and maps. There’s a smaller display near the desktop where the “file” rests about the tesseract. (More on this bit in the next post.)

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Insert standard complaint here about the eye strain that a translucent display causes, and the apology that yes, I understand it’s an effective and seemingly high-tech way to show actors and screens simultaneously. But I’d be remiss if I didn’t mention it.

The two-part login shows an understanding of multifactor authentication—a first in the survey, so props for that. Tony must provide something he “is”, i.e. his fingerprints, and something he knows, i.e. the passcode. Only then does the top secret information become available.

I have another standard grouse about the screen providing no affordances that content has an alternate view available, and that a secret gesture summons that view. I’d also ordinarily critique the displays for having nearly no visual hierarchy, i.e. no way for your eyes to begin making sense of it, and a lot of pointless-motion noise that pulls your attention in every which way.

But, this beat is about the wonder of the technology, the breadth of information SHIELD in its arsenal, and the surprise of familiar tech becoming epic, so I’m giving it a narrative pass.

Also, OK, Tony’s a universe-class hacker, so maybe he’s just knowledgeable/cocky enough to not need the affordances and turned them off. All that said, in my due diligence: Affordances still matter, people.

Touch Walls

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When exploring the complex, David espies a few cuneiform-like characters high up on a stone wall. He is able to climb a ladder, decipher the language quickly, ascertain that it is an interface rather than an inscription, and figure out how to surreptitiously operate it. To do so, he puts his finger at the top of one of the grooves and drags downward. The groove illuminates briefly in response, and then fades. He does this to another groove, then presses a dot, and presses another dot not near the first one at all. Finally he presses a horizontal triangle firmly, which after a beat plays a 1:1 scale glowing-pollen volumetric projection.

The material and feedback of this interaction are lovely. The grooves provide a nice, tactile, physical affordance for the gesture. A groove is for dragging. A dot or a shape is for pressing. But I cannot imagine what kind of affordances are available to this language such that David can suss out the order of operation on two undifferentiated grooves. Of course presuming that the meaning of the dot and triangle are somehow self-evident to speakers of Architect, David has a 50% chance of getting the order of the grooves right. So we might be able to cut this scene some slack.

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But a few scenes later, this is stretched beyond credulity. When David encounters a similarly high-up interface, he is able to ascertain on sight that chording—pressing two controls at once—is possible and necessary for operation. For this interface, he presses and drags 14 different chords flawlessly to open the ancient alien door. This is a much longer sequence involving an interaction that has no affordance.

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Looking at the design of the command, an evaluation depends if it’s just a command or a password. If it’s just a control that means “open the door,” why would it take 14 characters’ worth of a command? Is there that much that this door can do? Otherwise a simple press-to-open seems like a more usable design.

If it’s a door security system then the 14 part input is a security password. This would be the more likely interpretation since the chamber beyond contains the deadly, deadly xenomorph liquid. With this in mind it’s a good design to have a 14-part password that includes a required interaction with no affordance. I’m no statistician, but I think the likelihood of guessing the correct password to be 14 factorial, or around 87,178,291,200 to 1. I have no idea what the odds are for guessing the correct operation of an interaction with zero affordance. We’d have to show some aliens MS-DOS to get some hard numbers, but that seems pretty damned secure. Unfortunately, it also stretches the believability of the scene way past the breaking point, to presume that David can just observe the alien login screen and guess the giant password.