Interfaces: Star Trek (TNG) control panels
Welcome to part two in my ongoing saga of science-fiction inspired interfaces. I'd like to say that this is a deep exploration of how futurism, when removed from technological constraints, reveals the essence of usability, but mostly it's just a reflection of the fact that I watch too much TV.I should say that, when I talk Trek, I'm usually talking about Star Trek: The Next Generation (ST:TNG to some of us). Being born in 1970, I'm a child of all things 80's, and for that I make no apologies.
One aspect of Star Trek that always amazed me was how much reliance the relatively distant future still had on control panels. Even in the 24th century, people sit in chairs and tap on keys. In ST:TNG's case, the keys are all touchscreen monitors, and the entire ship is more or less controlled by giant iPhones.
The really intersting thing is that, no matter how complex the command, everything seems to be doable in about two keystrokes. This is where the real technological magic must come into play. Of course, we can't see the keystrokes, so this usability miracle is hidden from us, but I've come to the conclusion that it works something like this: (1) the Captain gives a command, (2) the computer translates the command into big, shiny buttons, and (3) someone pushes those buttons.
So, let's say that Captain Picard gives the following order: "Set a course for Starbase 211. Engage". This produces the following buttons:

Mike Maddaloni
· Saturday, January 27Accountability?
Then again, I am more concerned with the fact that baldness hasn't been cured 400 years in the future... :)
Dr. Pete
· Saturday, January 27Accountability?
Hmmm... so they really just need a scapegoat. Some poor ensign who pushes the button is always going to take the blame. I'd make myself scarce when the self-destruct button popped up :)


