Star Trek: Section 31 — The Godsend

As part of the Fritzes Best Interfaces award for 2026, I am reviewing the interfaces in Star Trek: Section 31. This post is about the quadrant-destroying weapon of mass destruction called the Godsend. Note this blog generally eschews analysis of weapons, but this one is more MacGuffin than blueprint, and it has the worst interface in the film.

Title card for 'Coded Transmission 2: The Godsend' featuring dynamic background effects.

The Godsend is a weapon that Georgiou had created when she was Emperor. It is meant to function as a scorched-earth deterrent to her enemies.

It triggers a chain reaction, like a virus passing between planets. Everything in its path incinerates. An entire quadrant would be lost.

To her credit, she says she ordered it destroyed, but it was secretly stored by San and later brought to Prime. It is a metal object, roughly a sphere, and slightly smaller than a human head. Around its “equator” it has a smooth belt punctuated by 10 mistily-glowing circles. The hemispheres outside this belt are faceted. There are lots of flat nurnies and greebles on the surface with no obvious purpose. They’re not even aposematic, which would be appropriate.

A metallic spherical device with intricate patterns and glowing elements, resting on a smooth surface.

When Georgiou and Sahar teleport to San’s ship, combat ensues, and in the fray San accidentally knocks the Godsend off its pedestal. It hits the floor and malfunctions, exhibiting a complex set of behaviors I’ll just call the “tick”:

  • We hear a mechanical clockwork ticking.
  • The belt rotates a few degrees clockwise (as seen from the north pole).
  • The upper hemisphere rotates a few degrees counter-clockwise.
  • One of the white circles turns pinkish-red.

(I know that north and south are arbitrary conventions here, but it helps with the description.) After the tick is complete, its computer voice says, “Detonation sequence activating”. The voice is low, raspy, and appropriately menacing.

A metallic spherical object featuring intricate geometric designs and illuminated colored orbs, placed on a surface.

After a beat, it ticks again. A second circle turns red, and the voice says, “Awaiting biosignature confirmation”. Amidst the ongoing fighting and ship careening, the Godsend gets kicked around a lot and, at intervals, continues to tick.

San and Fuzz are defeated, and as the ship nears the portal, Georgiou picks the Godsend up off the floor. It ticks again. She places her hand on the “north pole” for about two seconds.

A hand gripping a futuristic, spherical device with intricate designs and glowing elements, set against a blurred background of lights.

The remaining white circles turn red, and the voice says, “Biosignature confirmed…Detonation in 60 seconds.” It announces again at the 30 second mark and continues to rotate at intervals. The voice warning comes again at 10, and then each second from 5 to 1. At zero there is a blinding light as it explodes just inside the portal on the Mirror Universe side as Georgiou and Sahar beam back to safety on the scow.

OK. So this thing…

It’s almost purely narrative

…this thing is diegetic nonsense.

A futuristic black sphere with a geometric design rolling on a shiny surface, illuminated by warm lighting.
Thank you for turning me on.

It arms accidentally? From being dropped on the floor? That can’t be its intended operation, so, a quadrant-destroying weapon of mass destruction was just, you know, poorly engineered? No one thought that this heavy, spheroid, metallic object might ever slip out of a hand? Or was it sabotaged like the Death Star, adding this flaw somewhere along the engineering process? Let’s hope that saboteur also immediately fled the quadrant afterward, taking along…I don’t know…every single one of their loved ones with them, along with all the innocents who might get incinerated in the blast? What size getaway ship were they working with?

Next, why is there a countdown for a detonation sequence that still requires authorization? What would happen if the detonation sequence completed without being authorized?

  • If nothing, then the countdown is just a goofy, extradiegetic tension-building function.
  • If something, shouldn’t the voice alert the user to those stakes?

Why is the countdown visualizer spread in a ring around a sphere? That makes it entirely possible that those critical signals are hidden from view for about half the time they are relevant. And they’re inset, meaning that even when looking at the facing side, at most three of them are clear. We will just see slivers of the other two. The design hides most of the visual part of the countdown from view.

A futuristic, intricately designed robotic device with a geometric shape and illuminated features, set against a dark, red-toned background.
Either the countdown isn’t underway here, or it’s halfway through. Who knows?

The choice of authorization (two-second hand on the pole) is easily understandable by the audience, but seems really, really prone to accidental activation. The pole is how one might, you know, carry it, or hold the damned thing while dusting the shelf underneath it.

A close-up of a person holding a glowing, ornate metallic artifact with red elements, set against a dark background.

One of the key principles for deterrents (we got “good” at this during the Cold War) is automaticity. If the one person who can trigger it can be killed before they activate the deterrent, then it’s just a tactical exercise: separate the authorizer from the device, or assassinate them quickly before they can activate it. If it’s biometric, tactics can be just making sure that body part is destroyed first. Both of these interventions are possible given the design of the Godsend. Really it should have a dead man’s switch, not an activation trigger.

If it was left as an activation trigger, the biosignature long-hold is the moment that a countdown is relevant. It would give the carrier a beat to think, “Oh, gods, no. I was just cleaning!” and reposition their hand for safety before going to change pants. The moment her hand is in place, the device should then signal a countdown in a way that it is undeniably perceptible to Georgiou—no matter in what orientation she is holding it. And it shouldn’t just be visual with intermittent audio, as we hear in the film. The audio should be constant, visuals should be on every side of the device, it should provide rising haptic feedback, and reach out to all nearby computer-controlled actuators to have them broadcast that everything’s about to be borked, send a last 🩷 SMS to your loved ones. Having it announce that it’s going to blow after a silent long-hold is very, very bad design. We can argue security through obscurity here, but the cost of accidental activation is far too catastrophic.

Maybe the thing that’s been keeping the Prime Universe safe all along from the fascists in the Mirror Universe is that they’re terrible designers and rotten engineers. It is a testament to how much I like the other interfaces that this one didn’t drag the rest of them down with it, because it’s just an immersion-breaking misery.

Next up: The Section 31 report card (currently scheduled for 17 Jun 2026)

Star Trek: Section 31 – Phase Pod

When Georgiou escorts Noe into his hotel room, she activates and tosses a device onto the container he’s carrying. It’s a palm-sized, metallic saucer-dome shape with intricate detailing, and sports three rounded signal lights that glow white. It magnetically grips to the surface of Noe’s container. He cautiously asks what it is and she pulls out another one to show him, explaining it is a “phase pod”. She attaches hers to her belt, and a beat later its white lights turn green. Her appearance becomes blurry and shifting and there is an audible low purr. A beat later the lights on the pod attached to the container turn green, and it gains that phasing appearance as it slips from his hand to land with a thud on the floor. He tries to shoot her with a phaser, and the blast passes through her to hit the wall behind. He tries to hit her physically and passes through. When San enters through the wall a little later, we see a similar pod attached to his belt and the phase-fight begins.

There’s a moment where Georgiou pulls her phase pod off to render herself immune to the knife he’s slicing at her while phased. San pulls his off to reengage her in unphased-space. A beat later we see them crash through the glass window separating the room from the nightclub floor.

A woman with a bald head and elegant attire reacts with surprise as water splashes around her, with a blurred background of illuminated decor.

When the fight takes them both onto a raised dias, Georgiou taps her pod to turn it on again. We see its lights and the lights on the case pod instantly turn green. She’s phased. San turns his on again, too, and the fight continues. About midway through the fight, San stabs her pod. He doesn’t quite disable it, but it starts to malfunction, its status lights flickering between green and white.

San drops the case and kicks it through a wall. Georgiou tries to run through the wall to retrieve it, but the malfunctioning pod fails to phase her left shoe. It “catches” and won’t pull through the wall. The status lights of the pod flicker green and red. In frustration, Georgiou smashes the device a few times to no avail.

Caught, she watches as San appears, opens the case, removes the Godsend, and teleports away. Too late, the pod sorts its shit out, and Georgiou is able to pull her foot through and stand up to be confronted by Sahar.

Caveat: Some things are unexplained, here

It’s not clear how the floor holds a phased thing, while the walls do not. Maybe it’s some aspect of the artificial gravity? It’s also not clear why Baraam doesn’t have the equivalent of a red alert when the fight starts, which would prevent San’s beaming away. Most casinos have outrageous levels of security and Georgiou is paranoid, so one would expect it. These are script questions, admittedly, not related to the interfaces, but things that the skeptic in me must voice.

One production gotcha

Before they reach the dias (below) we can see an unphased Georgiou holding the case. Its signal lights are green, but since she’s holding it, it must be unphased, too, which breaks one of the two diegetric rules already established.

  1. Green means Thing is Phased.
  2. Phased and non-phased things do not interact.

Rather than trying to backworld this (which would get complicated fast) I’m going to presume this is just a production mistake.

Evaluation as a wearable

On this blog I’ve established some guidelines for what makes a good wearable. I’ve used those to evaluate this interface.

Sartorial? Yes.

Yep. Palm-sized, one flat side, other side rounded. Lovely textures and shape. All fit being worn.

Easy to access and use: Tap to activate

I wonder about accidental activation. The fight has a lot of bumping around. If it’s a dumb momentary button, capacitance sensor, or accelerometer, some accident of the fight might accidentally turn it on or off, so let’s presume it’s not that. If it’s a biometric signature requiring the authorized user to tap it, it still seems riskily “out there”, ripe for an accidental touch that could have the wearer slamming into a wall they thought was passible, or dephasing in the middle of something. A long-touch, as seen with the mission briefer, might make more sense. Long-touch trades discoverability (how is anyone supposed to know to long-touch a thing) for increased certainty (accidental long-touches are less likely than accidental brushes.)

A long-touch introduces some challenges mid-fight, but I suspect this is primarily meant as an infiltration tool, not a combat one.

Social and Apposite I/O: The glow is almost fine

You might think that having the glow there gives too much away, diegetically. It would draw the attention of onlookers and raise suspicions if not alarms. Generally speaking, a covert wearable announcing itself brightly runs counter to its purpose. But the visual and audio effects of the underlying tech are far more conspicuous, and I presume, unavoidable. So subtlety is not an option using this tech. And the signal lights help convey to the user the states we see.

StatusDisplay
OffDark
ReadyWhite
ActiveGreen
DamagedGreen and white
ErrorGreen and red

That’s quite useful, even if they require a glance down. There’s an additional status which is “these two pods are paired” which might be accomplished with a synchronized blink, but that might also give too much information away to assailants.

As we see in the film, one problem is when phase-ees want to kick other phase-ees out of phase-space. Then the light on the surface provides a helpful signal of exactly where to target. Let’s trust that the jerky visual effects we see from our non-phased vantage point are still in effect when phasing, so that little target’s going to be jumping around anyway. Also, as long as all pods have the same lights, it’s not granting an advantage to anyone in particular. Georgiou could just as easily targeted San’s pod.

A dynamic scene featuring a person in dark clothing engaged in action, with blurred figures in metallic costumes and a crowd of colorful outfits in the background.

Haptics, probably

The use case of most concern for me is when the pod is malfunctioning. It looks like the tech prioritizes its effects for living matter, so bodies don’t unphase inside of solid matter. That would make for graceful degrading that could inform the user that the tech is trending in an unsafe direction. “Hey, why is my scarf stuck. Oh crap!”

We can’t rely on the phasing side-effects, because those seemed to continue as usual even during the half-functioning. Whatever that signal is shouldn’t rely on her looking at the device, either. A haptic feedback seems most fit, and specifically where it vibrates when the device is working, pulses when it is half-working, and buzzes or goes still when it is not working at all. Since film generally does not convey haptic feedback well, it might actually be part of the device we see. That would explain why Georgiou was willing to risk passing through the wall. The stakes were high, and she could tell, without looking, there was a good chance she would make it.


Between the tap that should be a long-tap, the lights that clearly signal mode, and the haptics that we’re going to presume are there anyway, the phase pod makes for a plausible wearable that meets basic usability and story needs, too.

Next up: The interfaces for that murderous rascal, Fuzz

Fritzes 2026: Best Interfaces

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 Interfaces. The movies nominated for Best Interfaces manage the extraordinary challenge of being believable and helping to paint a picture of the world of the story. They advance the state of the art in telling stories with speculative technology.

The winner of the Best Interfaces award for 2025 is Section 31.

As you’ll read below, my posts on the winner will be a series rather than a single post, so let me do one Also Check Out here. 

Bust first, also check out: Superman

Though I have some issues with the amount of fuigetry in most of the screens, and how Lex has to call out countermoves rather than have an assistant offer next most likely countermoves; the robots in the Fortress of Solitude and the crazy-cool gestural control of his spheres by Mr. Terrific make me think that interfaces and tech will not be an afterthought in DC’s new Gunn era. 

(James: reach out and I’ll send you a free copy of my book about assistants, it would have helped with that Luthor interface.)

The 2026 Best Interfaces Award goes to
Star Trek: Section 31

Maybe I was out of the loop, but I don’t recall hearing a lot of buzz about this movie at the time it came out. But when I finally caught it, I was impressed with the breadth, the art direction, and some interfaces of a sort I don’t think I’ve documented before. This year I’m going to honor the winner with an old-school breakdown, interface-by-interface. In this post we’ll start with a general overview, and then move to the Mission Briefer.

Note I try to only describe just enough so the interfaces can be understood, but since this is a cloak-and-dagger spy thriller, it’s still pretty intricate.

Banner displaying the text 'MAJOR SPOILERS AHEAD' in a bold, stylized font, set against a cosmic background.

Plot overview

In the Mirror Universe of Star Trek, the mostly-good United Federation of Planets doesn’t exist. Instead it has a morally-inverse counterpart called the Terran Empire. Philippa Georgiou became ruler of this evil empire in part by defeating and enslaving the ambitious contender San. Once ascended, she exercised cruelty and ruthlessness until sci-fi shenanigans landed her in Prime Universe (the home universe of the shows), in 2257.

[Here I bypass a lot of stuff that happened in Discovery for the sake of brevity.]

A stylish woman with long blue nails and a glamorous outfit is posed at a bar, playfully blowing kisses with a serene expression while illuminated by soft lighting.

Eventually she takes up an alias as “Madame Veronique du Franc”, proprietor of the pleasure space station Baraam, outside Federation territory. Section 31—essentially the Federation’s black ops—sends a team to blackmail Georgiou to help them intercept a superweapon, which happens to be en route to Baraam in the hands of a shady middleman named Dada Noe.

The team consists of their superstrong “augment” leader Alok Sahar, a mech-suit guy named Zeph, a seductress named Melle, a shape-shifting genius called Quasi, a buttoned-up Federation overseer named Garrett, and Fuzz, a microscopic Nanokin who pilots a teeny tiny spaceship and most often inhabits a black market Vulcan-looking android body.

Using some technologies called Phase Pods, Georgiou successfully separates the superweapon from Noe only to have it intercepted by a masked person also wearing a phase pod. Masked person kills Melle and escapes with the superweapon, but on the way Georgiou learns it is the Godsend, a quadrant-vaporizing weapon she had commissioned when she was Terran Emperor.

A woman in a dark purple outfit leans forward with an intense expression, looking at a decorative object in front of her.

Georgiou convinces Sahar to form a partnership to recapture the weapon. They beam to his spaceship above a desolate planet where they interrogate Noe. They learn Noe is from the Mirror Universe, where he administered a facility that housed the Godsend. He hatched a plan to sell it and with the money escape to Prime Universe to retire in peace. His portal is an unknown but routinely opening rift between worlds. He tells them he is scheduled to meet his anonymous buyer when the rift next appears in four hours. He expects that if he does not deliver the weapon to his buyer—and the Terran Empire learns that the Godsend is gone—they will trace it to the rift, surge through, and conquer Prime. At that moment a massive explosion rips through the ship. The computer automatically beams the crew to the surface, but Noe dies in fiery debris. (Narratively convenient, but consider that the ship’s computer knew enough to beam our protagonists to safe, non-fiery-debris places, raising the possibility that it chose to murder Noe.)

Sahar says the explosion was sabotage by someone working with the still-unknown Godsend thief. One of them is a mole! Accusations fly, but Garrett focuses them on finding a derelict garbage scow she knows about, as a means to continue their mission. The team splits. Georgiou, Quasi, and Fuzz search for the scow. Sahar, Garette, and Zeph work to repair an antenna in an old Section 31 safehouse so they can warn the Federation of the impending danger.

Team Scow repairs the ship. We see Fuzz behaving a little strangely.

A tall structure emitting a powerful beam of orange light into the night sky, surrounded by trees and a dark landscape.

Meanwhile Zeph skips out on Team Antenna. While Sahar and Garrett search for him, the antenna gets activated, some message sent, and then the antenna is destroyed. The whole team rejoins and begins a search for Zeph. They find him dead. When they recover the video from his mech suit, they see something was controlling his suit and made him kill himself. Georgiou reasons that the mole must be Fuzz, who left his Vulcanbot on autopilot while he flew to Zeph to hook in and control him to commit the crimes and fly back to his bot. Thusly busted, Fuzz takes remote control of Zeph’s suit (grossly with Zeph’s corpse still in it) and the two try to escape on a float. The rest of the crew pursues in a second float, and there’s a vehicle combat sequence. Fuzz tells Georgiou that he’s been working with San. Then San beams Fuzz up to his ship. San speeds toward the rift to tell the Empire everything and begin the invasion. The remaining team gets the scow running and gives chase.

They catch up near the rift and the scow tries to delay its entry into the rift via tractor beam. Sahar and Georgiou beam to San’s ship to learn that San has initiated the Godsend. San fights Georgiou. Sahar fights Vulcanbot while Fuzz escapes to watch from a safe distance. On board the scow, Garrett forges a makeshift weapon in the ship’s hold and they release it at San’s ship. It lands and explodes, giving the heroes the upper hand in their respective fights. Georgiou grabs and activates the Godsend via biometric signature. Quasi manages to beam her and Sahar back to the scow just in time, leaving San, Fuzz, Vulcanbot, and the Godsend to be destroyed in the explosion as it passes back to the Mirror Universe and seal the rift forever. (And, presumably, something about the confluence of energies neuters the Godsend so it doesn’t go on to kill quadrillions in the quadrant where the rift happened to be, because that would be multiple, multiple genocides and sully whatever victory this is.)

Group of three people toasting with drinks in a stylish, futuristic setting.

The movie ends with the team back on the Baraam. They meet Wisp, Fuzz’ widow, piloting a second bootleg Vulcanbot. They receive a mission briefing that has them warping the Baraam (surprise, it’s also a spaceship) towards Turkana IV.

A futuristic spaceship with swirling metallic structures, set against a dark starry background in outer space.

Whew.


Star Trek: Section 31 is primarily set in the 24th-century “Lost Era” between 2324–2326. This places it roughly 66 years after Discovery (2258) and about 40 years before The Next Generation. For continuity, the designers have to find some middle ground between the glowing, 3D, multiplanar translucency of Disco and the flat, 2D, highly-graphic, vibrant oranges-and-blues palette of LCARS. I think they did a really nice job. We see circular, glowing interfaces. We see hints of the fully realized LCARS to come.

There’s also a clear delineation between Federation/Section 31 interfaces, the mining colony interfaces, the few Terran Empire interfaces we see, and those of the foreign-language garbage scow.

San’s ship interior, by the way, is high-contrast red-on-black, and very pointy, making me wonder if the production designers have read my post on the Design of Evil, because it is practically an archetype of those patterns.

Anyway, now that we have a grasp on the plot, next let’s look more closely at those interfaces.

IMDB: https://www.imdb.com/title/tt9603060/Currently streaming on:

Next up: The mission briefer

Fritzes 2026 bonus award: Best Robots

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.

The 2026 Award for Best Robots: The Electric State

The Fritzes has been tracking robots in cinema for a few years now. My favorite from 2025 is The Electric State. The film is a Netflix film adaptation of Simon Stålenhag’s luscious illustrated novel of the same name. And some of the robots we see in the film are directly lifted from his illustrations. So this award partly goes to you, Simon. 

A futuristic landscape featuring a massive, rusted robot sculpture in an urban setting, with two figures standing in front of it. Cars are parked nearby under a bridge, with mountains visible in the background and a clear sky above.
A whimsical landscape featuring a large, rusty robot figure lying in a desert setting, surrounded by sparse vegetation and mountains in the background under a blue sky.

But in the movie they are animated and voiced, and there are new ones as well, so it is its own thing. It has Chris Pratt, who is problematic for offscreen reasons, and the script can be somewhat tropey, but the film has nifty world building. In the diegesis, sentient robots are seen as enemies of the state and excommunicated to form their own outcast cities. The design of the robots betray their capitalist origins. Mascots and advertisements. Job-tailored bots. They are quirky and charming and all sizes, and help critique a system that fully deserves it.

A futuristic desert scene featuring various robotic characters and a dilapidated building with the sign 'SEARS'. Numerous robots are depicted interacting and exploring the area, amidst rocky cliffs in the background.

Also check out: Superman!

 James Gunn’s first D.C. movie brought Superman to life and added some things to its lore, such as: Kal-El has four service robots that support him in his Fortress of Solitude. They’re just called Superman Robots at first. Their chest plates identify them by number: 1, 4, 5, and 12. They’re on the far side of the canny rise, one-eyed and very much robotic, with charming banter. At the end of the movie, after it is rebuilt, number four dons a cape and chooses a name, and that name is Gary. Gary’s just a mensch “with no emotional capacity whatsoever”. (And that frankness is why I like Gary.)

Also check out: M3gan 2.0!

One of the smart things the M3gan franchise uses in their diegesis is that AI and robotic housings are not tightly bound. AI can slip out of a housing, replicate itself, find new embodiments on the network, manage multiple embodiments, coordinate disparate housings, etc. Over the course of the movie, we see M3gan and her nemesis AMELIA in many kinds of robot bodies in many states of development. My favorite is the cute little toy that Gemma puts M3gan while she was figuring out if the AI could be trusted.

A small, friendly-looking robot with a teal body and large expressive eyes, standing on a cluttered workspace.

This decoupling is an important difference in AI capabilities that don’t jive with our anthropocentric models. Humans and animals can’t do that, so it’s something that bears literacy.

Shout out to the Act III robot design for AMELIA that references Hajime Sorayama’s illustrations from the 80s and 90s, because reference!

Also check out: Section 31!

Near the end of the film, Garrett finds a Droom doll in the hold of a garbage scow they’ve commandeered. The doll has sensors to detect its context, and actuators to move the arms, head, and mouth. Its three eyes can illuminate. It has speech generation and, as we discover, general reasoning capabilities. When Garrett first finds it, it says, “Hi there! I’m so glad you found me!” It suggests play time with, “Shall we do something fun together?” and spins its head around, whipping its indigo-colored hair in circles.

Garrett pours acid on its volatile power source to turn it into a bomb, and it begins to malfunction, uttering child-friendly things like “We can be friends forever” and dark things, like, “We’re all gonna die! We’re all gonna die!” It is released from the ship to explode in space and destroy another ship that is chasing it.

The conclusion that “we’re all gonna die” is immediately true in the diegesis, not just the morbid, general version of that same truth. But making this conclusion depends not just on context, but general causal reasoning. My decaying battery is going to explode and destroy everything and everyone around it, so I’m going to shout that fact. Note it does not actually issue a warning for the owner to flee, which it should do, but we can chalk that up to malfunction. It hints that the Droom are a species with vast technological resources but troublingly weak risk assessment. All from a tiny little robot with mere seconds of screen time.

Next up: The best assistants of 2025

Disclosure (1994)

Our next 3D file browsing system is from the 1994 film Disclosure. Thanks to site reader Patrick H Lauke for the suggestion.

Like Jurassic Park, Disclosure is based on a Michael Crichton novel, although this time without any dinosaurs. (Would-be scriptwriters should compare the relative success of these two films when planning a study program.) The plot of the film is corporate infighting within Digicom, manufacturer of high tech CD-ROM drives—it was the 1990s—and also virtual reality systems. Tom Sanders, executive in charge of the CD-ROM production line, is being set up to take the blame for manufacturing failures that are really the fault of cost-cutting measures by rival executive Meredith Johnson.

The Corridor: Hardware Interface

The virtual reality system is introduced at about 40 minutes, using the narrative device of a product demonstration within the company to explain to the attendees what it does. The scene is nicely done, conveying all the important points we need to know in two minutes. (To be clear, some of the images used here come from a later scene in the film, but it’s the same system in both.)

The process of entangling yourself with the necessary hardware and software is quite distinct from interacting with the VR itself, so let’s discuss these separately, starting with the physical interface.

Tom wearing VR headset and one glove, being scanned. Disclosure (1994)

In Disclosure the virtual reality user wears a headset and one glove, all connected by cables to the computer system. Like most virtual reality systems, the headset is responsible for visual display, audio, and head movement tracking; the glove for hand movement and gesture tracking. 

There are two “laser scanners” on the walls. These are the planar blue lights, which scan the user’s body at startup. After that they track body motion, although since the user still has to wear a glove, the scanners presumably just track approximate body movement and orientation without fine detail.

Lastly, the user stands on a concave hexagonal plate covered in embedded white balls, which allows the user to “walk” on the spot.

Closeup of user standing on curved surface of white balls. Disclosure (1994)

Searching for Evidence

The scene we’re most interested in takes place later in the film, the evening before a vital presentation which will determine Tom’s future. He needs to search the company computer files for evidence against Meredith, but discovers that his normal account has been blocked from access.   He knows though that the virtual reality demonstrator is on display in a nearby hotel suite, and also knows about the demonstrator having unlimited access. He sneaks into the hotel suite to use The Corridor. Tom is under a certain amount of time pressure because a couple of company VIPs and their guests are downstairs in the hotel and might return at any time.

The first step for Tom is to launch the virtual reality system. This is done from an Indy workstation, using the regular Unix command line.

The command line to start the virtual reality system. Disclosure (1994)

Next he moves over to the VR space itself. He puts on the glove but not the headset, presses a key on the keyboard (of the VR computer, not the workstation), and stands still for a moment while he is scanned from top to bottom.

Real world Tom, wearing one VR glove, waits while the scanners map his body. Disclosure (1994)

On the left is the Indy workstation used to start the VR system. In the middle is the external monitor which will, in a moment, show the third person view of the VR user as seen earlier during the product demonstration.

Now that Tom has been scanned into the system, he puts on the headset and enters the virtual space.

The Corridor: Virtual Interface

“The Corridor,” as you’ve no doubt guessed, is a three dimensional file browsing program. It is so named because the user will walk down a corridor in a virtual building, the walls lined with “file cabinets” containing the actual computer files.

Three important aspects of The Corridor were mentioned during the product demonstration earlier in the film. They’ll help structure our tour of this interface, so let’s review them now, as they all come up in our discussion of the interfaces.

  1. There is a voice-activated help system, which will summon a virtual “Angel” assistant.
  2. Since the computers themselves are part of a multi-user network with shared storage, there can be more than one user “inside” The Corridor at a time.
    Users who do not have access to the virtual reality system will appear as wireframe body shapes with a 2D photo where the head should be.
  3. There are no access controls and so the virtual reality user, despite being a guest or demo account, has unlimited access to all the company files. This is spectacularly bad design, but necessary for the plot.

With those bits of system exposition complete, now we can switch to Tom’s own first person view of the virtual reality environment.

Virtual world Tom watches his hands rezzing up, right hand with glove. Disclosure (1994)

There isn’t a real background yet, just abstract streaks. The avatar hands are rezzing up, and note that the right hand wearing the glove has a different appearance to the left. This mimics the real world, so eases the transition for the user.

Overlaid on the virtual reality view is a Digicom label at the bottom and four corner brackets which are never explained, although they do resemble those used in cameras to indicate the preferred viewing area.

To the left is a small axis indicator, the three green lines labeled X, Y, and Z. These show up in many 3D applications because, silly though it sounds, it is easy in a 3D computer environment to lose track of directions or even which way is up. A common fix for the user being unable to see anything is just to turn 180 degrees around.

We then switch to a third person view of Tom’s avatar in the virtual world.

Tom is fully rezzed up, within cloud of visual static. Disclosure (1994)

This is an almost photographic-quality image. To remind the viewers that this is in the virtual world rather than real, the avatar follows the visual convention described in chapter 4 of Make It So for volumetric projections, with scan lines and occasional flickers. An interesting choice is that the avatar also wears a “headset”, but it is translucent so we can see the face.

Now that he’s in the virtual reality, Tom has one more action needed to enter The Corridor. He pushes a big button floating before him in space.

Tom presses one button on a floating control panel. Disclosure (1994)

This seems unnecessary, but we can assume that in the future of this platform, there will be more programs to choose from.

The Corridor rezzes up, the streaks assembling into wireframe components which then slide together as the surfaces are shaded. Tom doesn’t have to wait for the process to complete before he starts walking, which suggests that this is a Level Of Detail (LOD) implementation where parts of the building are not rendered in detail until the user is close enough for it to be worth doing.

Tom enters The Corridor. Nearby floor and walls are fully rendered, the more distant section is not complete. Disclosure (1994)

The architecture is classical, rendered with the slightly artificial-looking computer shading that is common in 3D computer environments because it needs much less computation than trying for full photorealism.

Instead of a corridor this is an entire multistory building. It is large and empty, and as Tom is walking bits of architecture reshape themselves, rather like the interior of Hogwarts in Harry Potter.

Although there are paintings on some of the walls, there aren’t any signs, labels, or even room numbers. Tom has to wander around looking for the files, at one point nearly “falling” off the edge of the floor down an internal air well. Finally he steps into one archway room entrance and file cabinets appear in the walls.

Tom enters a room full of cabinets. Disclosure (1994)

Unlike the classical architecture around him, these cabinets are very modern looking with glowing blue light lines. Tom has found what he is looking for, so now begins to manipulate files rather than browsing.

Virtual Filing Cabinets

The four nearest cabinets according to the titles above are

  1. Communications
  2. Operations
  3. System Control
  4. Research Data.

There are ten file drawers in each. The drawers are unmarked, but labels only appear when the user looks directly at it, so Tom has to move his head to centre each drawer in turn to find the one he wants.

Tom looks at one particular drawer to make the title appear. Disclosure (1994)

The fourth drawer Tom looks at is labeled “Malaysia”. He touches it with the gloved hand and it slides out from the wall.

Tom withdraws his hand as the drawer slides open. Disclosure (1994)

Inside are five “folders” which, again, are opened by touching. The folder slides up, and then three sheets, each looking like a printed document, slide up and fan out.

Axis indicator on left, pointing down. One document sliding up from a folder. Disclosure (1994)

Note the tilted axis indicator at the left. The Y axis, representing a line extending upwards from the top of Tom’s head, is now leaning towards the horizontal because Tom is looking down at the file drawer. In the shot below, both the folder and then the individual documents are moving up so Tom’s gaze is now back to more or less level.

Close up of three “pages” within a virtual document. Disclosure (1994)

At this point the film cuts away from Tom. Rival executive Meredith, having been foiled in her first attempt at discrediting Tom, has decided to cover her tracks by deleting all the incriminating files. Meredith enters her office and logs on to her Indy workstation. She is using a Command Line Interface (CLI) shell, not the standard SGI Unix shell but a custom Digicom program that also has a graphical menu. (Since it isn’t three dimensional it isn’t interesting enough to show here.)

Tom uses the gloved hand to push the sheets one by one to the side after scanning the content.

Tom scrolling through the pages of one folder by swiping with two fingers. Disclosure (1994)

Quick note: This is harder than it looks in virtual reality. In a 2D GUI moving the mouse over an interface element is obvious. In three dimensions the user also has to move their hand forwards or backwards to get their hand (or finger) in the right place, and unless there is some kind of haptic feedback it isn’t obvious to the user that they’ve made contact.

Tom now receives a nasty surprise.

The shot below shows Tom’s photorealistic avatar at the left, standing in front of the open file cabinet. The green shape on the right is the avatar of Meredith who is logged in to a regular workstation. Without the laser scanners and cameras her avatar is a generic wireframe female humanoid with a face photograph stuck on top. This is excellent design, making The Corridor usable across a range of different hardware capabilities.

Tom sees the Meredith avatar appear. Disclosure (1994)

Why does The Corridor system place her avatar here? A multiuser computer system, or even just a networked file server,  obviously has to know who is logged on. Unix systems in general and command line shells also track which directory the user is “in”, the current working directory. Meredith is using her CLI interface to delete files in a particular directory so The Corridor can position her avatar in the corresponding virtual reality location. Or rather, the avatar glides into position rather than suddenly popping into existence: Tom is only surprised because the documents blocked his virtual view.

Quick note: While this is plausible, there are technical complications. Command line users often open more than one shell at a time in different directories. In such a case, what would The Corridor do? Duplicate the wireframe avatar in each location? In the real world we can’t be in more than one place at a time, would doing so contradict the virtual reality metaphor?

There is an asymmetry here in that Tom knows Meredith is “in the system” but not vice versa. Meredith could in theory use CLI commands to find out who else is logged on and whether anyone was running The Corridor, but she would need to actively seek out that information and has no reason to do so. It didn’t occur to Tom either, but he doesn’t need to think about it,  the virtual reality environment conveys more information about the system by default.

We briefly cut away to Meredith confirming her CLI delete command. Tom sees this as the file drawer lid emitting beams of light which rotate down. These beams first erase the floating sheets, then the folders in the drawer. The drawer itself now has a red “DELETED” label and slides back into the wall.

Tom watches Meredith deleting the files in an open drawer. Disclosure (1994)

Tom steps further into the room. The same red labels appear on the other file drawers even though they are currently closed.

Tom watches Meredith deleting other, unopened, drawers. Disclosure (1994)

Talking to an Angel

Tom now switches to using the system voice interface, saying “Angel I need help” to bring up the virtual reality assistant. Like everything else we’ve seen in this VR system the “angel” rezzes up from a point cloud, although much more quickly than the architecture: people who need help tend to be more impatient and less interested in pausing to admire special effects.

The voice assistant as it appears within VR. Disclosure (1994)

Just in case the user is now looking in the wrong direction the angel also announces “Help is here” in a very natural sounding voice.

The angel is rendered with white robe, halo, harp, and rapidly beating wings. This is horribly clichéd, but a help system needs to be reassuring in appearance as well as function. An angel appearing as a winged flying serpent or wheel of fire would be more original and authentic (yes, really: ​​Biblically Accurate Angels) but users fleeing in terror would seriously impact the customer satisfaction scores.

Now Tom has a short but interesting conversation with the angel, beginning with a question:

  • Tom
  • Is there any way to stop these files from being deleted?
  • Angel
  • I’m sorry, you are not level five.
  • Tom
  • Angel, you’re supposed to protect the files!
  • Angel
  • Access control is restricted to level five.

Tom has made the mistake, as described in chapter 9 Anthropomorphism of the book, of ascribing more agency to this software program than it actually has. He thinks he is engaged in a conversational interface (chapter 6 Sonic Interfaces) with a fully autonomous system, which should therefore be interested in and care about the wellbeing of the entire system. Which it doesn’t, because this is just a limited-command voice interface to a guide.

Even though this is obviously scripted, rather than a genuine error I think this raises an interesting question for real world interface designers: do users expect that an interface with higher visual quality/fidelity will be more realistic in other aspects as well? If a voice interface assistant has a simple polyhedron with no attempt at photorealism (say, like Bit in Tron) or with zoomorphism (say, like the search bear in Until the End of the World) will users adjust their expectations for speech recognition downwards? I’m not aware of any research that might answer this question. Readers?

Despite Tom’s frustration, the angel has given an excellent answer – for a guide. A very simple help program would have recited the command(s) that could be used to protect files against deletion. Which would have frustrated Tom even more when he tried to use one and got some kind of permission denied error. This program has checked whether the user can actually use commands before responding.

This does contradict the earlier VR demonstration where we were told that the user had unlimited access. I would explain this as being “unlimited read access, not write”, but the presenter didn’t think it worthwhile to go into such detail for the mostly non-technical audience.

Tom is now aware that he is under even more time pressure as the Meredith avatar is still moving around the room. Realising his mistake, he uses the voice interface as a query language.

“Show me all communications with Malaysia.”
“Telephone or video?”
“Video.”

This brings up a more conventional looking GUI window because not everything in virtual reality needs to be three-dimensional. It’s always tempting for a 3D programmer to re-implement everything, but it’s also possible to embed 2D GUI applications into a virtual world.

Tom looks at a conventional 2D display of file icons inside VR. Disclosure (1994)

The window shows a thumbnail icon for each recorded video conference call. This isn’t very helpful, so Tom again decides that a voice query will be much faster than looking at each one in turn.

“Show me, uh, the last transmission involving Meredith.”

There’s a short 2D transition effect swapping the thumbnail icon display for the video call itself, which starts playing at just the right point for plot purposes.

Tom watches a previously recorded video call made by Meredith (right). Disclosure (1994)

While Tom is watching and listening, Meredith is still typing commands. The camera orbits around behind the video conference call window so we can see the Meredith avatar approach, which also shows us that this window is slightly three dimensional, the content floating a short distance in front of the frame. The film then cuts away briefly to show Meredith confirming her “kill all” command. The video conference recordings are deleted, including the one Tom is watching.

Tom is informed that Meredith (seen here in the background as a wireframe avatar) is deleting the video call. Disclosure (1994)

This is also the moment when the downstairs VIPs return to the hotel suite, so the scene ends with Tom managing to sneak out without being detected.

Virtual reality has saved the day for Tom. The documents and video conference calls have been deleted by Meredith, but he knows that they once existed and has a colleague retrieve the files he needs from the backup tapes. (Which is good writing: the majority of companies shown in film and TV never seem to have backups for files, no matter how vital.) Meredith doesn’t know that he knows, so he has the upper hand to expose her plot.

Analysis

How believable is the interface?

I won’t spend much time on the hardware, since our focus is on file browsing in three dimensions. From top to bottom, the virtual reality system starts as believable and becomes less so.

Hardware

The headset and glove look like real VR equipment, believable in 1994 and still so today. Having only one glove is unusual, and makes impossible some of the common gesture actions described in chapter 5 of Make It So, which require both hands.

The “laser scanners” that create the 3D geometry and texture maps for the 3D avatar and perform real time body tracking would more likely be cameras, but that would not sound as cool.

And lastly the walking platform apparently requires our user to stand on large marbles or ball bearings and stay balanced while wearing a headset. Uh…maybe…no. Apologetics fails me. To me it looks like it would be uncomfortable to walk on, almost like deterrent paving.

Software

The Corridor, unlike the 3D file browser used in Jurassic Park, is a special effect created for the film. It was a mostly-plausible, near future system in 1994, except for the photorealistic avatar. Usually this site doesn’t discuss historical context (the  “new criticism” stance), but I think in this case it helps to explain how this interface would have appeared to audiences almost two decades ago.

I’ll start with the 3D graphics of the virtual building. My initial impression was that The Corridor could have been created as an interactive program in 1994, but that was my memory compressing the decade. During the 1990s 3D computer graphics, both interactive and CGI, improved at a phenomenal rate. The virtual building would not have been interactive in 1994, was possible on the most powerful systems six years later in 2000, and looks rather old-fashioned compared to what the game consoles of the 21st C can achieve.

For the voice interface I made the opposite mistake. Voice interfaces on phones and home computing appliances have become common in the second decade of the 21st C, but in reality are much older. Apple Macintosh computers in 1994 had text-to-speech synthesis with natural sounding voices and limited vocabulary voice command recognition. (And without needing an Internet connection!) So the voice interface in the scene is believable.

The multi-user aspects of The Corridor were possible in 1994. The wireframe avatars for users not in virtual reality are unflattering or perhaps creepy, but not technically difficult. As a first iteration of a prototype system it’s a good attempt to span a range of hardware capabilities.

The virtual reality avatar, though, is not believable for the 1990s and would be difficult today. Photographs of the body, made during the startup scan, could be used as a texture map for the VR avatar. But live video of the face would be much more difficult, especially when the face is partly obscured by a headset.

How well does the interface inform the narrative of the story?

The virtual reality system in itself is useful to the overall narrative because it makes the Digicom company seem high tech. Even in 1994 CD-ROM drives weren’t very interesting.

The Corridor is essential to the tension of the scene where Tom uses it to find the files, because otherwise the scene would be much shorter and really boring. If we ignore the virtual reality these are the interface actions:

  • Tom reads an email.
  • Meredith deletes the folder containing those emails.
  • Tom finds a folder full of recorded video calls.
  • Tom watches one recorded video call.
  • Meredith deletes the folder containing the video calls.

Imagine how this would have looked if both were using a conventional 2D GUI, such as the Macintosh Finder or MS Windows Explorer. Double click, press and drag, double click…done.

The Corridor slows down Tom’s actions and makes them far more visible and understandable. Thanks to the virtual reality avatar we don’t have to watch an actor push a mouse around. We see him moving and swiping, be surprised and react; and the voice interface adds extra emotion and some useful exposition. It also helps with the plot, giving Tom awareness of what Meredith is doing without having to actively spy on her, or look at some kind of logs or recordings later on.

Meredith, though, can’t use the VR system because then she’d be aware of Tom as well. Using a conventional workstation visually distinguishes and separates Meredith from Tom in the scene.

So overall, though the “action” is pretty mundane, it’s crucial to the plot, and the VR interface helps make this interesting and more engaging.

How well does the interface equip the character to achieve their goals?

As described in the film itself, The Corridor is a prototype for demonstrating virtual reality. As a file browser it’s awful, but since Tom has lost all his normal privileges this is the only system available, and he does manage to eventually find the files he needs.

At the start of the scene, Tom spends quite some time wandering around a vast multi-storey building without a map, room numbers, or even coordinates overlaid on his virtual view. Which seems rather pointless because all the files are in one room anyway. As previously discussed for Johnny Mnemonic, walking or flying everywhere in your file system seems like a good idea at first, but often becomes tedious over time. Many actual and some fictional 3D worlds give users the ability to teleport directly to any desired location.

Then the file drawers in each cabinet have no labels either, so Tom has to look carefully at each one in turn. There is so much more the interface could be doing to help him with his task, and even help the users of the VR demo learn and explore its technology as well.

Contrast this with Meredith, who uses her command line interface and 2D GUI to go through files like a chainsaw.

Tom becomes much more efficient with the voice interface. Which is just as well, because if he hadn’t, Meredith would have deleted the video conference recordings while he was still staring at virtual filing cabinets. However neither the voice interface nor the corresponding file display need three dimensional graphics.

There is hope for version 2.0 of The Corridor, even restricting ourselves to 1994 capabilities. The first and most obvious is to copy 2D GUI file browsers, or the 3D file browser from Jurassic Park, and show the corresponding text name next to each graphical file or folder object. The voice interface is so good that it should be turned on by default without requiring the angel. And finally add some kind of map overlay with a you are here moving dot, like the maps that players in 3D games such as Doom could display with a keystroke.

Film making challenge: VR on screen

Virtual reality (or augmented reality systems such as Hololens) provide a better viewing experience for 3D graphics by creating the illusion of real three dimensional space rather than a 2D monitor. But it is always a first person view and unlike conventional 2D monitors nobody else can usually see what the VR user is seeing without a deliberate mirroring/debugging display. This is an important difference from other advanced or speculative technologies that film makers might choose to include. Showing a character wielding a laser pistol instead of a revolver or driving a hover car instead of a wheeled car hardly changes how to stage a scene, but VR does.

So, how can we show virtual reality in film?

There’s the first-person view corresponding to what the virtual reality user is seeing themselves. (Well, half of what they see since it’s not stereographic, but it’s cinema VR, so close enough.) This is like watching a screencast of someone else playing a first person computer game, the original active experience of the user becoming passive viewing by the audience. Most people can imagine themselves in the driving seat of a car and thus make sense of the turns and changes of speed in a first person car chase, but the film audience probably won’t be familiar with the VR system depicted and will therefore have trouble understanding what is happening. There’s also the problem that viewing someone else’s first-person view, shifting and changing in response to their movements rather than your own, can make people disoriented or nauseated.

A third-person view is better for showing the audience the character and the context in which they act. But not the diegetic real-world third-person view, which would be the character wearing a geeky headset and poking at invisible objects. As seen in Disclosure, the third person view should be within the virtual reality.

But in doing that, now there is a new problem: the avatar in virtual reality representing the real character. If the avatar is too simple the audience may not identify it with the real world character and it will be difficult to show body language and emotion. More realistic CGI avatars are increasingly expensive and risk falling into the Uncanny Valley. Since these films are science fiction rather than factual, the easy solution is to declare that virtual reality has achieved the goal of being entirely photorealistic and just film real actors and sets. Adding the occasional ripple or blur to the real world footage to remind the audience that it’s meant to be virtual reality, again as seen in Disclosure, is relatively cheap and quick.
So, solving all these problems results in the cinematic trope we can call Extradiegetic Avatars, which are third-person, highly-lifelike “renderings” of characters, with a telltale Hologram Projection Imperfection for audience readability, that may or may not be possible within the world of the film itself.

IMDB: https://www.imdb.com/title/tt0109635/

The “spectacular” suicide experience from Soylent Green

The thanatorium is a speculative service for assisted suicide in Soylent Green. Suicide and death are not easy topics and I will do my best to address them seriously. Let me first take a moment to direct anyone who is considering or dealing with suicide to please stop reading this and talk to someone about it. I am unqualified to address—and this blog is not the place to work through—such issues.

There are four experiences to look at in the interface and service design of the Thanatorium: The patient, their beneficiaries, the usher to the beneficiaries, and the attendants to the patient. This post is about the patient themselves. Since there aren’t any technological interfaces, this will be a review of the service design from the patient’s and Soylent’s perspectives. If you’re only into this blog for technological interfaces, this is a post to skip, as it’s going to be about set design, lighting, props, signage, and ritual design, among other things.

Sol’s goals

Part of how we measure the efficacy of an experience is by checking whether it helps its user achieve their goals in the ways they would like them achieved. So let’s say that Sol’s goals are to take advantage of the service to have a good death, i.e. to pass painlessly and with dignity, and to have his belongings passed along according to his wishes. He wants psychological comfort as well, which in this case means helping him psychologically transition from the world he is leaving behind by setting up a liminal space for the ceremony, pointing toward notions of eternity and away from the horrible world he is leaving.

“People,” you say? Yeah, screw that. I’m out.

We are going to completely bypass the script question here about why Sol doesn’t bother to communicate to Thorn the Dark Secret in his goodbye note, but then does tell him when he happens to join him at the Thanatorium. That is what it is.

Sol’s experience

After Sol learns that his options are cannibalism or starvation, he makes the decision to die with dignity. To enact this wish, he dresses in his Sunday best, heads to the state-sponsored Thanatorium, officed in a low-rise building at the end of a wide street in downtown New York City.

Authors Islam Abohela and Noel Lavin insightfully note in their 2020 paper, The Height of Future Architecture: Significance of High versus Low Rise Architecture in Science Fiction Films, that the horizontality of this building contrasts earlier, vertical sci-fi visions of the cityscape as lofty and aspirational. In short, the building is in a horizontal repose suitable to its purpose. Further, the bright illumination spilling out from its frosted-glass doors onto the street helps to sell its next-world-ly promise, especially as the terminus of a dark road.

Initial greeting

At Sol’s approach a young worker opens the door and welcomes him. (How did she know of his approach, given the frosted glass? Let’s presume cameras, though we see no hint of this.)

With the door open, Sol feels the air conditioning pouring from inside and says, “It feels good.” She replies, “Yes, sir. Won’t you please come in?” He hesitates a moment with the gravity of it, but proceeds. Inside he walks through a turnstile and the greeter escorts him to one of the intake queues.

Worldbuilding question: The New York City of Soylent Green is oppressively hot and overcrowded. You would imagine that people would want to feel that refreshing cool air themselves, even if they weren’t there to suicide. I would expect people to be laying on the sidewalk there near the doors on the off-chance to feel a cool breeze. But the street leading to the Thanatorium is vacant. Why is this so? You might think well, it’s an authoritarian state, and curfew is probably enforced brutally. But then why is Sol allowed to just amble his way there? It would have been a nice beat to have seen Sol approached by an angry cop and challenged, only to have Sol point up the street to the Thanatorium, to which the cop softens and nods, allowing Sol to continue. This would have signaled that, despite curfew, the Thanatorium is open 24 hours a day, 7 days for “business.”

Intake

Taking a moment to appreciate the set design, the placid blues and non-descript “plop art” backdrops sell this space as a hospital rather than, say, an airport terminal, or church. It could have gone all “heavenly gate” but that would have been too soon in the patient experience, and lacked the personalized immersion that leads to…uh…the ecstasy meat (a gross, backworlded concept introduced in the beneficiaries post). The service keeps its powder dry to maximize that main event and thereby its output. So this design wins for being both familiar to the patients and effective for Soylent.

The film cuts away to show Thorn returning home to find Sol’s goodbye letter, and then running to the Thanatorium. When we cut back to Sol, he is in the middle of answering some questions by the intake staff, i.e. His favorite color and genre of music. Sol responds and the intake personnel marks his answers on a reusable plastic form. Before signing, Sol wants to confirm that the ceremony will last, “A full 20 minutes?”

“Certainly,” comes the reply, “Guaranteed.”

This scriptwriting moment bears a mention. This comes across as a negotiation, but what is being exchanged here? And what could Sol do with a guarantee when he won’t be there in case this mustache reneges on the deal? Nothing, of course, but it really sets up the transactional nature here. One’s death is so cheap in the world of Soylent Green that one can use it as a bargaining chip. Dark.

There’s a lot that we don’t get to examine in this intake experience because the scene is cut, but per Sol’s goals identified above, we have to imagine it would include questions about his beneficiaries and privacy. Additional questions appear in the text below.

Theater 11

The usher comes and retrieves Sol, making small talk and escorting him down halls, past the beneficiaries’ observation room, to “theater 11,” which is the death chamber to which he’s been assigned, with attendants waiting there standing aside a bed in the center of the room. The inclusion of “11” reminds us that there are many such theaters in the Thanatorium. It would have been nice for the beneficiaries only room to have had a similar number, i.e. “Observation 11: beneficiaries only,” linking the two together for the users and the audience.

We’ll get back to Sol’s experience in a moment, but first a note on the floor markings and the architecture.

I first thought the red line on the floor might have been wayfinding lines like you see in some hospitals. If it was a particularly busy day, and the patient ambulatory, the intake personnel could say, “Follow the red line on the floor to theater 11.” But, a glance at the scenes that precede this show that these markings are only present in the antechamber leading into the theater and the theater itself. So it serves as more of a decoration, a red line leading to a red circle in the middle of which is a white gray, and black circle. The end of the line in two senses.

This sense of the terminus is reinforced by the design of the room. The small passageway down which Sol walks joins with the more expansive theater, creating a sort of “reverse womb” implying a balance between the beginning and end of life. It’s not critical that patients pick up on any of this, of course, but all contributes to a sense of liminality; of interest to both Sol and Soylent.

So all good, but I wish the lighting here had echoed the approach to the building. It should have been a glowing pool of light at the end of a dark passageway, rather than the even overhead lighting reminiscent of a school cafeteria that we see in the film. Pools of light in the center combined with many flickering pinpoints of light at the periphery would have increased the sense of other-worldliness and unified the approach to the building with the entrance to the theater, creating a rhythm of self-similar spectacle. It also would have let the scale of the 180° screen become apparent only once the ceremony started, adding to its thrill and overwhelming scale.

The attendant behavior

In service design, the behavior of the frontstage staff is of particular concern, as humans are good at reading other humans for cues about unfamiliar things. In this case, the attendants are silent, wear beatific expressions, and move with a dance-like deliberateness throughout their parts. It is perhaps the most effective cue-of-transition for the patient. The outfits are a little goofy, but borrow semantically from western Christian liturgy, so are kind-of appropriate. If the patient were atheist or from a different religious tradition, other costumes with different signifiers would be more appropriate.

It’s also of note that not everyone is comfortable with being touched by strangers. It signals a warmth in the scene, but might feel threatening to some patients. Another question to add to the intake questionnaire.

Disrobing

Once Sol is in the theater, the attendants greet him with silent handshakes, lead him to the bed, and begin to help him disrobe. This segment bears many questions.

Why does he need to be naked?

I get why he is disrobed here, from Soylent’s perspective. I’ve never been a mortician, but it does seem that getting the clothes off of a living person would be easier than getting it off a dead person, why make the task harder for Soylent employees down the line? Just work it into the ceremony, some product manager says. And from Sol’s perspective, he’d like to see his clothes being taken away in a nice basket with some assurances that the clothes would be washed and given back to the community; an additional assurance that he’s doing a good, selfless thing in this world with dwindling resources.

But then there are the pants. Maybe it’s me, but there is not a dignified way to remove one’s pants around other, clothed, people. Did they help him out of his pants? Did he do that and just hand the clothes to them? Is he just in his underwear? All of it seems awkward.

I think the service could take a privacy clue from hospitals, public pools, and spas: provide a small room where a patient can undress themselves and switch into a robe. This would also be an opportunity to get a shower, which the movie demonstrates is a cherished luxury in the world of Soylent Green, another reward to lure citizens. Water is in short supply in the world of Soylent Green, but the corpses that are sent en masse to The Exchange for processing don’t get otherwise cleaned, so it would be another nice, hygienic worldbuilding hint.

In the scene, the disrobing is taken as a solemn moment, but Sol is distracted from thinking too hard about it by the appearance of an orange floodlight.

That orange floodlight

During the disrobing, a floodlight of Sol’s favorite color illuminates. I complained briefly about this in the prior post, but what’s causing this light to come on? The usher is back at intake, so it’s not him. Maybe the light is on a timer, but that seems hard for the attendants to manage against the other things that need to happen.

Also, why does it come on at this moment in the ceremony? It might be a deliberate distraction for Sol, meant to focus his attention on the meaning of the ceremony rather than the mundane disrobing, but if so, you might think that the light should illuminate before the disrobing begins. But recall that it’s only happenstance that Sol’s favorite color is the warm and flattering orange. If a patient’s favorite color happened to be blue—which is the most popular color around the world—it would grant everything in theater 11 a cool, detached appearance, and give the patient’s own skin a deathly pallor. Not great for the experience.

Much better would be to keep the custom-color flood light off until the overture begins—when the patient’s attention is not drawn to themselves but focused on the chamber around them—and illuminate it with the rise of the music, in response to the usher’s controls. This would maximize the impact of the color on Sol’s emotional state while not making his own skin and the attendants look off-putting.

Getting onto the bed

Once disrobed, the attendants help Sol onto the bed. How they do this is left off-screen, but it’s a non-trivial problem since as you can see in the screen shot, Sol is 5’7″ and the bed height is well above his waist. Hopefully there’s a set of retractable steps under the bed skirt that can make this accessible to Sol without his having to be hoisted up by the attendants, which would be undignified.

Hemlock

Once in bed, the attendants provide the “hemlock,” (which is what I’m calling the deadly draught they provide in homage to the death of Socrates) and Sol drinks.

We don’t see the glass in the room prior to its being handed to him, but I imagine since this is the point of no return, it bears some attention. Should it be waiting already poured, or should he watch it being poured? Should be pour it himself? If poured, should it be from a gold, porcelain, or glass pitcher? Should there be a tray? Where should all this be staged?

For materials, gold is a good funereal symbol for never tarnishing, but might be too tempting a theft target for poverty-stricken citizens. Stoneware has a nice connotation of being of-the-earth, but is a poor choice for being opaque and here implying its contents are something to be hidden. So I’d recommend a simple glass pitcher that emphasizes clarity. The Toyo pitcher shown below has no handle and so requires two hands to operate, granting a ceremonial, human feel to the act of pouring. While we’re at it, ditch the footed highball glass for a stange or zombie glass to match the pitcher’s simplicity. Have them sitting on an end table on a tray at the side of the bed in their own pool of light and have the attendant pour and hand the glass to the patient. When they depart the chamber one attendant can take the tray out with them for cleaning, and the other can push the end table back under the bed.

Another argument for delaying the floodlight until the overture is that light can change the apparent color of the drink. It just so happens that Sol’s orange flatters the amber color of the draught, but if his favorite color had been, say, red, it might have made the drink look like a wicked ink. Keep the floodlight off to keep the apparent color of the drink something pleasant and unthreatening.

Sol makes no expression in response to the taste of the hemlock, so we have no clue how it’s flavored, but it’s in everyone’s interest that it be palatable, if not pleasant. It would have been a nice touch at intake to ask him to select from a menu of favorite flavors as well, especially to hide the taste of whatever other drugs need to be mixed in.

Once Sol has imbibed the draught, he lies back on the wedge pillow and the attendants draw a sheet up to his chest.

As the orange floodlight dims to a candlelight whisper, Sol waits for the overture to begin as the attendants depart.

Overture

Alone at last, Sol is treated to an audio overture as the drugs work through his system. The music is the principal theme from the first movement of Tchaikovsky’s Symphony No. 6, the “Pathétique.” He stares up at the ceiling, bathed in his favorite color, listening to his favorite music unaware that things are about to become even more spectacular.

Cinerama

The overture complete (and, per my ecstasy meat theory, the MDMA and opiates have kicked in) the audio-visual presentation starts. The music changes to the first movement of Beethoven’s “Symphony #6 (The Pastoral),” and a very wide-angle video presentation begins on the wrap-around screen above him, starting with a verdant field of tulips blowing in a breeze.

The tiny angles in the screen edge hint that this is meant to work exactly like Cinerama with multiple projectors and stitched edges, though the lack of deformation and perspective in the images is all wrong.

It later transitions to images of fauna, other flora, wholesome livestock, and sunsets—all romantic scenes of a highly-selective-memory of Earth’s heyday. It’s important to remember that audiences in 1973 may have heard of a Cinerama display like this, but few of them had seen it. And the 180+° screen seen in the film dwarfs the original Cinerama 2.65:1 display ratio. So though folks today may yawn at this in comparison to IMAX or Oculus AR displays, at the time this would have seemed very sci-fi.

From our vantage point, it all seems a little cruel, bathing Sol in scenes of what he cannot have and what for him will never be, but maybe it points at an afterlife where the things you recall fondly will be yours again, in abundance. (Hey that seems like a formula for every afterlife story.) Mixed with the drugs in Sol’s system, it would help flood his mind and body with euphoria and all the pleasant neurotransmitters that entails.

I minimize this gif because it is so freaking distracting, as it would be to users.

At a few minutes into the presentation, the SPEAKING PERMITTED light of the beneficiaries interface begins blinking, and the patient is able to talk to their loved ones. This would interrupt the spectacle of the display, but add a flood of additional emotions (and thereby hormones) from heartfelt declarations of love and farewell. Immediately afterward “Morning Mood” from Grieg’s “Peer Gynt Suite #1” plays as biophilic videos play: Alpine mountainscapes with grazing donkeys, tarns with floral banks. Finally it segues to scenes depicting the end-of-a-day: A sunset over waves crashing on the black rocks of a pristine West Coast beach, another sun sets through gaps in swiftly drifting clouds.

The screen fades to black as “Aase’s Death” plays from the “Peer Gynt Suite.” In the film, this is the point where Sol shares the Dark Secret and tells Thorn he must go the Exchange and provide proof to the elders. (Ugh. Screenwriters, again, if this was so important, why did he wait until this moment—which he was not sure would come—to convey this information? It makes no sense. But I digress.)

Psst…did you know the namesake of the James Webb telescope was a filthy homophobe? Now you do.

The camera is all close up in their faces for this final beat, so we don’t know what is playing on the screen, but I’d like to think it’s images of stars and nebulae to evoke not just the end of a terrestrial day, but a connection to things that by comparison seem eternal, everlasting.

Communication signals

The dialogue makes me realize another signal is missing for Sol, that is, how does he know when the audio channel to the observation room is open? Now, it would be nice if the audio channel were tied to the state of the viewing portal. That is, audio is connected when the portal is open and they can see each other; and off when the portal is closed. But, we know that Soylent wants the usher to have control of the channels to silence either party at will, so in lieu of that, let’s give some signal to Sol near the observation window to let him know when the audio channel is open. It should look akin to the interface on the other side in the observation room, but it would have to be redesigned for a 10-foot rather than 2-foot experience. It would also have to not be distracting to the patient when their attention is on the cinerama, so a dim, backlit visual might be enough for sighted users. Separate and custom-designed rooms should be built for differently abled patients.

After his plea to Thorn, Sol finally passes, marking the end of his experience with the Thanatorium.


All told, Sol’s experience suits his goals fairly well. He wants a sense of dignity, spectacle, importance, connection to his loved one, and otherworldliness that he receives. There are little things to fix throughout, as mentioned in the text.

My biggest criticism is of being physically separated from loved ones, when a held hand might take the edge off of the fear of death and add a nice dose of oxytocin to the result, but Soylent’s interest is more about maximizing control of the end product, so this, full of risk, would not make it into the final design.

The Thanatorium: A beneficiary’s experience

The thanatorium is a speculative service for assisted suicide in Soylent Green. Suicide and death are not easy topics and I will do my best to address them seriously. Let me first take a moment to direct anyone who is considering or dealing with suicide to please stop reading this and talk to someone about it. I am unqualified to address—and this blog is not the place to work through—such issues.

There are four experiences to look at in the interface and service design of the Thanatorium: The patient, their beneficiaries, the usher, and the attendants to the patient. This post is about the least complicated of the bunch, the beneficiaries.

Thorn’s experience

We have to do a little extrapolation here because the way we see it in the movie is not the way we imagine it would work normally. What we see is Thorn entering the building and telling staff there to take him to Sol. He is escorted to an observation room labeled “beneficiaries only” by an usher. (Details about the powerful worldbuilding present in this label can be found in the prior post.) Sol has already drunk the “hemlock” drink by the time Thorn enters this room, so Sol is already dying and the robed room attendants have already left.

Aaand I just noticed that the walls are the same color as the Soylent. Ewww.

This room has a window view of the “theater” proper, with an interface mounted just below the window. At the top of this interface is a mounted microphone. Directly below is an intercom speaker beside a large status alert labeled SPEAKING PERMITTED. When we first see the panel this indicator is off. At the bottom is a plug for headphones to the left, a slot for a square authorization key, and in the middle, a row of square, backlit toggle buttons labeled PORTAL, EFFECTS, CHAMBER 2, AUDIO, VISUAL, and CHAMBER 1. When the Sol is mid-show, EFFECTS and VISUAL are the only buttons that are lit.

When the usher closes the viewing window, explaining that it’s against policy for beneficiaries to view the ceremony, Thorn…uh…chokes him in order to persuade him to let him override the policy.

Persuasion.

“Persuaded,” the usher puts his authorization key back in the slot. The window opens again. Thorn observes the ceremony in awe, having never seen the beautiful Earth of Sol’s youth. He mutters “I didn’t know” and “How could I?” as he watches. Sol tries weakly to tell Thorn something, but the speaker starts glitching, with the SPEAKING PERMITTED INDICATOR flashing on and off. Thorn, helpfully, pounds his fist on the panel and demands that the usher do something to fix it. The user gives Thorn wired earbuds and Thorn continues his conversation. (Extradiegetically, is this so they didn’t have to bother with the usher’s overhearing the conversation? I don’t understand this beat.) The SPEAKING PERMITTED light glows a solid red and they finish their conversation.

Yes, that cable jumps back and forth like that in the movie during the glitch. It was a simpler time.

Sol dies, and the lights come up in the chamber. Two assistants come to push the gurney along a track through a hidden door. Some mechanism in the floor catches the gurney, and the cadaver is whisked away from Thorn’s sight.

Regular experience?

So that’s Thorns corrupt, thuggish cop experience of the thanatorium. Let’s now make some educated guesses about what this might imply for the regular, non-thug experience for beneficiaries.

  1. The patient and beneficiaries enter the building and greeted by staff.
  2. They wait in queue in the lobby for their turn.
  3. The patient is taken by attendants to the “theater” and the beneficiaries taken by the usher to the observation room.
  4. Beneficiaries witness the drinking of the hemlock.
  5. The patient has a moment to talk with the beneficiaries and say their final farewells.
  6. The viewing window is closed as the patient watches the “cinerama” display and dies. The beneficiaries wait quietly in the observation room with the usher.
  7. The viewing window is opened as they watch the attendants wheel the body into the portal.
  8. They return to the lobby to sign some documents for benefits and depart.

So, some UX questions/backworlding

We have to backworld some of the design rationales involved to ground critique and design improvements. After all, design is the optimization of a system for a set of effects, and we want to be certain about what effects we’re targeting. So…

Why would beneficiaries be separated from the patient?

I imagine that the patient might take comfort from holding the hands or being near their loved ones (even if that set didn’t perfectly overlap with their beneficiaries). So why is there a separate viewing room? There are a handful of reasons I can imagine, only one of which is really satisfying.

Maybe it’s to prevent the spread of disease? Certainly given our current multiple pandemics, we understand the need for physical separation in a medical setting. But the movie doesn’t make any fuss about disease being a problem (though with 132,000 people crammed into every square mile of the New York City metropolitan area you’d figure it would be), and in Sol’s case, there’s zero evidence in the film that he’s sick. Why does the usher resist the request from Thorn if this was the case? And why wouldn’t the attendants be in some sort of personal protective gear?

Maybe it’s to hide the ugly facts of dying? Real death is more disconcerting to see than most people are familiar with (take the death rattle as one example) and witnessing it might discourage other citizens from opting-in for the same themselves. But, we see that Sol just passes peacefully from the hemlock drink, so this isn’t really at play here.

Maybe it’s to keep the cinerama experience hidden? It’s showing pictures of an old, bountiful earth that—in the diegesis—no longer exists. Thorn says in the movie that he’s too young to know what “old earth” was like, so maybe this society wants to prevent false hope? Or maybe to prevent rioting, should the truth of How Far We’ve Fallen get out? Or maybe it’s considered a reward for patients opting-in to suicide, thereby creating a false scarcity to further incentivize people to opt-in themselves? None of this is super compelling, and we have to ask, why does the usher give in and open the viewport if any of this was the case?

That blue-green in the upper left of this still is the observation booth.

So, maybe it’s to prevent beneficiaries from trying to interfere with the suicide. This society would want impediments against last-minute shouts of, “Wait! Don’t do it!” There’s some slight evidence against this, as when Sol is drinking the Hemlock, the viewing port is wide open, so beneficiaries might have pounded on the window if this was standard operating procedure. But its being open might have been an artifact of Sol’s having walked in without any beneficiaries. Maybe the viewport is ordinarily closed until after the hemlock, opened for final farewells, closed for the cinerama, and opened again to watch as the body is sped away?

Ecstasy Meat

This rationale supports another, more horrible argument. What if the reason is that Soylent (the company) wants the patient to have an uninterrupted dopamine and seratonin hit at the point of dying, so those neurotransmitters are maximally available in the “meat” before processing? (Like how antibiotics get passed along to meat-eaters in industrialized food today.) It would explain why they ask Sol for his favorite color in the lobby. Yes it is for his pleasure, but not for humane reasons. It’s so he can be at his happiest at the point of death. Dopamine and seratonin would make the resulting product, Soylent green, more pleasurable and addictive to consumers. That gives an additional rationale as to why beneficiaries would be prevented from speaking—it would distract from patients’ intense, pleasurable experience of the cinerama.

A quickly-comped up speculative banner ad reading “You want to feel GOOD GOOD. Load up on Soylent Green today!”
Now, with more Clarendon.

For my money, the “ecstasy meat” rationale reinforces and makes worse the movie’s Dark Secret, so I’m going to go with that. Without this rationale, I’d say rewrite the scene so beneficiaries are in the room with the patient. But with this rationale, let’s keep the rooms separate.

Beneficiary interfaces

Which leads us to rethinking this interface.

Beneficiary interfaces

A first usability note is that the SPEAKING PERMITTED indicator is very confusing. The white text on a black background looks like speaking is, currently, permitted. But then the light behind it illuminates and I guess, then speaking is permitted? But wait, the light is red, so does that mean it’s not permitted, or is? And then adding to the confusion, it blinks. Is that the glitching, or some third state? Can we send this to its own interface thanatorium? So to make this indicator more usable, we could do a couple of things.

  • Put a ring of lights around the microphone and grill. When illuminated, speaking is permitted. This presumes that the audience can infer what these lights mean, and isn’t accessible to unsighted users, but I don’t think the audio glitch is a major plot point that needs that much reinforcing; see above. If the execs just have to have it crystal clear, then you could…
  • Have two indicators, one reading SPEAKING PERMITTED and another reading SILENCE PLEASE, with one or the other always lit. If you had to do it on the cheap, they don’t need to be backlit panels, but just two labeled indicator lamps would do.

And no effing blinking.

Thorn voice: NO EFFING BLINKING!

I think part of the affective purpose of the interface is to show how cold and mechanistic the thanatorium’s treatment of people are. To keep that, you could add another indicator light on the panel labeled somewhat cryptically, PATIENT. Have it illuminated until Sol passes, and then have a close up shot when it fades, indicating his death.

Ah, yes, good to have a reminder that’s why he’s a critic and not a working FUI designer.

A note on art direction. It would be in Soylent’s and our-real-world interest to make this interface feel as humane as possible. Maybe less steel and backlit toggles? Then again, this world is operating on fumes, so they would make do with what’s available. So this should also feel a little more strung together, maybe with some wires sticking out held together with electrical tape and tape holding the audio jack in place.

Last note on the accommodations. What are the beneficiaries supposed to do while the patient is watching the cinerama display? Stand there and look awkward? Let’s get some seats in here and pipe the patient’s selection of music in. That way they can listen and think of the patient in the next room.

If you really want it to feel extradiegetically heartless, put a clock on the wall by the viewing window that beneficiaries can check.


Once we simplify this panel and make the room make design sense, we have to figure out what to do with the usher’s interface elements that we’ve just removed, and that’s the next post.

Sci-fi Spacesuits: Biological needs

Spacesuits must support the biological functioning of the astronaut. There are probably damned fine psychological reasons to not show astronauts their own biometric data while on stressful extravehicular missions, but there is the issue of comfort. Even if temperature, pressure, humidity, and oxygen levels are kept within safe ranges by automatic features of the suit, there is still a need for comfort and control inside of that range. If the suit is to be warn a long time, there must be some accommodation for food, water, urination, and defecation. Additionally, the medical and psychological status of the wearer should be monitored to warn of stress states and emergencies.

Unfortunately, the survey doesn’t reveal any interfaces being used to control temperature, pressure, or oxygen levels. There are some for low oxygen level warnings and testing conditions outside the suit, but these are more outputs than interfaces where interactions take place.

There are also no nods to toilet necessities, though in fairness Hollywood eschews this topic a lot.

The one example of sustenance seen in the survey appears in Sunshine, we see Captain Kaneda take a sip from his drinking tube while performing a dangerous repair of the solar shields. This is the only food or drink seen in the survey, and it is a simple mechanical interface, held in place by material strength in such a way that he needs only to tilt his head to take a drink.

Similarly, in Sunshine, when Capa and Kaneda perform EVA to repair broken solar shields, Cassie tells Capa to relax because he is using up too much oxygen. We see a brief view of her bank of screens that include his biometrics.

Remote monitoring of people in spacesuits is common enough to be a trope, but has been discussed already in the Medical chapter in Make It So, for more on biometrics in sci-fi.

Crowe’s medical monitor in Aliens (1986).

There are some non-interface biological signals for observers. In the movie Alien, as the landing party investigates the xenomorph eggs, we can see that the suit outgases something like steam—slower than exhalations, but regular. Though not presented as such, the suit certainly confirms for any onlooker that the wearer is breathing and the suit functioning.

Given that sci-fi technology glows, it is no surprise to see that lots and lots of spacesuits have glowing bits on the exterior. Though nothing yet in the survey tells us what these lights might be for, it stands to reason that one purpose might be as a simple and immediate line-of-sight status indicator. When things are glowing steadily, it means the life support functions are working smoothly. A blinking red alert on the surface of a spacesuit could draw attention to the individual with the problem, and make finding them easier.

Emergency deployment

One nifty thing that sci-fi can do (but we can’t yet in the real world) is deploy biology-protecting tech at the touch of a button. We see this in the Marvel Cinematic Universe with Starlord’s helmet.

If such tech was available, you’d imagine that it would have some smart sensors to know when it must automatically deploy (sudden loss of oxygen or dangerous impurities in the air), but we don’t see it. But given this speculative tech, one can imagine it working for a whole spacesuit and not just a helmet. It might speed up scenes like this.

What do we see in the real world?

Are there real-world controls that sci-fi is missing? Let’s turn to NASA’s space suits to compare.

The Primary Life-Support System (PLSS) is the complex spacesuit subsystem that provides the life support to the astronaut, and biomedical telemetry back to control. Its main components are the closed-loop oxygen-ventilation system for cycling and recycling oxygen, the moisture (sweat and breath) removal system, and the feedwater system for cooling.

The only “biology” controls that the spacewalker has for these systems are a few on the Display and Control Module (DCM) on the front of the suit. They are the cooling control valve, the oxygen actuator slider, and the fan switch. Only the first is explicitly to control comfort. Other systems, such as pressure, are designed to maintain ideal conditions automatically. Other controls are used for contingency systems for when the automatic systems fail.

Hey, isn’t the text on this thing backwards? Yes, because astronauts can’t look down from inside their helmets, and must view these controls via a wrist mirror. More on this later.

The suit is insulated thoroughly enough that the astronaut’s own body heats the interior, even in complete shade. Because the astronaut’s body constantly adds heat, the suit must be cooled. To do this, the suit cycles water through a Liquid Cooling and Ventilation Garment, which has a fine network of tubes held closely to the astronaut’s skin. Water flows through these tubes and past a sublimator that cools the water with exposure to space. The astronaut can increase or decrease the speed of this flow and thereby the amount to which his body is cooled, by the cooling control valve, a recessed radial valve with fixed positions between 0 (the hottest) and 10 (the coolest), located on the front of the Display Control Module.

The spacewalker does not have EVA access to her biometric data. Sensors measure oxygen consumption and electrocardiograph data and broadcast it to the Mission Control surgeon, who monitors it on her behalf. So whatever the reason is, if it’s good enough for NASA, it’s good enough for the movies.


Back to sci-fi

So, we do see temperature and pressure controls on suits in the real world, which underscores their absence in sci-fi. But, if there hasn’t been any narrative or plot reason for such things to appear in a story, we should not expect them.

The Cookie

In one of the story threads, Matt uses an interface as part of his day job at Smartelligence to wrangle an AI that is the cloned a mind of a client named Greta. Matt has three tasks in this role. 

  1. He has to explain to her that she is an artificial intelligence clone of a real world person’s mind. This is psychologically traumatic, as she has decades of memories as if she were a real person with a real body and full autonomy in the world.
  2. He has to explain how she will do her job: Her responsibilities and tools.
  3. He has to “break” her will and coerce her to faithfully serve her master—who is the the real-world Greta. (The idea is that since virtual Greta is an exact copy, she understands real Greta’s preferences and can perform personal assistant duties flawlessly.)

The AI is housed in a small egg-shaped device with a single blue light camera lens. The combination of the AI and the egg-shaped device is called “The Cookie.” Why it is not called The Egg is a mystery left for the reader, though I hope it is not just for the “Cookie Monster” joke dropped late in the episode.

Communication in & out

The blue light illuminates when the AI’s attention is on a person in the environment. She can hear through a microphone embedded in the device. She can speak only with someone who is wearing a paired headset. Matt wears one during training. Without a paired headset, the AI cannot directly communicate with the outside world, only control other technologies in the house.

Black_Mirror_Cookie_headset.png

 

There is a fully immersive way for Matt to participate in the virtual world that will be discussed in the Mind Crimes post.

To keep any chat threads focused, subsequent posts will discuss separately:

It’s going to be a dark few posts. Sorry about that. This is Black Mirror, after all. On the upside, Jon Hamm have us two delightful reaction gifs across these scenes. I shall share them anon.

Black_Mirror_Cookie_33.png

Zed-Eyes

In the world of “White Christmas”, everyone has a networked brain implant called Zed-Eyes that enables heads-up overlays onto vision, personalized audio, and modifications to environmental sounds. The control hardware is a thin metal circle around a metal click button, separated by a black rubber ring. People can buy the device with different color rings, as we see alternately see metal, blue, and black versions across the episode.

To control the implant, a person slides a finger (thumb is easiest) around the rim of a tiny touch device. Because it responds to sliding across its surface, let’s say the device must use a sensor similar to the one used in The Entire History of You (2011) or the IBM Trackpoint,

A thumb slide cycles through a carousel menu. Sliding can happen both clockwise and counterclockwise. It even works through gloves.

HUD_menu.gif

The button selects or executes the selected action. The complete list of carousel menu options we see in the episode are: SearchCameraMusicMailCallMagnifyBlockMapThe particular options change across scenes, so it is context-aware or customizable. We will look at some of the particular functions in later posts. For now, let’s discuss the “platform” that is Zed-eyes.

Analysis

There’s not much to discuss about the user interface. The carousel a mature, if constrained, interface model familiar to anyone who has used an iPod. We know the constraints and benefits of such a system, and the Zed-Eyes content seems to fit this kind of interface well.

Hardware

The main question about the hardware is that is must be very very easy to lose or misplace. It would make sense for the Zed-Eyes to help you locate it when you need help, but we don’t see a hint of this in the show.

I think the little watch-battery form factor is a bad design. It’s easy to lose and hard to find and requires a lot of precision to use. Since this exists in a world with very high fidelity image recognition and visual processing, better would be to get rid of input hardware altogether.

Let the user swipe with their thumb across their index finger (or really, any available surface) and have the HUD read that as input. To distinguish real-world interactions that should not have consequence—like swiping dust off a computer—from input meant for the HUD, it could track the user’s visual focal point. When the user’s eyes focus on the empty space in the air right above where they’re swiping, the system knows swiping is meant to affect the interface.

With this kind of interaction there would be no object to lose, and of course save whatever entity provides this service the costs of the hardware and maintenance.

We must note that such a design might not play well cinematically, as viewers might not understand what was happening at first, but understanding the hardware is not critical to understanding the plot-critical effects of using the technology.

Cyborgs in social space

A last question is about the invisibility of the technology. This can cause problems when a user is known to be hearing, but functionally deaf because they are listening to music loudly, and the people around them can’t tell that. Someone could be speaking to the user and believe their non-response is disrespect. It could cause safety problems as, say, a bicyclist barrels towards them on a sidewalk, ringing their bell, expecting the user to move. This can allow privacy abuse as a user can take pictures in circumstances that should be private.

Joe, the moment he is taking a picture of Beth.

One solution would be to make the presence of the tech and interactions quite visible. Glowing pupils and large, obvious gestural control, for example. But in a world where everyone has the technology, the Zed-Eyes can simply limit the behavior of photographs to permitted places, times, and according to the preferences of the people in the photograph. If someone is listening to music and functionally deaf, a real time overlay could inform people around them. This guy is listening to music. If a place is private, the picture option could be disabled with feedback to the user of this. Sorry, pictures are not allowed here.

The visibility we want for ubiquitous technology can be virtual, and provide feedback to everyone involved.