Genetics Program


According to Hammond, the geneticists in the lab and the software they’re using is “The Real Deal”.

It is a piece of software intended to view and manipulate dino DNA into a format that (presumably) can be turned into viable dinosaur embryos.  The screen is tilted away from us during viewing, and we aren’t able to see the extensive menu and labeling system on the left hand side of the desktop.

Behind it are more traditional microscopes, lab machines, and centrifugal separators.

Visible on the screen is a large pane with a 2D rendering of a 3d object that is the DNA that is being manipulated.  It is a roughly helical shape, with the green stripes corresponding to the protein structure, and various colored dots representing the information proteins in between.

JurassicPark_Genetics02 Continue reading

Iron Man HUD: 1st person view

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:

  1. Sensor display
  2. Location awareness
  3. Context awareness
  4. Goal awareness

The Iron Man HUD illustrates all four and is a useful framework for describing and critiquing the 1st-person view. Continue reading

Explorer Surveillance

The Control Room of Jurassic Park has a basic video/audio feed to the Tour Explorers that a controller (or, in this case, John Hammond) can use to talk to the tour participants.  He is able to switch to different cameras using the number keys on the keyboard attached to the monitor. The cameras themselves appear to be fixed in place.


We never see the cameras themselves in the Explorers, but we do see Malcolm tap on one of the cameras during the tour while Hammond is watching it’s feed, so they are visible to the riders.

Hammond occasionally speaks through his audio link, and can hear a constant audio feed from the Explorers. He has some kind of mute button (he says a couple disparaging comments that the other characters don’t appear to hear), but the feed from the Explorers is real-time. It isn’t obvious how he switches between the different Explorers’ audio feeds, or whether he hears both Explorers simultaneously. Continue reading

Iron Man HUD: Just the functions

There is a great deal to say about the interactions and interface, but let’s just take a moment to recount everything that the HUD does over the Iron Man movies and The Avengers. Keep in mind that just as there are many iterations of the suit, there can be many iterations of the HUD, but since it’s largely display software controlled by JARVIS, the functions can very easily move between exosuits.


Along the bottom of the HUD are some small gauges, which, though they change iconography across the properties, are consistently present.


For the most part they persist as tiny icons and thereby hard to read, but when the suit reboots in a high-altitude freefall, we get to see giant versions of them, and can read that they are:

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Night Vision Goggles


Genarro: “Are they heavy?”
Excited Kid: “Yeah!”
Genarro: “Then they’re expensive, put them back”
Excited Kid: [nope]

The Night Vision Goggles are large binoculars that are sized to fit on an adult head.  They are stored in a padded case in the Tour Jeep’s trunk.  When activated, a single red light illuminated in the “forehead” of the device, and four green lights appear on the rim of each lens. The green lights rotate around the lens as the user zooms the binoculars in and out. On a styling point, the goggles are painted in a very traditional and very adorable green and yellow striped dinosaur pattern.

Tim holds the goggles up as he plays with them, and it looks like they are too large for his head (although we don’t see him adjust the head support at all, so he might not have known they were adjustable).  He adjusts the zoom using two hidden controls—one on each side.  It isn’t obvious how these work. It could be that…

  • There are no controls, and it automatically focuses on the thing in the center of the view or on the thing moving.
  • One side zooms in, and the other zooms out.
  • Both controls have a zoom in/zoom out ability.
  • Each side control powers its own lens.
  • Admittedly, the last option is the least likely.

Unfortunately the movie just doesn’t give us enough information, leaving it as an exercise for us to consider.

Screenshot (241) Continue reading

Ford Explorer Status


One computer in the control room is dedicated to showing the status of the Jeeps out on tour, and where they currently are on the island.

Next to the vehicle outline, we see the words “Vehicle Type: Ford Explorer” (thank you, product placement) along with “EXP” 4–7.  EXP 4 & 5 look unselected, but have green dots next to them, while EXP 6 & 7 look selected with red dots next to them.  No characters interact with this screen. Mr. Arnold does tap on it with a pen (to make a point though, not to interact with it).

On the right hand side of the screen also see a top-down view of the car with the electric track shown underneath, and little red arrows pointing forward.  Below the graphic are the words “13 mph”.  The most visible and obvious indicator on the screen is the headlights.  A large “Headlights On” indicator is at the top of the screen, with highlighted cones coming out of the Jeep where the headlights are on the car. Continue reading

Iron Man HUD: A Breakdown

So this is going to take a few posts. You see, the next interface that appears in The Avengers is a video conference between Tony Stark in his Iron Man supersuit and his partner in romance and business, Pepper Potts, about switching Stark Tower from the electrical grid to their independent power source. Here’s what a still from the scene looks like.


So on the surface of this scene, it’s a communications interface.

But that chat exists inside of an interface with a conceptual and interaction framework that has been laid down since the original Iron Man movie in 2008, and built upon with each sequel, one in 2010 and one in 2013. (With rumors aplenty for a fourth one…sometime.)

So to review the video chat, I first have to talk about the whole interface, and that has about 6 hours of prologue occurring across 4 years of cinema informing it. So let’s start, as I do with almost every interface, simply by describing it and its components. Continue reading

Ford Explorers


The Ford Explorer is an automated vehicle driven on an electrified track through a set route in the park.  It has protective covers over its steering wheel, and a set of cameras throughout the car:

  • Twin cameras at the steering wheel looking out the windshield to give a remote chauffeur or computer system stereoscopic vision
  • A small camera on the front bumper looking down at the track right in front of the vehicle
  • Several cameras facing into the cab, giving park operators an opportunity to observe and interact with visitors. (See the subsequent SUV Surveillance post.)

Presumably, there are protective covers over the gas/brake pedal as well, but we never see that area of the interior; evidence comes from when Dr. Grant and Dr. Saddler want to stop and look at the triceratops they don’t even bother to try and reach for the brake pedal, but merely hop out of the SUV.

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Paddock Design

A number of the interfaces in Jurassic Park show a plan view map of the paddocks on the island. Some of them are quite unusual (take a look that that wraparound one in the center) and we wondered if the paddock shapes made any sense. It’s a little outside the site’s focus on interaction design, but that didn’t matter. Once we had the question, it kept tugging on our gastralia.


But, we’re not zoo architects, so we reached out to one of the premier such agencies, CLR Design in Philadelphia. They specialize in designing zoo environments and have an impressive portfolio with plans and exhibits all over the United States and around the world.

Don’t see any unarmed dinosaur paddocks HERE, now do you?

Don’t see any unarmed dinosaur paddocks HERE, now do you?

“They,” we thought, “They’ll be able to give us an informed opinion.” So we shot them an email, explained the odd request, and to our nerdy delight Dan Gregory gave us the following awesome thoughts. Continue reading

Abidjan Operation


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. bartoncompromised

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