Door Bomb and Safety Catches

Johnny leaves the airport by taxi, ending up in a disreputable part of town. During his ride we see another video phone call with a different interface, and the first brief appearance of some high tech binoculars. I’ll return to these later, for the moment skipping ahead to the last of the relatively simple and single-use physical gadgets.

Johnny finds the people he is supposed to meet in a deserted building but, as events are not proceeding as planned, he attaches another black box with glowing red status light to the outside of the door as he enters. Although it looks like the motion detector we saw earlier, this is a bomb.

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This is indeed a very bad neighbourhood of Newark. Inside are the same Yakuza from Beijing, who plan to remove Johnny’s head. There is a brief fight, which ends when Johnny uses his watch to detonate the bomb. It isn’t clear whether he pushes or rotates some control, but it is a single quick action.

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This demonstrates an interesting difference between interface design for the physical world and for software systems. Inside a computer, actions are just flipping bits in storage and thus easy to undo. Even supposedly destructive actions such as erasing files can often be reversed. In the real world, the effects of, for example, explosions tend to be much more permanent.

We generally don’t want destructive actions to be too easy to perform, from guns and other things that go boom to formatting computer disks.

A widely used solution in the real world is the safety catch, as with guns, or arming switch, seen in countless thriller films with nuclear weapons. Another example are the two-hand safety switches used in high voltage electrical distribution panels. Activation of these requires two individual actions, separated in time and at least a short distance in space. Some systems, both real and in film, go even further and have covers on the arming switches, so even just preparing for activation requires two separate physical actions.

While the bomb is on his belt, Johnny doesn’t have to worry about accidentally pressing the “explode” button on his watch because the bomb is not active. Only after he has armed it and placed on the door can the watch activate the bomb, so he can take his time and verify whether or not it is necessary before doing so. And when it is active, he can do so very quickly even though he is in the middle of a fight.

But safety catches and arming switches introduce modes to an interaction, which have a bad reputation in interface design. Had the watch-bomb designers followed most conventional GUI design guidelines, there would be no arming switch on the bomb. Instead the watch would have popped up a “Do you really want to explode the bomb (Y/N)?” dialog, possibly with a short delay to ensure Johnny thought about his decision before answering. He would have been decapitated.

Compare to LoTek

Later on in the film we see an example of a poorly designed system without a safety catch. The LoTeks in their bridge home have a defensive “bug dropper”, so called because it drops ancient Volkswagens from a great height.

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The bug dropper can be activated by pushing just a single handle. Because there is no safety switch, a guard accidentally drops a flaming VW Beetle onto the lead characters, nearly killing them.

Conclusion

From the description above it would seem that safety catches are the obvious solution. But of course it’s more complicated than that. Consider what would have happened if Johnny had met friends instead of enemies and settled down for a conversation. Thirty minutes later they’ve agreed on another meeting, and Johnny taps his watch to bring up the reminders app. Oops!

Should the bomb have disarmed itself after a given time period? If it did, how would Johnny be notified of this?

Most of us do not design interfaces for lethal hardware and life or death situations. There are however an increasing number of drones and other physical devices which are now remotely controlled from phone or tablet apps rather than dedicated hardware controllers as in the past. The “Internet of Things” will bring even more real world actions under computer interface control. In the future, we will most likely see more of these safety catches and arming switches in computer interfaces, and we need to figure out how to use them properly.

ZF-1

Amongst its many holdings (including taxi cab companies) Zorg industries manufactures weapons, including their flagship weapon, the ZF-1. It has a great many features. It stores as a sealed pod, and can be activated by a remote control. With a press of a button, shielding retracts and parts extend so it can be handled like a traditional small arms weapon.

Zorg makes a pitch to the Mangalores for the ZF-1, so we’ll just let his own words sell it.

It’s light. The handle is adjustable for easy carrying. Good for righties and lefties. Breaks down into four parts. Undetectable by x-ray. Ideal for quick, discreet interventions. A word on firepower: Titanium recharger. 3,000 round clip with liquid bursts of 3-to-300.”

Next he pitches something quite unique to the weapon.

“With the Replay™ button—another Zorg invention—it’s even easier. One shot…and Replay™ sends every following shot to the same location…”

As he turns and points the weapons at the Mangalores, the ammunition arcs around to home in on the first shot.

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But wait, don’t answer. The ZF-1 has other features as well.

…And to finish the job, all the Zorg oldies but goldies: Rocket launcher, arrow launcher with explosive, poisonous gas heads (very practical), our famous net launcher, the always-efficient flamethrower (my favorite), and for the grand finale, the all-new Ice Cube™ System.

After the Magalores fail to uphold their end of the bargain, Zorg leaves them to play with the weapons. As they do, one discovers that the glowing red button on the side is actually an explosive self-destruct.

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Analysis

I know Mangaglores are not meant to be shining examples of intellect, but if I was considering a purchase, I would yes, compliment the incredibly nifty technology of Replay, but follow it up with four more important questions about the design of the thing.

First, Mr. Zorg, what good is the remote control? Doesn’t this make the weapon hackable remotely? Isn’t that device easy to misplace? What on-weapon means do we have to unlock it?

Second, how are you selecting from among the six different types of ammunition?

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On the exterior, we only see that red button. There might be some other subtle switches somewhere on the exterior, but you had to support the weight of the device with your left hand, so it’s fairly immobilized and I didn’t see you moving it. Unless it can only fire in exactly the order we saw, there’s got to be some other control. With your right hand hidden up inside the weapon, there must be other activation switches there. What switches are tucked up in there that are easy to differentiate by touch and easy to activate with your palm remaining against the grip?

Third, there’s that red button. Sure, who wouldn’t want to carry around a device that could erupt as an all-consuming fireball, but I notice that it doesn’t have a safety cover on it, gives no pause or warning during which the command can be retracted, and draws attention to itself by its glow. Isn’t that going to be increadibly easy to, you know, accidentally kill all my troops?

Fourth, during the demonstration we got a good glimpse at the front of the weapon. It’s got animated, blinking red LEDs whose pattern merges together to form a bright red diamond shape near the top of the weapon before looping over again.

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I’m not a militarily-minded person, but isn’t it counter to a soldier’s goals to have anything blinking, glowing, or pinpointing the soldier’s exact midline to enemies, much less something that does all three at once, and in red, the color that travels the farthest in atmosphere?

What was that about “discreet” interventions?