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Classic Trek Console Keypads

Cary L. Brown

Rear Admiral
Rear Admiral
There has been a lot of emphasis among the "fan base" for years for having the whole "LCARS" flat-panel touch-screen display (as seen in TNG and later). Then, there have been those of us (I'm among them) who have argued strongly in favor of true, tactile controls.

The argument against "tactile controls" has always been one of two things. The first... "keyboards are so old-style"... is nonsense, of course, but the second... "flat-panels are configurable for many purposes" is really a legitimate concern.

My own take on this has always been that the buttons in TOS were not merely buttons, but were little displays, and the whole keyboard would configure itself (colors and even displays on the individual buttons) depending on context. That's how Sulu could do virtually EVERYTHING from his little TOS console, after all.

Well.. reality has finally caught up with this idea, it seems. Check out the following video (click the link) and you'll see the future of keyboards, as far as I'm concerned. This is way too pricey for the average guy right now (it's about $1,650!) but in a few years, this'll be commonplace, I think.

A YouTube video of the thing in action
http://www.youtube.com/watch?v=svjLIZKAHQI

The developer's webpage
http://www.artlebedev.com/everything/optimus/

And where I found it (while I was shopping for a new keyboard for my current computer upgrade!)
http://www.performance-pcs.com/catalog/index.php?main_page=product_info&cPath=233&products_id=23346

I want it. I can't AFFORD it, but I want it... SOOOO badly. ;)
 
I saw that on ThinkGeek some months ago. It's insanely expensive, but it's also insanely cool.
 
There's one I remember seeing that was really similar to the optimus maximus. I think it may have been a concept from the same company. Essentially it was the same, but the whole thing was a touch screen and you had the ability to move stuff around like the windows on your keyboard. Not sure where to find it now though.
 
I have also seen prototypes of phones with virtual keys. As in, not only would it show an image of the key, but using flexible screen technology and actuaters behind the screen, it would raise a button up in the location of the image and provide a physical feedback/click. That would be the ultimate, as my gripe with touchscreens is the lack of tactile sensation for hitting the correct button.
 
Tactile controls offer a distinct advantage over non-tactile controls; you can operate them while not looking at them. However, tactile controls do not have to be physical objects; I've read somewhere that with a very small current, a similar feeling to a button can be experienced on a touchscreen. For all we know, LCARS interfaces are actually highly tactile.
 
Tactile controls offer a distinct advantage over non-tactile controls; you can operate them while not looking at them. However, tactile controls do not have to be physical objects; I've read somewhere that with a very small current, a similar feeling to a button can be experienced on a touchscreen. For all we know, LCARS interfaces are actually highly tactile.

That's what I've always imagined the TNG consoles to be doing. I mean, were talking about people who can manipulate forcefields to imitate human flesh. I think an invisible physical "bump" of a button that matches the console you have displayed should be easy.
 
Well, it does allow one to utilize the distinct advantage of touchscreens over physical buttons: adaptability. With complex systems, simple buttons become a problem; you'd need an awful lot of them, with an awful lot of little labels, after all. Being able to reconfigure the layout to what works best for a particular person also gives you much more efficiency.
 
Well, it does allow one to utilize the distinct advantage of touchscreens over physical buttons: adaptability. With complex systems, simple buttons become a problem; you'd need an awful lot of them, with an awful lot of little labels, after all. Being able to reconfigure the layout to what works best for a particular person also gives you much more efficiency.
And that's really what this keyboard I linked to, above, has as an advantage. There aren't "simple buttons" with "little labels." Every button can and does reconfigure itself on-the-fly, depending on what you're doing.

Maybe by TNG-times, they did have "forcefield buttons" on top of the flat-screens, and we just couldn't see it happening on-screen because our TVs were limited. Maybe when they reboot TNG and put Markey-Mark in as Picard, they'll give us that. ;)


But my point was that the TOS consoles "jellybean" buttons could very well have been something along the lines of this keyboard. Something that changes colors, changes labels, on-the-fly, contextually. They looked like little cast-resin jellybeans only because of the limited TV resolution. If you did that TOS bridge in full-quality resolution, the keyboards would all be made up of buttons that would have little displays on their tops, changing color, acting as indicators, or anything else you needed them to do at the time.

Like I said... Sulu could do everything major involving the entire ship using just one little keypad, AND use it as a status-indicator board. The only way that makes sense is if his console was made up of this sort of "context-programmable" button. Don't you think?
 
Tactile controls offer a distinct advantage over non-tactile controls; you can operate them while not looking at them. However, tactile controls do not have to be physical objects; I've read somewhere that with a very small current, a similar feeling to a button can be experienced on a touchscreen. For all we know, LCARS interfaces are actually highly tactile.
My memory's a bit fuzzy, but in the VOY episode "Year of Hell," after Tuvok was blinded by an explosion, he was able to configure his console on the bridge to give him some sort of tactile interface.
 
Tactile controls offer a distinct advantage over non-tactile controls; you can operate them while not looking at them. However, tactile controls do not have to be physical objects; I've read somewhere that with a very small current, a similar feeling to a button can be experienced on a touchscreen. For all we know, LCARS interfaces are actually highly tactile.
My memory's a bit fuzzy, but in the VOY episode "Year of Hell," after Tuvok was blinded by an explosion, he was able to configure his console on the bridge to give him some sort of tactile interface.
Yep (I was just going to post this).

After he was blinded Tuvok is called to the bridge and takes the Tactical Station. When he arrives at it he says "Computer, activate tactile interface."
 
The big problem with the idea that a little keypad can do all those things just by reconfiguring the buttons (originally postulated during the show, and described in detail in the FJ Bridge blueprints) is, what does the helmsman do if he needs to use two different function configurations at once?

This is, of course, dealt with in the later films with more extensive keypads.
 
The big problem with the idea that a little keypad can do all those things just by reconfiguring the buttons (originally postulated during the show, and described in detail in the FJ Bridge blueprints) is, what does the helmsman do if he needs to use two different function configurations at once?

This is, of course, dealt with in the later films with more extensive keypads.
Well, you have a point, but remember, the helmsman normally isn't REQUIRED to do everything on the ship at once. There's an entire crew of 430 or so aboard who are all doing their own thing.

What this is, instead, is more like "the supervisory panel closest to the captain." If there's only one person on the ship who's able to function, that person will be at the helm console. It's not EFFICIENT for the helmsman to "do everything" but it's sure nice to have if you need it.

Think about what a helmsman does most of the time aboard a starship. He SITS THERE, waiting for the ship to arrive at its destination.

He may be the one person who's really paying attention to the current status of the ship. So he'll be keeping his eyes on a variety of status indicators most of the time. It sure would be nice to have that in front of him.

What status indicators are there on the bridge? Well... lots. You have full wall-panels full of them on either side of the main viewer. You have the main viewer itself (which is normally under the helmsman's control, though other officers can take over at certain times). And you have the helm board and "astrogator" board. Between those, you can pretty much know everything important about the status of the ship. Naturally, every station is within eyeshot of the captain's chair. And I believe that the sole purpose of the "overhead displays" in TOS was for the captain, not for the person working at that station (who would focus on the smaller displays below that main "big screen" panel).

I'm a bit confused by the comments about FJ calling the bridge consoles "configurable." I don't recall that being the case. I DO remember McMaster proposing that, and going into a fair amount of detail on helm console's applications.

In fact, I did my own "take" on McMaster's scheme (modified to a certain extent). I did this on scrap paper while sitting in a desert wearing a uniform and, most of the time, bored to tears, many years ago. When I got back I documented what I'd done. Some of you have seen this before, but for those who haven't, just imagine this done with the "programmable buttons" from above.

The various modes would be selected by the bottom row of buttons:

First, the "Fire control" panel. This provides basic control over weapons and defense (as well as the tractor beam). Note that there are better, dedicated facilities to do these things elsewhere on the ship, of course, but this allows the guy "closest to the captain" to do them immediately when required.
scan000045tn3.jpg


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Next is the "Screen control" panel. The helmsman has primary control over the main viewscreen (which is, after all, just a computer monitor, and it's really the "monitor" for the helmsman's "workstation" when you think about it).

scan000046bz2.jpg


The third mode I really didn't go into, but it's a "programming interface" which allows the helmsman to set up preprogrammed maneuvers, or to set up special main viewer display modes, or so forth.

The fourth panel is the "status monitor." I also didn't go into that, but this would be where the little buttons would be used as "displays" showing basic ship's status functionality (like "hangar bay door" status, or "power drain to get back from the mirror universe" indications, for example).

The fifth panel would be the maneuvering control panel. This is what we normally think of as the helmsman's job... steering the ship directly (when necessary). Of course, in reality, very, very little of the helmsman's time would be spent doing manual maneuvering. But it's there nevertheless.

The three rows to the left are "roll, pitch and yaw" controls, with low-speed turn, high-speed turn, and "stop" functions.

The keypad to the right permits the helmsman to set a vector relative to the current direction of travel of the ship. The "caret" symbol is the "mark" we often hear when relative bearings are used in TOS. So... you can see how you'd set in a vector of 234.0 mark 6.7. That's 234 degrees from the current direction of travel (in the X-Y plane of the ship itself) with an elevation of 6.7 degrees.

Of course, you might want to use "absolute vectors" (relative to the established "galactic coordinate system" instead of the "relative vector" (based upon your own ship). That can be toggled there. You can clear a mis-entered course, and you can "set" the vector there as well.

scan000047ew0.jpg


Finally, the sixth panel is the propulsion control. Since propulsion can best be handled by the engineering team, the helmsman has a basic set of "presets" for controlling propulsion, and a keypad.

In the upper left are "override" warp engine controls. These are duplicates of controls found on the main engineering console, but the main console has much more flexibility.
"Warp shutdown" powers down the warp drive, and can only be selected if the warp engines are at "warp standby" mode.

"Warp stop" is used to bring the ship out of warp. It is only available if the ship is at warp.

"Warp standby" keeps the warp engines "hot" in case you need to return to speed quickly. This is only available if at "warp stop" or "warp shutdown."

"Warp ready" means that the warp drive is prepared to take a course input, and is fully powered up, but is not creating a "warp propulsion field." This is available only from any of the prior-listed modes, but will automatically cycle from "shutdown" to "standby" before entering "ready" mode.

"Warp program" allows the helmsman to set up his speed in the panel to the right. Once a correct "warp program" has been entered, "Warp Engage" becomes available.

For impulse, again, the main controls for this are at the engineering consoles. The helmsman has the capability of setting "zero thrust" or stepping the thrust output up or down by 25% steps. He can also set an absolute velocity (relative to the galactic coordinate system) in the keypad to the right, using the "reverse," "reset" and "enter" keys to do so.

There are four "macro" buttons at the bottom. "Flank speed" accelerates the ship at the maximum safe rate (available at impulse or warp). "Evasive" toggles through a series of preprogrammed evasive-maneuver operations. "Std Orbit" toggles through a series of standard orbit programs. "Nav Accept" takes a programmed course created by the navigator and enters it into the ship's course control system. Each can be "reset" without implementation, and must be "entered" to engage it.

scan000048re7.jpg


Now, is it OPTIMAL for the helmsman to have to do all of those things? Of course not. That's why there are other crewmen aboard. But at times, it may save the ship if the helmsman can do all of those things, since he is the one person most aware of the ship's situation (moreso even than the captain).

Anyway, that's my take on it. And that keyboard I linked to is IDEAL for this sort of application, isn't it?
 
Thanks for the link, Cary. That keyboard in your OP is really something, and I don't think it's far-fetched at all to presume that the buttons in TOS were some variation on that theme. Your idea for the helm panel's operation is also very well-thought-out and plausible.

FYI, multipurpose physical keys (which change function on the fly) are also present in a less-elaborate (and less expensive) manifestation on handsets like the Samsung Alias 2: http://www.youtube.com/watch?v=JD__KXa1xZY&feature=related

Also, haptic feedback (as well as piezoelectric feedback) in touchscreen devices is becoming more and more common, even in the 21st century.

Back to Trek: I'd say that an LCARS-like flatscreen panel is a far more advanced control system, by virtue of the fact that it's just more versatile. It can be a control panel or a display at any given time, or a control panel with embedded displays that the user can move around as s/he desires. The controls themselves can be configured to suit the needs of the moment, or the tastes of the individual crewperson (remember here that not all humanoids have the same number of digits). And the aforementioned "tactile interface" strongly suggests that these flat panels are capable of at least partially replicating the usability of physical controls.

So while I'd say that the TOS controls were probably a good deal more sophisticated than they looked, LCARS-like flat-panel implementations are "better" for Starfleet, which is why the technology progressed as it did from ST4 onward.
 
Cary, have you seen the FJ Bridge blueprints? I have a copy, which is where I got my information. The differences between the first and second season Helm(specifically) boards are discussed in detail, and the 36 control keypad is described as being set up with several configurations switchable through the bottom line of keys. One configuration is for helm control, one for weapons, one for security monitoring, etc. My question is, what if the helmsman needs to use the helm and the weapons at the same time? He has to switch back and forth between them, which leaves the ship vulnerable one way or the other. This is the main reason for the added controls in the films, so both tasks can be accomplished without having to take the time to switch back and forth.

And don't cite the tactical station, more than once Sulu is the one who locked phasers, or raised shields. Scotty even reached over and activated shields in ST III.
 
Very cool, Cary.

Regarding the Optimus Maximus, it's very cool, but I am just baffled by the 1600 price. My whole computer including the monitor barely cost that much. :lol:
 
Cary, have you seen the FJ Bridge blueprints? I have a copy, which is where I got my information. The differences between the first and second season Helm(specifically) boards are discussed in detail, and the 36 control keypad is described as being set up with several configurations switchable through the bottom line of keys. One configuration is for helm control, one for weapons, one for security monitoring, etc. My question is, what if the helmsman needs to use the helm and the weapons at the same time? He has to switch back and forth between them, which leaves the ship vulnerable one way or the other. This is the main reason for the added controls in the films, so both tasks can be accomplished without having to take the time to switch back and forth.

And don't cite the tactical station, more than once Sulu is the one who locked phasers, or raised shields. Scotty even reached over and activated shields in ST III.
You need to look at your blueprints far more closely. Those are NOT done by Franz Joseph. They were done by Mike McMaster. And, as I mentioned, I did borrow the general form from McMaster's prints.

FJ did the Star Trek Technical Manual, and the Constitution Class Book of General Plans. Hey didn't do the Medical Reference Manual, either, though that is very similar to the Tech Manual in many ways. He set the standard, and people followed his general style, that's all.
 
Very cool, Cary.

Regarding the Optimus Maximus, it's very cool, but I am just baffled by the 1600 price. My whole computer including the monitor barely cost that much. :lol:
Well, I have to admit, if it cost 1/2 that much, I'd buy it. $800 is still outrageous for a keyboard, but I could deal with it, just so that I could have something that outrageously cool. :cool:
 
Someone can go hunt of it, but on Drexfiles he posted some pics of the ENT Defiant bridge. They had added little labels to the jelly-bean buttons to give it a little extra "flare". They didn't think they'd be readable, but they thought they'd add a little noise. Turns out they washed completely out! So it might be that the "historical documents" just didn't pick up these configurable-on-the-fly labels that Cary is talking about. Right? :)
 
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