Hm. On Windows computers, I don't use wallpaper, just black screen and icons. And almost all my paying work I do on an LCARS computer. For a Windows computer on the same desk, the almost completely black screen is less distracting.
It really depends on whick Trek you're talking about. For TOS, Treks V-X, and TNG, DS9 et al. the controls are just graphically pretty design work with little to no actual functionality. OTOH, there was a brief period in the early Trek movies where the controls -- originally designed for Phase II and modified for TMP -- were actually somewhat thought out.A lot of the action in startrek involves pushing buttons on panels, however, their panels lack all the stuff that we use on our computers and laptops. They dont have number or letter-keyboards, they dont have a mouse, a lot of them dont seem to have screens either. For me, it seems like a lot of them are just random colored squares that they press their fingers against so they make beeps. There doesnt seem to be much info presented on them either.
The TMP set is covered with what I'd call Colegraphs, as designed by Lee Cole and other members of the Art Dept., who did the instrumentation and a lot of the signage for the film. The TMP set is probably unique in that at least SOME though was given to what the controls were or would actually be. The weapons console is the only one we get any good look at (in TMP and TWOK), but you can see that there's some thought given to how it works.
Diagram of TORP LOAD STATUS display. The red and blue indicators light up as the sliders (next image) are pushed up on the PHOTON TORPEDO panel. (In TWOK they pulled them DOWN, which actually shuts off the console above.)![]()
Diagram of PHOTON TORPEDO arming controls. At top are four sliders for setting the torpedo energy levels. Some of the labeling is not clearly visible and thus indicated by ???. The ON and OFF buttons were practical switches on the console face, painted black, that allowed the actor to turn on this part of the console.![]()
Diagram of PHASER CHARGING controls. At top are four sliders for setting the power levels, and at bottom right are four mechanical push buttons for transferring warp power.![]()
Diagram of FIRE CONTROL controls. At top left are buttons for firing phasers in the indicated direction, and at lower right are hexagonal buttons for firing torpedoes. One of the labels is not clearly visible and thus indicated by ???![]()
Diagram of DEFLECTOR SCREEN controls. The labels for the square blue lights appear to be in jokes for the art department, with DMAL for Dan Maltese, MINR for Mike Minor, LCLE for Lee Cole and SBAC for Rick Sternbach. The text labels for the hexagonal buttons at lower right are not clearly visible in any references found to date.![]()
Finally, here's a photo of half-scale console built for insert shots of graphics appearing on the large display (center). You can see how the various panels fit on it. I didn't bother drawing up the COMPTR panel which is just a bank of "accordion" buttons.![]()
Here's one more for ya to stew on...
From the HELM. Diagram of VELOCITY controls to the right of the manual throttle.![]()
PULSAR CO-ORD appears to be some readout to show that certain pulsars have been triangulated upon in order to know the ship's current position via trig. I smell Jesco Von Puttkamer all over this...
Sliders are used to set the ship's velocity at WARP or IMPULSE. It looks like the number actually indicates the next major tick mark. Odd.
The DOPPLER COMP would seem to show how much doppler compensation is required for a given velocity. These probably light up depending on the ship's velocity.
I always enjoyed the fact that I couldn't make heads or tails of the control panrls. It made it feel futuristic to me. If I were able to understand it, it would feel much more mundane. That's why TOS actually feels more futuristic to me than later Treks.
Agreed. Good point there.I always enjoyed the fact that I couldn't make heads or tails of the control panrls. It made it feel futuristic to me. If I were able to understand it, it would feel much more mundane. That's why TOS actually feels more futuristic to me than later Treks.
That's pretty insightful.
A lot of the action in startrek involves pushing buttons on panels, however, their panels lack all the stuff that we use on our computers and laptops. They dont have number or letter-keyboards, they dont have a mouse, a lot of them dont seem to have screens either. For me, it seems like a lot of them are just random colored squares that they press their fingers against so they make beeps. There doesnt seem to be much info presented on them either.
If they where finger-sensitive screens one should expect them to change layouts and show different info and options when the different areas of the screen is pushed, but that doesnt seem to be the case either. It doesnt look real to me - but I might be wrong.
The laptops in forexample Voyager has screens, but they dont have letter or number-buttons, so one cant write on them. Do they have a mouse-wheel? To me, it seems like they only have three or four big buttons, its very, very odd. Could it be that one can activate different kinds of alfabeth on these black screen-sections, that they are touch-sensitive and can display different forms of keyboards? Have they ever been used to write on in any of the episodes? It all seems strange to me.
Also, it seems to be way to much button-pushing, specialy in Voyager. Why does so many buttons have to be pushed all the time? What are they doing? It doesnt seem to have anny effects on the screens (that stays the same) nobody are writing annything.......
Its realy starting to bug me... It seems like its just a sort of bi-activity that goes with the dialoge. In the episode im watching now, B`Lana (the klingon girl) is having a conversation with the Chinese dude over some issue with the captain... And what does she do? Bibibibibib-- Here fingers are moving rapidly across a panel, doesnt the computer take care of annything?
in some ways, you've described the interface I designed for "Rules of Engagement 2" back in 1993!I think a cool idea for a future trek-show would be to have large fingersensitive panels, that change display-images a lot when different on-screen buttons are pushed. As the work progresses (forexample if someone wants to analyse incoming radiation, or whatever, down to its last details) the panel can be split into two, four or eight squares with different info displayed on it, and each of these display-squares can be opened completly, so that it fills the whole panel . . .
I think a cool idea for a future trek-show would be to have large fingersensitive panels, that change display-images a lot when different on-screen buttons are pushed. As the work progresses (forexample if someone wants to analyse incoming radiation, or whatever, down to its last details) the panel can be split into two, four or eight squares with different info displayed on it, and each of these display-squares can be opened completly, so that it fills the whole panel. The ones behind it can be possible to "shuffle" up top by pressing on their icon/text thing at the bottom-line, kind of like when you go through different browser-windows that displays different websites while surfing. Something like that will be windows-innspired, while at the same time being something completly different. I imagine that the backround-picture (if they will have something like that) on public starfleet-panels will be the starfleet logo, but the panels wont show it a lot, since it will always be other things covering it. Perhaps if the computer is re-starts (something that doesnt happen a lot in Startrek, it happened once in a TNG-episode I saw to fix a virus-problem) the logo will be present in the beginning, before programs and displays are opened over it.
With panels such as that, keyboards and screens will merge, so that you only have verticaly standing panels that are both keyboard and screen in one. Offcourse, the different panel-images that is interacted with doesnt always need to be completly thought through, but it would be cool to have panels that "live" a little, perhaps not only by changing images, but also with different sounds. The panel-speakers can say things like "unable to comply" "prosessing" "analysis complete" "warning" and other things.
For a real system, LCARS doesn't work at all -- see my post in the other thread about that.
But as an imaginary interface in a show, it works very well! It has a lot of bright colors, little substance (such as text or icons) and it lookes energetic; animated. Like there's lots of things going on. And because of the lack of substance, people don't get distracted by reading it when the scene doesn't require it. It's a perfect backdrop that suggests something is going on without actually letting you know what it is.
I don't want to rain on what's obviously your hobby, but since you replied to me: I really have to strongly disagree with you on this one. Your work is fantastic, but LCARS in and of itself doesn't work well as a real-world interface. Sure, Trekkies like it because it's from Star Trek, but that doesn't make it good.Wrong. A real LCARS system does work and can do many things. I've made one for ordinary PCs, and there are thousands of users worldwide (over 130,000 downloads so far).
I already posted a link to the screenshot gallery, but here it is again:
LCARS 24 Screenshot Gallery
Um, the concept of LCARS is to have panels and displays all over the place, many of which serve special functions, and most don't even have a chair in front of them, let alone a surface for moving a mouse. A microwave oven or washing machine could be operated by a small LCARS panel. A small LCARS panel built into a coffee table or arm of a chair could be the remote control for a TV and even have a button that lets you switch that to control an air conditioner, etc. Starships have them all over the walls, like stained-glass window or an art gallery. You can walk up to a display and tap one button to implement some task, just as you do with a light switch, or see some vital piece of information from across the room.
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