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"Most UIs that people design, including this library, are not meant for anything remotely similar to those situations."

You would think that, but that isn't necessarily the case. I worked for a Naval intelligence contractor back in 2007, and I was surprised at the amount of times there were requests at the top to "make it look cooler". War rooms at the time tended to look exactly like the Hollywood depictions. Not because Hollywood got it right, but because generals saw the movies and said, "I want one that looks like that". Even in the most functional of situations, flashy looks sell hearts.



Without getting into specifics, this is absolutely the case.

There was one instance where, when the new ops center opened, getting the tour of it was the thing everyone wanted. The brass thankfully obliged. Over a period of weeks, small groups got to go over and the new center, with it's large blue display edge lighting, and electronically frosting glass. I'll never forget this bemused airman, pressing a button while a circle of us stood around in a half circle, giving a very Simpsons-esq "Oooooooooohh!" as the glass went transparent to opaque, and transparent again.

Was it necessary? Absolutely not. Was it cool? Hell yeah it was. =D


It wasn't my intent to say that people designing serious systems don't like flashy things. More just that a lot of UI designers and projects posted on HN are focused on lower-stakes applications that can accommodate more artistic license.

But, my question is, did that actually make the war rooms less functional? In what ways did Hollywood get it wrong that they copied? Even a war room is a very different application than literally flying a fighter jet, which is arguably the most intense and demanding control experience in existence.


There was a "behind the scenes" style documentary about QinetiQ and/or DERA (it was around the time DERA was split into QinetiQ and DSTL) where the engineers were shown analysing the 3D displays from the "Aliens" dropship sequence for inspiration.





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