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Clean Slate: Design the Bridge

FalTorPan

Vice Admiral
Admiral
Forget all that has been established about starship bridges. It's 2008, and you've been tasked with designing a control facility for a sci-fi spaceship having Star Trek-level technology. Based on current and speculative technologies, what would the bridge look like? What would its capabilities be?

Think outside the box. Would it be circular? Would people sit in front of physical push-button controls, flat-panel screens, or something else? Would people use TV set-style visual displays? Would there be an enormous TV set at the front of the room? What would the stations be? Would there even need to be a single control room? What about something virtual and/or holodeck-based?
 
Hmm..

As long as the Captain is God, I'd put him where he can see everybody. That is, not in the middle of a circular arena where he has to spin around like a top, but rather with his back against the wall of an amphitheater of sorts.

I'd keep the big viewscreen for sharing of information, and not isolate the people in their own VR bubbles, even though each would of course have their own personal info feeds as well. And I'd keep the idea of chairs and consoles that can be quickly mounted and dismounted, with people moving effortlessly in between, for efficient sharing of experience, for swift casualty replacement and so forth. I'd also have the terracing and railings, for a combination of good visibility and regular breaks in the space for minimizing damage from flying Ensigns.

So basically I'd only lose the silly circular layout, and rather cluster the key officers around consoles in front of the Captain. Say, the Defiant bridge with the skipper moved to the aft wall...

Timo Saloniemi
 
What we're beginning to see now (and what was even parodied on SNL's election special last night) is a kind of interface similar to what the film Minority Report used -- big touch-sensitive screen/desktops with icons moved around by hand. In the near future, consoles will probably be something like that, though perhaps at a slanted angle.

In terms of overall bridge layout, I once came up with a control-center design for an exploration ship that I still think would work pretty well. You have the captain and XO at the back of a small control room with your basic bridge functions for controlling the ship -- helm/nav, engineering, life support, etc. -- but their seats can rotate to face backward, and behind them is a window or open space looking out/down on a larger mission operations center sort of like NASA mission control. This is a facility that oversees away-team missions, with its consoles manned by the ship's scientific specialists, experts in all disciplines who monitor the away missions and give scientific advice to the team members on the ground. This makes more sense to me than the way Trek does it, having a ship full of hundreds of scientists but only ever sending the command crew and a few redshirts down to explore a planet. This way, you get the advantages of having a manageably small team of trained, generalist explorers on the ground but don't lose the benefit of having a vast scientific brain trust available aboard ship. The bridge layout allows one of the two commanding officers to be the mission coordinator while the other faces the other way and keeps an eye on the ship.

There are other possibilities, going further afield. In time, everyone might have virtual heads-up displays on eyescreens, superimposing informational graphics, comm screens, video/text screens, etc. on their 3D view of the physical world around them. I can imagine an entirely virtual control system, with physical screens used only as backup, if at all. I like to imagine a future where technology is so advanced, miniaturized, and integrated that it becomes invisible; a room could look like just an ordinary room with wood paneling or whatever design scheme you liked, but you could call up display screens or text anytime you wanted, either in a virtual HUD or as a projection on any surface. Or you could nanotechnologically transform a wall or a piece of furniture into a needed piece of equipment, only to have the technology become "invisible" again once it was no longer required. Sort of taking the design philosophy behind the TNG bridge to its ultimate.
 
OT, but that's a cool site. Thanks for the link. Have always been a Space 1999/UFO fan. His "chute" design for the UFO interceptors is interesting, though it looks like the pilot would still crash right through the cockpit window. Kinda like the Batman firepole maybe...best to just enjoy it and not try too hard to figure it out. :confused:

Just for the record - that illustration is one of Ron Cobbs's pre-production drawings for the bridge of the Nostromo from the movie Alien.
 
OT, but that's a cool site. Thanks for the link. Have always been a Space 1999/UFO fan. His "chute" design for the UFO interceptors is interesting, though it looks like the pilot would still crash right through the cockpit window. Kinda like the Batman firepole maybe...best to just enjoy it and not try too hard to figure it out. :confused:

I have never been on the site before, I just alltheweb.com-searched under "california splitlevel" and "ron cobb" in an attempt to find that pic, and this page came up.
 
Just for the record - that illustration is one of Ron Cobbs's pre-production drawings for the bridge of the Nostromo from the movie Alien.

...and for those interested, that particular image was scanned from The Book of Alien by Paul Scanlon & Michael Gross (Simon & Schuster, 1979) which reproduces a shitload of Alien production artwork by Ron Cobb, Chris Foss, Jean "Moebius" Giraud and H.R. Giger. Here is another Nostromo bridge concept by Cobb (obviously intended for a tighter budget) from the following page:

Cobb_Alien.jpg


TGT
 
Hmm..

As long as the Captain is God, I'd put him where he can see everybody. That is, not in the middle of a circular arena where he has to spin around like a top, but rather with his back against the wall of an amphitheater of sorts.

I'd keep the big viewscreen for sharing of information, and not isolate the people in their own VR bubbles, even though each would of course have their own personal info feeds as well. And I'd keep the idea of chairs and consoles that can be quickly mounted and dismounted, with people moving effortlessly in between, for efficient sharing of experience, for swift casualty replacement and so forth. I'd also have the terracing and railings, for a combination of good visibility and regular breaks in the space for minimizing damage from flying Ensigns.

So basically I'd only lose the silly circular layout, and rather cluster the key officers around consoles in front of the Captain. Say, the Defiant bridge with the skipper moved to the aft wall...

Timo Saloniemi


Timo's mention of an amphitheater made me think of the Pentagon think tank seen in the James Bond film "You Only Live Twice" (the "first alert" scene). This would be interesting, but it could easily wind up looking like the bridge set from the original BATTLESTAR GALACTICA. That would make it unoriginal for me. Been there, done that.

I actually think it would be interesting to do what STAR TREK: ENTERPRISE did, only better. Instead of making starships into massive flying fortresses with city-sized machinery and large crews, why not envision starships as much smaller vehicles with relatively small crews? They don't have to be rocketship-small like the Eagles and probes of SPACE: 1999, but they could be more human scale like the cozy NX-01. I did not like the NX-01's exteriors, and I could find fault with the interiors as well, but I thought her interiors had alot of interesting merits as well.
 
How many people actually need to be on the bridge during a given situation? For example, is there ever really a need for the ship's chief engineer to be on the bridge?

Answering this question might help drive the design of the room.
 
With individual VR displays, you might not need a bridge at all; people anywhere in the ship could "see" and hear each other courtesy of the internal communications network, with the other people projected onto their virtual HUDs (visors, contact lenses, retinal implants, whatever). Of course, if communications go down, you've got a problem, so having an integrated control room is probably a good idea.

Arguably the only people who'd really need to be on the bridge as a matter of course are the captain (or watch officer), the pilot, the ops manager, and maybe the first officer, though the XO would probably be kept busy with duties elsewhere aboard ship. A tactical officer would only be necessary if it were a battleship, I think. Communications could be handled by the ship's computer. Engineers, scientists, etc. would be at their own posts and called in for briefings only when needed.
 
Forget all that has been established about starship bridges. It's 2008, and you've been tasked with designing a control facility for a sci-fi spaceship having Star Trek-level technology. Based on current and speculative technologies, what would the bridge look like? What would its capabilities be?

Think outside the box. Would it be circular? Would people sit in front of physical push-button controls, flat-panel screens, or something else? Would people use TV set-style visual displays? Would there be an enormous TV set at the front of the room? What would the stations be? Would there even need to be a single control room? What about something virtual and/or holodeck-based?
Okay, instead of starting with shapes and colors and so forth, I think you really need to think about FUNCTIONS and PURPOSES. Don't you agree?

So let's see. What primary functions need to be handled from the bridge?

1) Steering (aka "helm")
2) Course planning... "cartography and maps" if you like... aka "navigation." Which really does need to be a separate function, as far as I'm concerned (contrary to TNG).
3) Weapons and defense command and control.
4) External communications.
5) Ship's status monitoring.
6) "Mission status" monitoring (configurable depending on what's going on... ie, a station to track landing party operations, or starmapping operations, or whatever else).
7) Intelligence (already-processed data from external sensors and so forth).
8) Commanding officer's station.

Each of these stations would be manned 24 hours a day, seven days a week, with the possible exception of the "mission status" one which would only be manned (and operational) when required for a particular purpose.

The status displays would include a "main viewer" as well as a separate "navigational display" and a separate "ship's status board." These would all be big, and would be visible by the commanding officer and helmsman at all times, and would be visible by anyone else on the bridge with minimal effort.

Each and every workstation should be visible to the commanding officer, with minimal effort (ie, he shouldn't have to go walking around to see what's going on at any workstation).

Most workstations, however, would face away from the main screen, because the people working at those stations shouldn't be watching the "big screen" but rather should be focusing on their own jobs without distraction. They shouldn't be watching the commanding officer, either.

SO... I really, REALLY like the circular arrangement with the captain in the middle, and with the helmsman in the middle and in front of the captain. It really does make just a ton of practical sense.

The orientation of the bridge (ie, facing forward or at some odd angle or even facing directly rearwards) makes absolutely no difference. It's the INTERNAL arrangement that matters, and the "bridge front faces ship front" argument is nonsensical.

Practically, the bridge would be near the core of the ship, rather than on-top. The only real advantage of having the bridge on top would be if you planned to use it as a lifeboat, so the captain could evacuate his crew and still have a chance of surviving at the last moment. However, I see this as being a very "slim" argument for having it on top.

There are a few other things I'd do as well.

1) Every single crewman would have a seat... a SECURED, SEAT-BELT-EQUIPPED SEAT.

2) Every single workstation would have a locker for emergency gear (breathing apparatus, emergency pressure suit, etc).

3) There would be a security station near the entranceway, which would always be manned. This security station would block direct access to the bridge and would have, among other things, a small-arms locker.

4) There would be a secondary accessway, lockable from inside and in plain sight (say, near the main viewer... maybe in the decking just in front of it) to preclude anyone ever "sneaking in."

5) There would be an attached "wardroom" including a bathroom, a small "dining area" and casual duty stations for a few "replacement" crewmen who would be able to cover for anyone who had to briefly leave their station for a meal or a bathroom break. This would be on the inside of the security barrier, of course, not outside.

6) There wouldn't be a "captain's ready room" or whatever. That's just silly, AFAIK. No ship is so big that the captain can't do that stuff in his cabin. Especially not a starship with super-duper-turbo-lifts.

7) It would only be as large as necessary for clear viewing and for all the folks to actually do their jobs... no larger.

Form follows function, in other words.

Now... more details on individual workstations?

1) The captain's station. This would be a seated station, with a programmable console with a display. Something along the lines of a small laptop computer, though probably configured a bit differently. I'd set it up as a comfortable chair with a fold-over-in-front console.

2) The helm station. This would have a console with two major sections... one for "manual flying" and one for "programmed flying." The manual one might well include a joystick/throttle/rudder ("HOTAS") arrangement. I'd have these on a console that rotates in front of the fixed helm chair, which would always be facing "front."

3) The navigation display would be to one side of the main viewer and would, normally, be watched just as much (probably moreso, in fact) than the viewer itself. It would be a spherical holographic "tank" which would project a volume of space, with iconic rpresentations. It might also include a regular 2D rectangular screen as a secondary supplement (ie, to give information about particular items). The navigator's station would be adjacent to that, facing the "tank," but the entire thing would be visible to the helmsman and captain at all times as well.

4) You notice I left out "engineering" at all. Well, not really... the "ship's status" station would serve this role. There's absolutely no point to controlling the engines or life support or whatever from the bridge, but you do want to MONITOR those things. So this station, with it's big displays, would be to the opposite side of the main display. It would provide information feedback, and a junior engineer would man it at all times, primarily to give information to the captain but not to actually DO anything.

5) Next would be the two entryways. They would be symmetrical. One would lead to the rest of the ship. This one would have a "security lobby" and would have the bridge security station as a part of it. On the other side would be the exit to the "wardroom" I mentioned before. The idea here is that no one would be able to enter or exit the bridge without the captain, the helmsman, and the security officer from being able to see who they were and what they were doing.

6) Next, you'd have the mission station. The "mission" station might well be broken up two or more workstations... probably near the midline of the bridge... just aft of the two "entryways." This would make it relatively easy for the captain to watch the main indicators of the ship's status while keeping the "mission" stuff in his peripheral vision... no need to turn around.

Finally, just aft of there, and adjacent, would be the intelligence station and communication station. Intelligence is the equivalent of Spock's station, which I always thought was misnamed when it was called the "science station." You might call it "sensors control and monitoring" or you might call it "intelligence" but it's not a laboratory, so "science" is really incorrect. The captain would not normally need to be aware of what was happening at these stations, so they'd be behind him. If anything came up that was particularly important, he could turn around, of course, but normally, they'd be giving him verbal feedback and that would be enough. They, also, have no need to be watching the main displays at the front under most circumstances.

The bridge should be secure... should be potentially self-sufficient (see my prior comment re: breathers and vac-suits, and the weapons locker), and should cover only the "higher functions" of the ship. Science labs, conference rooms, personal office space, engineering controls, etc... or non-critical mission-associated operations... should occur elsewhere in the ship.

That's how I'd design a bridge.

Honestly, I think that the TOS bridge is pretty damned close to this, and later bridges generally deviated from it... being better-suited for storytelling, perhaps (one set covers many purposes) while making a lot less practical sense.

Anyway... dig in and pick my commentary apart if you guys like. :)
 
http://www.gmanx.com/album/SP_1999/CalifSplit_030608.jpg

I'd add some periscope like stuff coming down from above the stations, just so you'd have stuff to frame through when filming toward the front, but this Ron Cobb design has always impressed me (even though I'm usually 'allergic' to wide-open ceilings.)
FYI, that's the original (more costly) version of the Nostromo bridge, from the movie "Alien." They kept the general layout but made it smaller and more cramped, and far busier... more like a cockpit and less like a bridge. Which, in terms of that movie, probably worked better, huh?
 
Prob'ly, but this design has been an inspiration for me for years. I built most of a model version of it that filled up about a quarter of a studio apt in the mid-80s, with microfiche sheets standing in for monitor screens. The idea was to use a beamsplitter to incorporate live actors at right angles to the miniature into parts of the model, but I never figured out a way to vary the setup to get angles that would work.

I used the design as an inspiration for all of my CRITICAL ORBIT (think antiTrek) writing in the 90s, to show a contrast between the 'hero' privateer ship and the 'fleet cruisers, which are all ridiculously opulent and wasteful like this split-level thing. Perfect to represent Star Trek, since there seems to be energy to waste most of the time.
 
The Alien concept art is interesting. In the Star Trek game Elite Force you visit an alien dreadnaught vessel with almost exactly the same bridge design.
 
Forget all that has been established about starship bridges. It's 2008, and you've been tasked with designing a control facility for a sci-fi spaceship having Star Trek-level technology. Based on current and speculative technologies, what would the bridge look like? What would its capabilities be?

Think outside the box. Would it be circular? Would people sit in front of physical push-button controls, flat-panel screens, or something else? Would people use TV set-style visual displays? Would there be an enormous TV set at the front of the room? What would the stations be? Would there even need to be a single control room? What about something virtual and/or holodeck-based?
Okay, instead of starting with shapes and colors and so forth, I think you really need to think about FUNCTIONS and PURPOSES. Don't you agree?

So let's see. What primary functions need to be handled from the bridge?

1) Steering (aka "helm")
2) Course planning... "cartography and maps" if you like... aka "navigation." Which really does need to be a separate function, as far as I'm concerned (contrary to TNG).
3) Weapons and defense command and control.
4) External communications.
5) Ship's status monitoring.
6) "Mission status" monitoring (configurable depending on what's going on... ie, a station to track landing party operations, or starmapping operations, or whatever else).
7) Intelligence (already-processed data from external sensors and so forth).
8) Commanding officer's station.

Each of these stations would be manned 24 hours a day, seven days a week, with the possible exception of the "mission status" one which would only be manned (and operational) when required for a particular purpose.

The status displays would include a "main viewer" as well as a separate "navigational display" and a separate "ship's status board." These would all be big, and would be visible by the commanding officer and helmsman at all times, and would be visible by anyone else on the bridge with minimal effort.

Each and every workstation should be visible to the commanding officer, with minimal effort (ie, he shouldn't have to go walking around to see what's going on at any workstation).

Most workstations, however, would face away from the main screen, because the people working at those stations shouldn't be watching the "big screen" but rather should be focusing on their own jobs without distraction. They shouldn't be watching the commanding officer, either.

SO... I really, REALLY like the circular arrangement with the captain in the middle, and with the helmsman in the middle and in front of the captain. It really does make just a ton of practical sense.

The orientation of the bridge (ie, facing forward or at some odd angle or even facing directly rearwards) makes absolutely no difference. It's the INTERNAL arrangement that matters, and the "bridge front faces ship front" argument is nonsensical.

Practically, the bridge would be near the core of the ship, rather than on-top. The only real advantage of having the bridge on top would be if you planned to use it as a lifeboat, so the captain could evacuate his crew and still have a chance of surviving at the last moment. However, I see this as being a very "slim" argument for having it on top.

There are a few other things I'd do as well.

1) Every single crewman would have a seat... a SECURED, SEAT-BELT-EQUIPPED SEAT.

2) Every single workstation would have a locker for emergency gear (breathing apparatus, emergency pressure suit, etc).

3) There would be a security station near the entranceway, which would always be manned. This security station would block direct access to the bridge and would have, among other things, a small-arms locker.

4) There would be a secondary accessway, lockable from inside and in plain sight (say, near the main viewer... maybe in the decking just in front of it) to preclude anyone ever "sneaking in."

5) There would be an attached "wardroom" including a bathroom, a small "dining area" and casual duty stations for a few "replacement" crewmen who would be able to cover for anyone who had to briefly leave their station for a meal or a bathroom break. This would be on the inside of the security barrier, of course, not outside.

6) There wouldn't be a "captain's ready room" or whatever. That's just silly, AFAIK. No ship is so big that the captain can't do that stuff in his cabin. Especially not a starship with super-duper-turbo-lifts.

7) It would only be as large as necessary for clear viewing and for all the folks to actually do their jobs... no larger.

Form follows function, in other words.

Now... more details on individual workstations?

1) The captain's station. This would be a seated station, with a programmable console with a display. Something along the lines of a small laptop computer, though probably configured a bit differently. I'd set it up as a comfortable chair with a fold-over-in-front console.

2) The helm station. This would have a console with two major sections... one for "manual flying" and one for "programmed flying." The manual one might well include a joystick/throttle/rudder ("HOTAS") arrangement. I'd have these on a console that rotates in front of the fixed helm chair, which would always be facing "front."

3) The navigation display would be to one side of the main viewer and would, normally, be watched just as much (probably moreso, in fact) than the viewer itself. It would be a spherical holographic "tank" which would project a volume of space, with iconic rpresentations. It might also include a regular 2D rectangular screen as a secondary supplement (ie, to give information about particular items). The navigator's station would be adjacent to that, facing the "tank," but the entire thing would be visible to the helmsman and captain at all times as well.

4) You notice I left out "engineering" at all. Well, not really... the "ship's status" station would serve this role. There's absolutely no point to controlling the engines or life support or whatever from the bridge, but you do want to MONITOR those things. So this station, with it's big displays, would be to the opposite side of the main display. It would provide information feedback, and a junior engineer would man it at all times, primarily to give information to the captain but not to actually DO anything.

5) Next would be the two entryways. They would be symmetrical. One would lead to the rest of the ship. This one would have a "security lobby" and would have the bridge security station as a part of it. On the other side would be the exit to the "wardroom" I mentioned before. The idea here is that no one would be able to enter or exit the bridge without the captain, the helmsman, and the security officer from being able to see who they were and what they were doing.

6) Next, you'd have the mission station. The "mission" station might well be broken up two or more workstations... probably near the midline of the bridge... just aft of the two "entryways." This would make it relatively easy for the captain to watch the main indicators of the ship's status while keeping the "mission" stuff in his peripheral vision... no need to turn around.

Finally, just aft of there, and adjacent, would be the intelligence station and communication station. Intelligence is the equivalent of Spock's station, which I always thought was misnamed when it was called the "science station." You might call it "sensors control and monitoring" or you might call it "intelligence" but it's not a laboratory, so "science" is really incorrect. The captain would not normally need to be aware of what was happening at these stations, so they'd be behind him. If anything came up that was particularly important, he could turn around, of course, but normally, they'd be giving him verbal feedback and that would be enough. They, also, have no need to be watching the main displays at the front under most circumstances.

The bridge should be secure... should be potentially self-sufficient (see my prior comment re: breathers and vac-suits, and the weapons locker), and should cover only the "higher functions" of the ship. Science labs, conference rooms, personal office space, engineering controls, etc... or non-critical mission-associated operations... should occur elsewhere in the ship.

That's how I'd design a bridge.

Honestly, I think that the TOS bridge is pretty damned close to this, and later bridges generally deviated from it... being better-suited for storytelling, perhaps (one set covers many purposes) while making a lot less practical sense.

Anyway... dig in and pick my commentary apart if you guys like. :)

Okay- I've been waiting for this kind of post from you for weeks!

EVERY BLOODY THING YOU SAY HERE MAKES complete sense. I agree with your rational and practical no drama take on what a bridge should be based upon.

The only exception I take is to your comment that the bridge orientation facing forward arguement is nonsensical. It is a very psychologically valid arguement. People like to orientate themselves in a way that is natural. You face forward when you go forward.

If there were a technical design reason why the Captain and helm couldn't face forward, then that would be the case- However there is no valid reason to NOT have them face forward.
 
The only exception I take is to your comment that the bridge orientation facing forward arguement is nonsensical. It is a very psychologically valid arguement. People like to orientate themselves in a way that is natural. You face forward when you go forward.

When you are in some interior room within a building, do you have any intuitive feel for which direction you're facing -- toward the front or back of the building? Even if you do, does it matter?

If a Trek ship's inertial damping system does what it's supposed to do, then 99.9999% of the time, you won't feel yourself affected by the ship's movement, so being on the bridge is like being in an interior room of a building.

If there were a technical design reason why the Captain and helm couldn't face forward, then that would be the case- However there is no valid reason to NOT have them face forward.

I see no reason to have the bridge oriented in any particular direction at all.
 
Ah, but it's psychological. No, you may not feel the ship move but you know it's moving. You know you're supposed to be moving. The main monitor displays stars streaking forward to show you're moving.

If we were talking about a star base then the office style layout would work better for me. But a starship on a TV show....

Of course, did everyone look forward on BSG old or new?
 
The only exception I take is to your comment that the bridge orientation facing forward arguement is nonsensical. It is a very psychologically valid arguement. People like to orientate themselves in a way that is natural. You face forward when you go forward.

When you are in some interior room within a building, do you have any intuitive feel for which direction you're facing -- toward the front or back of the building? Even if you do, does it matter?

If a Trek ship's inertial damping system does what it's supposed to do, then 99.9999% of the time, you won't feel yourself affected by the ship's movement, so being on the bridge is like being in an interior room of a building.

If there were a technical design reason why the Captain and helm couldn't face forward, then that would be the case- However there is no valid reason to NOT have them face forward.

I see no reason to have the bridge oriented in any particular direction at all.

Well- when I get into a building, I KNOW that it's not going to be moving.

What I am saying is that from a human design approach, regarding a moving vehicle, we naturally want to orientate ourselves in the direction of travel- especially for the people who are inputting the movements.

I'm not saying it's needed in a moving object were everything is displaying what you need to see, I'm saying that it's a natural design element.

Can you provide one reason (and I am not being adversarial) why you would NOT have to orientate yourself in the direction of travel? Is there a design that requires a person, say in the helm, to be facing sideways or backwards in relation to the forward motion of the ship? Let's assume that space or equipment location restrictions are not a concern.
 
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