The transition from Beijing to the Newark copyshop is more involved. After he travels around a bit, he realizes he needs to be looking back in Newark. He “rewinds” using a pull gesture and sees the copyshop’s pyramid. First there is a predominantly blue window that unfolds as if it were paper.
And then the copyshop initial window expands. Like the Beijing hotel, this is a floor plan view, but unlike the hotel it stays two dimensional. It appears that cyberspace works like the current world wide web, with individual servers for each location that can choose what appearance to present to visitors.
Johnny again selects data records, but not with a voice command. The first transition is a window that not only expands but spins as it does so, and makes a strange jump at the end from the centre to the upper left.
Once again Johnny uses the two-handed expansion gesture to see the table view of the records.
Johnny searches again, but either because there are so few records or because they’re in English, he doesn’t use voice commands. Instead he just runs his fingers over the cells, which highlight as he does so. Again this would be familiar to a current day spreadsheet user.
The contents of the cell are, once more, not useful. Johnny dismisses the copyshop with a sweeping arm gesture which slides the “window” off the right of the screen.
Aside: At normal viewing speed, it looks like the window disappears and, as would be the case in a 1995 or current day desktop system, reveals the previously-displayed windows underneath. Stepping through frame by frame shows that actually it reveals an identical copy of the sliding content! Graphics programmers have always tried hard to avoid such visual glitches, but sometimes they slip into production code anyway.
Next
At this point in the plot, Johnny hasn’t found the images he so desperately needs. He thinks for a moment, and decides to contact the owner of a local bulletin board. Unknown to him, he has also been located by the Pharmakom tracker. Shinji and the Yakuza are on the way, and Shinji orders “initiate the virus.”
The doctor’s office is a stark, concrete room with a single desk framed under large windows and a tall vaulted ceiling. Two chairs sit on a carpet in front of the desk for patients. A couple pieces of art and personal photos line the room, but they are overwhelmed by the industrial-ness of the rest of the space.
When the doctor enters, he carries a large folder with the patient’s health information and background on paper. He then talks with the patient directly, without help from notes or his patient’s folder.
There is no visible computer in the room.
While not a traditional interface, this office is interesting because it lacks any traditional interactive features of a futuristic doctor’s office; things like holograms, giant computer screen walls, and robots are completely absent.
It is also the patient’s interface to the medical industry and its news for her. And it can use some improvement.
Authority Figure
In this situation, the Doctor is acting as an authority figure to tell Laura what her diagnosis is and how likely she is to recover. The office is setup to put all the focus on the doctor, and his method of entry adds to the power focused on him.
Even the lack of computer indicates that the doctor is alone in the final call of what the diagnosis is. There is no intermediary between caregiver and patient.
This sets up a psychological condition where the patient is not in a position to question the doctor’s advice or diagnosis. The doctor tells the patient what they have, and the patient has to deal with it.
Medical Goals
Here, the doctor’s goal should be to help the patient through the situation and give them the best chance possible to recover. Generally, this means making sure:
The patient understands their situation
Knows what their options are
and follows through on the best plan of treatment.
From the transcript:
(In a large room, looking up through a glass ceiling. Ships are flying past overhead. Camera pans down to Laura Roslin, sitting in a chair in front of a desk. She’s looking out the window, and jumps at the sound of the door. A doctor in a white coat walks in.)
Doctor: I’m afraid the tests are positive. The mass is malignant. It’s advanced well beyond our…
(Noises drown him out [Laura no longer paying attention]—we see a ship taking off and then moving through space.)
As we are shown by Laura’s reaction to the doctor’s first words, she completely fails to understand the second two points. The doctor’s emphasis on power has scared Laura so badly that she can only focus on the fact that she has cancer. She leaves without being confident in her plan of care or her chances of survival.
That means that she is unlikely to follow through on the plan of care (which is exactly what we see later on), and she is unlikely to continue trusting that doctor (which we don’t see, only because the doctor’s office is violently removed from the planet along with pretty much everything else shortly after the visit).
Help the Patient
Research is now showing (a white-paper by Samira Pasha in 2013 (http://www.ncbi.nlm.nih.gov/pubmed/24089182) does a good job of collecting previous research and showing the importance of good design in the garden) that patients do better when surrounded by greenspace and people who are willing to talk to them in ways they can understand. Doctors who explain a patient’s options well are shown to improve the rates at which patients follow through on their treatments.
Ulfelder Healing Garden, Massachusetts General Hospital, Boston, MA. Photo by Naomi Sachs
Immediate improvements could include the following:
Add plants and trees
Take more care with the patient’s state of mind
Lower the ceiling to create more personal space
Refrain from invoking authoritarian criticism
Adding in more plants and trees to the office would have an immediate benefit for both the patient (Laura) and the doctor. Explaining the options more confidently and with a greater care towards the patient’s emotional state would give Laura a better chance to actually take the doctor’s advice. Additionally, that giant binder of Laura’s medical history is impossible for a reasonable patient to read through and understand. A basic overview and history could remind Laura of the procedures she’s been through and the encounters she’s had with various doctors. This could be followed by a summary sheet with the doctor’s recommendations and links to relevant treatment information.
Don’t Intimidate
A doctor’s job should not be to intimidate their patient with the doctor’s skill and experience. Instead, they should be focused on helping their patient through a very tough time in their life. Various tools can help both the patient and doctor in this situation. By restructuring the office to be more inviting and creating effective summaries of patient encounters, both the patient and doctor can create positive outcomes for the patient’s health.
The Battlestar Galactica is a twisting and interlocking series of large hallways that provide walking access to all parts of the ship. The hallways are poorly labeled, and are almost impossible for someone without experience to navigate. Seriously, look at these images and see if you can tell where you are, or where you’re supposed to head to find…well, anything.
Billy (a young political assistant steeped in modern technology) finds this out after losing the rest of his tour group.
The hallways lack even the most basic signage that we expect in our commercial towers and office buildings. We see no indication of what deck a given corridor is on, what bulkhead a certain intersection is located at, or any obvious markings on doorways.
We do see small, cryptic alphanumerics near door handles:
Based off of current day examples, the alphanumeric would mark the bulkhead the door was at, the level it was on, and which section it was in. This would let anyone who knew the system figure out where they were on the ship.
Labeling doors like this led to Billy accidentally entering a bathroom without any clue what was behind the door.
Effective Wayfinding
People moving through labyrinthian spaces need to know two things from their environment: Where they are, how to get wherever they are going. Presumably, the Galactica has such a cryptic system because it was an active warship and didn’t want an enemy boarding team to find a “This way to the CIC!” sign.
With its transition to a museum, the Galactica should have had more effective signage added. In her introduction, Laura Roslin said she wanted to put in a fully networked system of digital signage, but this would likely be overkill for the situation.
Given its purpose as a warship, the Galactica should have been built with major corridors, minor corridors, and maintenance access. Good signage could direct people to the major corridors from anywhere in the ship, and then only the major corridors would need specific signage to get visitors to other sections of the ship. Supplemental signage could provide direct line navigation to interesting points such as the CIC.
Cryptic labeling is fine for a highly trained workforce, but is inadequate for the majority of visiting users.
At every major intersection, and at the entrance to each room, the Battlestar Galactica has very large pressure doors. These doors each have a handle and a large wheel on each side. During regular operation crewmembers open the door with the handle and close it firmly, but do not spin the wheel. Occasionally, we see crew using the wheel as a leverage point to close the door.
Sealing it off
We never directly see a crewmember spin the wheel on the door after it closes. While Chief Tyrol is acting as head of damage control, he orders all bulkheads in a section of the ship sealed off. This order is beyond the typical door closing that we witness day-to-day.
This implies that the door has three modes: Open, Closed, and Sealed.
Crewmembers could use the door most of their day in an open or closed mode, where an easy pull of the handle unlatches the door and allows them to enter or leave quickly. In an emergency, a closed door could be sealed by spinning the valve wheel on one side of the door.
Danger?
As with other parts of the Galactica, the doors are completely manual, and cannot be activated remotely. (Because Cylon hacking made them go network-less.) Someone has to run up to the door in an emergency and seal it off.
One worry is that, because there is a valve wheel on both sides, an untrained crewmember might panic and try to unseal the door by turning it in the wrong direction. This would endanger the entire crew.
The other worry is that the valve spins along a single axis (we see no evidence either way during the show), requiring the crew to know which side of the door they were on to seal it against a vacuum. “Righty Tighty, Lefty Loosey” would fail in this instance, and might cause hesitation or accidental unsealing in an actual emergency.
Ideally, the doors would have wheels that spun identically on either side, so that a clockwise spin always sealed the door, and a counter-clockwise spin always unsealed it.
Current water-tight doors have two sides, the ‘important’ side and the ‘unimportant’ side. The important side faces towards the ‘center’ of the vessel, or the core of the larger block of the ship, and can be sealed off quickly from that side with a wheel and heavy ‘dogs’.
Weathertight doors have a handle-latch on both sides that is connected (much like a doorknob), and can seal/unseal the door from either side.
If there is a technical limitation to that mechanism (unlikely, but possible), then a large and obvious graphic on the door (a clockwise or counterclockwise arrow) could serve to remind the crew which direction of turn sealed the door. In this case, sealing the door is the primary action to call out because it is the action done under a panic situation, and the action most easily forgotten in the heat of the moment.
Otherwise, the doors could be a danger to the crew: the crew on the ‘safe’ side could seal the door against depressurization, but crew on the ‘unsafe’ side might try to unseal it to save themselves in a panic.
Air pressure might keep the door properly closed in this instance, but it is still a risk.
Effective?
We see during the damage control incident that the doors are quickly closed and sealed by the crew, even in an emergency, making the rest of the ship airtight. This either shows that the doors are effective at their job, or the crew is very well trained for such a situation.
Like the rest of the Galactica, the technology relies on people to work. A couple hints or minor tweaks to that technology could make the crew’s lives much easier without putting them at danger from the Cylons or the empty void of space.
The Captain’s Board is a double hexagon table at the very center of the CIC. This board serves as a combination of podium and status dashboard for the ship’s Captain. Often, the ship’s XO or other senior officers will move forward and use a grease pen or replacement transparency sheet to update information on the board.
For example, after jumping from their initial position to the fleet supply base in the nebula, Colonel Tigh replaces the map on the ‘left’ side of the board with a new map of the location that the Galactica had just jumped to. This implies that the Galactica has a cache of maps in the CIC of various parts of the galaxy, or can quickly print them on the fly.
After getting hit by a Cylon fighter’s nuclear missile, Tigh focuses on a central section of the board with a grease pen to mark the parts of the Galactica suffering damage or decompression. The center section of the board has a schematic, top-down view of the Galactica.
During the initial fighting, Lt. Gaeda is called forward to plot the location of Galactica’s combat squadrons on the board. This hand-drawn method is explicitly used, even when the Dradis system is shown to be functioning.
The transparency sheets are labeled with both a region and a sector: in this case, “Caprica Region, SECT OEL”. More text fills the bottom of the label: “Battlestar Galactica Starchart…”
Several panels of physical keys and low-resolution displays ring the board, but we never see any characters interacting with them. They do not appear to change during major events or during shifts in the ship status.
The best use of these small displays would be to access reference data with a quick search or wikipedia-style database. Given what we see in the show, it is likely that it was just intended as fuigetry.
Old School
Charts and maps are an old interface that has been well developed over the course of human history. Modern ships still use paper charts and maps to track their current location as a backup to GPS.
Given the Galactica’s mission to stay active even in the face of complete technological superiority of the opponent, a map-based backup to the Dradis makes sense in spite of the lack of detailed information it might need to provide. It is best as, and should be, a worst-case backup.
Here, the issue becomes the 3-dimensional space that the Galactica inhabits. The maps do an excellent job of showing relationships in a two dimensional plane, but don’t represent the ‘above’ and ‘below’ at all.
In those situations, perhaps something like a large fish tank metaphor might work better, but wouldn’t allow for quick plotting of distance and measurements by hand. Instead, perhaps something more like the Pin Table from the 2000 X-Men movie that could be operated by hand:
It would provide a shake-resistant, physical, no-electricity needed 3-D map of the surrounding area. Markups could be easily accomplished with a sticky-note-like flag that could attach to the pins.
To get Jennifer into her home, the police take her to the front door of her home. They place her thumb on a small circular reader by the door. Radial LEDs circle underneath her thumb for a moment as it reads. Then a red light above the reader turns off and a green light turns on. The door unlocks and a synthesized voice says, Welcome home, Jennifer!
Similarly to the Thumbdentity, a multifactor authentication would be much more secure. The McFly family is struggling, so you might expect them to have substandard technology, but that the police are using something similar casts that in doubt.
When we first see the HUD, Tony is donning the Iron Man mask. Tony asks, JARVIS, “You there?” To which JARVIS replies, “At your service sir.” Tony tells him to “Engage the heads-up display”, and we see the HUD initialize. It is a dizzying mixture of blue wireframe motion graphics. Some imply system functions, such as the reticle that pinpoints Tony’s eye. Most are small dashboard-like gauges that remain small and in Tony’s peripheral vision while the information is not needed, and become larger and more central when needed. These features are catalogued in another post, but we learn about them through two points-of-view:a first-person view, which shows us what Tony’s sees as if we were there, donning the mask in his stead, and second-person view, which shows us Tony’s face overlaid against a dark background with floating graphics.
This post is about that first-person view. Specifically it’s about the visual design and the four awarenesses it displays.
In the Augmented Reality chapter of Make It So, I identified four types of awareness seen in the survey for Augmented Reality displays:
Sensor display
Location awareness
Context awareness
Goal awareness
The Iron Man HUD illustrates all four and is a useful framework for describing and critiquing the 1st-person view.
Sensor display
When looking through the HUD “ourselves,” we can see that the HUD provides some airplane-like heads up instruments: Across the top is a horizontal compass with a thin white line for a needle. Below and to its left is a speed indicator, presented in terms of MACH. On the left side of the screen is a two-part altimeter with overlays indicating public, commercial, military, and aerospace layers of atmosphere, with a small blue tick mark indicating Tonys current altitude.
There are just-in-time status indicators like that cyan text box on the right with its randomized rule line. The content within is all N -8 W -97 RNG EL, so, hard to tell what it means, but Tony’s a maker working with a prototype. It’s no surprise he takes some shortcuts in the interface since it’s not a commercial device. But we should note that it would reduce his cognitive load to not have to remember what those cryptic letters meant.
You can just see the tops of these gauges at the bottom of this screen.
The exact sensor shown depends on the context and goal at hand.
Periphery and attention
A quick sidenote about peripheral vision and the detail of these gauges. Looking at them, it’s notable that they are small and quite detailed. That makes sense when he’s looking right at them, but when he’s not, given the amount of big, swirling graphics he“s got vying for his attention in the main display, the more those little gauges have to compete. And when it comes to your peripheral vision, localized detail and motion is not enough, owing to the limits of our foveal extent. (Props to @pixelio for the heads-up on this one.)
You see, your brain tricks you into thinking that you can see really well across your entire field of vision. In fact, you can only see really well across a few dozen degrees of that perceptual sphere, corresponding to the tiny area at the back of your eye called the fovea where all the really good photoreceptors concentrate. As your eyes dart around the scene before you, your brain puts all the snippets of detailed information together so it feels like a cohesive, well-detailed whole, but it’s ultimately just a hack. Take a look at this demonstration of the effect.
So, having those teeny little guages dancing around as a signal of troubles ahead won’t really get Tony’s attention. He could develop habits of glancing at these things, but that’s a weak strategy, since this data is so mission-critical. If he misses it and forgets to check the gauges, he’s Iron Toast. Fortunately, JARVIS is once again our deusex machina (in so many senses) because he is able to track where Tony is looking, and if he’s not looking at the wiggling gauge, JARVIS can choose to escalate the signal: Hide the air traffic data temporarily and show the problem in the main screen. Here, as in other mission critical systems, attention management is crisis management. Now, for those of us working with pre-JARVIS tech, it’s rare today for a system to be able to
Track perceptual details of its users
Monitor a model of the user’s attention
Make the right call amongst competing priorities to escalate the right one
But if you could, it would be the smart and humane way to handle it.
Location Awareness
As Tony prepares for his first flight, JARVIS gives him a bit of x-ray vision, displaying a wireframe view of the Santa Monica coastline with live air traffic control icons of aircraft in the vicinity. The overhead map updates of course in real time.
If my Google Earth sleuthing is right, his view means he lives in the Malibu RV Park and this view is due East.
Context Awareness
Very quickly after we meet the HUD it shows its object recognition capabilities. As Tony sweeps his glance across his garage, complex reticles jump to each car. Split-seconds afterwards, the car’s outline is overlaid and some adjunct information about it is presented.
This holds true as he’s in flight as well. When Tony passes by the Santa Monica pier, not only is the Pacific Wheel identified (as the Santa Monica Ferriswheel), but the interface shows him a Wikipedia-esque article for the thing as well.
While JARVIS might be tapping into location databases for both the car and the ferris wheel recognition, it’s more than that. In one scene we see him getting information on the Iron Patriot as it rockets away, and its location wouldn’t be on any real-time record for him to access.
Too much detail
While this level of object detail is deeply impressive, it’s about as useful as reading Wikipedia pages hard-printed to transparencies while driving. The text is too small, too multilayered, and just pointless considering that JARVIS can tell him whatever he needs to know without even asking. Maybe he could indulge in pop-up pamphlets if he was on a long-haul flight from, say, Europe back home to the Malibu RV Park (see above), but wouldn’t Tony rather watch a movie while on Autopilot instead?
Goal awareness
Of course JARVIS is aware of Tony’s goals, and provides graphics customized to the task, whether that task is navigating flight through complex obstacle courses…
…taking down a bad guy with the next hit…
…saving innocent bystanders who are freefalling from a plane…
…or instantly analyzing problems in an observed (and complicated) piece of machinery…
…JARVIS is there with the graphics to help illustrate, if not solve, the problem at hand. Most impressively, perhaps, is JARVIS’ ability to juggle all of these graphics and modes seamlessly to present just the right thing at the right time in real time. Tony never asks for a particular display, it just happens. If you needed no other proof of its strong artificial intelligence, this would be it.
After Hawkeye is enthralled by Loki, agent Coulson has to call agent Romanoff in from the field, mid-mission. While he awaits her to extract herself from a situation, he idly glances at case file 242-56 which consists of a large video of Barton and Romanoff mid-combat, and overview profiles of the two agents. A legend in the upper right identifies this as STRIKE TEAM: DELTA, and a label at the top reads ABIDJAN OPERATION. There is some animated fuigetry on the periphery of the video, and some other fuigetry in windows that are occluded by the case file.
Some things to note.
The four windows seem to be connected by content and by case file designation. But each has separate window controls in the upper right hand corner. (Not an aberration, we saw the same thing in Carrier Control.) If it’s a single case file, the layout ought to be handled automatically to save Coulson (or agent Stephen Morton, who appears per the text in the upper left to be the one actually logged in), from all that file management. It would even avoid the “error” of Barton’s profile being obscured by Romanoff’s, as in the image.
There are bar codes displayed on the agent profiles. Why would a computer operator need barcodes on a computer screen?
There is a miniature 3D rendering of a screw to the right of each of their portraits.
There are also three hexagrams from the I Ching on Romanoff’s profile. Each one of these is Ch’ien The Creative, which makes sense, she’s total Yang. Barton’s hexagrams are obscured by an overlap of her profile, but I really think it would be a lovely compliment if his were K’un The Receptive, or Yin. Also, OK, kind of weird that SHIELD would use the I Ching as part of official policy, but hey, crazier things have happened.
It must be hi-tech, as the container rule lines jog about semi-randomly. Nurnies to be sure.
The video controls along the bottom of the actual video are repeated in miniature along the bottom of the profile pictures, even though these profile images do not move. (Though if they were more like looping photographs in Harry Potter, that would have been cooler.)
Abidjan, you might know, is a large city on the Ivory Coast but the coordinates on the screen put this scene in the middle of the Gulf of Guinea. Which, though it’s 894 km east of Abidjan, is actually closer that I would have guessed it to be.
The Odyssey is a large spaceship (larger than the NASA Space Shuttle) that is largely automated and capable of holding its crew in suspended animation. As the Odyssey gets closer to the unknown object (the TET), Jack and Vika wake up to take manual control of the ship.
Jack and Vika—commander and co-pilot, respectively—sit in a standard command deck position close to the front of the ship. They have twin chairs, and mirror-image controls. This is an almost identical functional set up to the Space Shuttle’s command deck.
The cockpit for the Endeavor. Source: NASA
Several glass panels on the dash serve as moving displays of information, but a significant amount of the control space is given over to physical buttons and switches. NASA standard components make up a large number of these physical controls, including the numeric keypad and OMS (Orbital Maneuvering System) thrust stick.
An interesting note here is just how sparse the Odyssey’s command deck is compared to NASA’s Endeavour (the complicated-looking picture above). Since the space shuttle is intended to be flown by human hands if necessary, it has controls for every action possible. (Minimizing modality and allowing the control to be optimized for the task.) In contrast, the Odyssey’s control setup is evidence that most functions on the ship are largely automated.
With most of the controls under automation, the only controls left would be those vital to manual flight operations, such as orbital maneuvers, and controls that activated pre-planned modes in the automated systems.
Even in a critical and unplanned situation, e.g. uncontrolled descent towards the TET without communications back to Earth, Jack and Vika are efficient and confident with their motions. This implies excellent training on the equipment, a solidly laid-out control scheme, and proper differentiation of roles between Commander and Co-pilot.
The Odyssey is not a small feat of design, planning, and engineering.
A special mention should be made here for the ship’s interior airlock doors. The doors have large grab surfaces, easy-shut hinges, and a simple circular sealing mechanism. Jack is able to seal the door and confirm that the door is sealed simply by rotating the main handle. When the handle is in the proper place there is a visual and auditory confirmation of sealing. He is able to do this quickly and without error, just before the Odyssey is swallowed by the TET.
Focus on the workflow
The Odyssey does not reinvent spacecraft controls, it simply makes it easier for a two-person crew to control the ship while far away from any help. By focusing only on what Jack and Vika need in their command interface, and letting proven technology handle the rest, the Odyssey’s designers were able to strip away most of the complexity in the command deck but leave vital controls for the crew.
As we see at the very end of Oblivion, the effective design of the Odyssey’s control deck not only saved most of the Odyssey’s crew, but probably saved Humanity as well.
As Jack begins his preflight check in the Bubbleship, Vika touches the center of the glass surface to power up the desktop that keeps her in contact with Sally on the TET and allows her to assist and monitor Jack as he repairs the drones on the ground.
The interface components
The desktop is broken up into five main screens. The central screen is the TETVision map, which is a radar map used for communications, and monitors the Bubbleship, drones, and scav activity.
To the left of the TETVision map is a Hydro-rig status feed that keeps Vika informed of the water collection progress. Then on the right of the map is the drone status feed, which provides drone vital statistics, deployment and fuel status.
The upright section of the desktop contains two screens. The top screen is the TET system status feed, which monitors the TET’s orbit, and communications status. The second screen monitors the weather systems and wind velocity vectors, which would have an affect on the Bubbleship and drone flight safety.
Quick power-up
Powering on the desktop is virtually instantaneous and is as simple as touching the center of the table. One possible explanation for the speed is that the desktop goes into sleep mode and is in an always-on state. There are a couple of scenes in the film when the TET is able to access the desktop remotely that would support this assumption.
A possible method of power-down would be to tap and hold for a determined period of time. Sadly, there is no film footage that shows Vika shutting down the system.
Multiple versus single user
The scale of this desktop is a bit large for a single user who needs to access life-saving information quickly. The display size and setup in the film is generally used for collaborative space so that multiple people can comfortably view and manipulate the data at the same time.
This large scale causes Vika to constantly lean over the table to see information for various reasons including glare, reach and angle of the displays. This could be stressful on the body when interacting with the desktop over long periods of time each day.
A better solution
Vika is only shown interacting with the TETVision map and not with any of the other feeds. If the map is the only screen that is interactive, a more ergonomic setup could be utilized to minimize glare and reach. This would allow Vika to see the vital information at a glance and still enable her to comfortably interact with the TETVision map.
Don’t forget the user’s needs
Overall, Vika’s desktop is a beautiful piece of technology that performs its function very well. However, in a real-world situation, it is important to remember that Vika will be using this equipment for possibly long periods of time and needs quick access to vital information. Having to roll back and forth between screens during an emergency situation could mean the difference between life and death for Jack while out in the field.