Snoke Screens: Designing the User Interfaces In The Last Jedi
Robbie Gonzalez
Every display in the latest Star Wars film exists not to look cool, but to help tell the story.
LUCASFILM LTD./BLIND LTD.
A screen aboard Leia's Resistance Cruiser visualizes the losses suffered by the Resistance in the film's opening battle.
You'll find no touch screens in Star Wars: The Last Jedi—not even when you can watch it at home next month (March 13 for digital, two weeks later for physical). Same goes for mice and keyboards. They're all too familiar, too of-this-world, to appear in a galaxy so far, far away. What you'll find instead are interface displays, and lots of them. Whether in an X-wing's cockpit or the bridge of a Star Destroyer, every display in The Last Jedi exists to support the story—to provide a graphical complement to the film's action and dialogue.
And it started with the film's director. "Whenever possible, Rian [Johnson] wanted us to use practical graphics to enforce the narrative," says creative director Andrew Booth, who oversaw the creation of TLJ's assorted instrument clusters, targeting systems, medical readouts, and tactical displays. "It would actually appear in the script that you look at a screen and gain a deeper understanding of what's happening. The challenge was always, what can we do in-camera to create something that feels real and believable?"
What's impressive about the interfaces in The Last Jedi is that they feel believable not just to the audience, but to the film's dramatis personae. In the real world, designers design for one person: the user. But creatives like Booth—whose design agency, BLIND LTD, has been behind the look and feel of some of this century's biggest blockbusters, including every Star Wars film from TFA onward—designed the practical displays in The Last Jedi with at least three groups of people in mind: the characters, the actors depicting those characters, and the folks watching along in theaters.
Consider the film's opening scene, in which (fair warning: plot points and spoilers from here on out) Commander Poe Dameron calls General Hux. The point of Poe's call is to buy time; he's charging the engines on his X-wing so he can stage a surprise attack on the First Order Dreadnought that's poised to obliterate his Resistance buddies planetside. It's a plan the audience comes to understand when the camera cuts to a display inside Poe's starfighter that shows the status of his boosters.
The inside of Poe's X-wing. The top display depicts the Dreadnaught tower Poe attacks at the beginning of the film; the middle one shows the status bar for his X-wing's engines; and the bottom one, which is all wonky, visualizes his spaceship's damaged targeting system.LUCASFILM LTD./BLIND LTD.
"For us, that's a perfect piece of storytelling," Booth says. "Now you've got exposition, drama, and tension all wrapped up in this close-up of a progress bar." And because it's a practical effect, that tension is experienced by audience, actor, and character alike. In fact, every single display in Poe's cockpit pulls triple duty: The top one depicts the tower Poe is attacking; the middle one shows the status bar for his X-wing's engines; and the bottom one, which is all wonky, visualizes his spaceship's damaged targeting system, which BB-8 spends much of the sequence trying to repair.
These kinds of details don't always make it into the final cut of a film, and even when they do, audiences don't always notice them. Not explicitly, anyway. "For us, these graphics are more about shape and form than they are about spelling things out—but they do allow people to feel what's going on in a scene, and they help support the actor's performance," Booth says.
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Similar details abound inside the spacecraft from Canto Bight, the opulent casino city. The graphics aboard the ship that DJ and BB-8 steal are shiny. Slinky. Sumptuous. A striking contrast to the First Order's stark, militaristic vibes and the ragtag aesthetics of the Resistance. "This was us trying to evoke a different world," Booth says.
But even the film's familiar spaces brim with visual information. Toward the end of the film, on the chalk-dusted mining planet Crait, the audience gets multiple glimpses inside Kylo Ren's shuttle, from which he has orchestrated the First Order's assault on what remains of the Resistance. "The aesthetic is sharp, clean, systematic—just like the First Order, itself, and the color palette is all red, grey, black and white," Booth says.
Inside Kylo Ren's shuttle, above the battle on Crait.LUCASFILM LTD./BLIND LTD.
These are classic, higher-order stylistic cues, many of which date back to the original trilogy. During pre-production on The Force Awakens BLIND LTD researched the original designs closely, and collaborated with production designers Rick Carter and Darren Gilford to get the look and feel just right. The graphics continued to evolve with Lucasfilm design supervisor Kevin Jenkins and production designer Rick Heinrichs on The Last Jedi. They immediately help viewers understand where they are and whose ship it is. (The Resistance's aesthetic, by contrast, is analog and unstructured—its color palette dominated by orange, green, brown, and other earth colors.)
But look closely, and you'll see that the screens inside the shuttle are loaded with details. Crait's topography, the blast door separating the Resistance from the First Order, the line of AT-ATs—they're all depicted on screens, often for the briefest of moments. "It gives you an idea of the level of detail that we put into these interfaces," Booth says. "It's one of the things we pride ourselves on: You don't necessarily always see it, but you sure as hell feel it."
Robbie Gonzalez is a senior writer at WIRED, covering humanity's evolving relationship with science and technology. He was previously the editor of WIRED's design desk. Prior to joining WIRED he was the senior science editor of Gizmodo. Before that, he was a reporter at io9. Gonzalez holds bachelor's degrees in... Read more
TopicsStar WarsStar Wars: The Last JediUX/UI