Oh man, the eye piece, it's so obvious. If the game is going to have a HUD, then the eye piece makes it make perfect sense. Also, holographic projection as the screen, that's another no duh moment for me.
I think it's a one or the other situation, with the HUD you don't need projection, and with projection you don't need the monocle. The former lets you have a virtual interface that no one else sees, while the latter can project a real (holographic) interface like a Mass Effect
omnitool, or information right into your eye. The monocle, unlike the projector, needs a second device since it's too thin to carry the sensing gear and computing gear unless it has some more volume added. Alternatively, it could have a hand, wrist, or arm held component purely for sensors. If they're as small as they would be for an ultra slim tricorder, then they could easily fit in a wrist band. However, I think the Mass Effect 2
eye wear is a great stepping off point.
The
Umbra Visor has a great look but it doesn't really fit Starfleet. The [url-http://na.llnet.bioware.cdn.ea.com/u/f/eagames/bioware/masseffect2/resources/assets/universe/armor/screenshots/sentry_interface-04-p.jpg]Sentry Interface[/url] is a lot closer, it's light, it wraps around like Geordi's VISOR, yet it has enough weight on either side to make full tricorder functionality make sense. Although, it needs to lose the writing on the visor for two reasons. First, monocles and visors in Trek despite showing stuff the user can see never show stuff anyone else can see from outside, secondly stuff visible to outside users makes your head a target in the dark. If the wrap around part over the eyes isn't a hologram, and even if it is, I think it should be
silvered, just because it looks cool. Alternatively, it should be black to represent it absorbing radiation (light). Lastly, it could be just like the silver glasses previously linked to and represent an ultra light tricorder VISOR that sticks to the head and inputs data right into the brain without implants. That would make it very advanced but isn't out of the question for Trek. It can even be two way, explaining the mind controls the device's functions, this way we naturally realize where the character doesn't raise their hand to press virtual buttons.
Conceptually, it should show a composite view based on all sprectrums, generating perfect lighting and information overlays. That way everything will be as clear as on a perfect day but without shadows strong enough to hide in, and without straining the eyes. Anything note worthy, such as a threat, will be highlighted. If you focus on an object it should show data sub-menus floating around the object for opening various scanning modes.
If going further is a possibility, spectrum isolation should also be allowed, for instance you could show only thermal light within a certain bandwidth, or only X-Ray back scatter, or only microwaves allowing you to see where a transmission comes from. You should also be able to see any phenomena the tricorder can visualize, including subspace radio, warp fields, weapon use traces, ionizing radiation not already included by EM radiation. I mention this as a secondary addition because I don't know if this would require special textures or if it could be done with an effects overlay. What do the Alien versus Predator games use? That game has multiple vision modes for the Predator and Alien. This doesn't actually have to be done with spectrum isolation, it can also be done by showing markers and paths, or somehow changing the render settings as a way to highlight phenomena. But, the goal should be to make it all as if it is something you would see in a normal way, but significant enough to easily notice.
There's a quick update, I've tried to make all the lights appear as if it is off, and the bottom left look like a tarnished metal, with engraved bronze plating.
Full specs are; (from top left to bottom right)
- EMRG Button - Activates emergancy transponder and 'instantly' transmits all data (in emergencies)
- GEO, MET, BIO - uses the basic scanning equipment pre-installed, takes readings of individual rocks for geological analysis, metalogical system for rudimentary computer interface and more advanced translation algorithms and biological systems for personal health analysis and detection of heat signatures given off by biological life forms - with scientific and militaristic purposes.
- PWR Button - Power button easily operated by either thumb (left hand) or index finger (right hand) for quick power on/off of tricorder. Tricorder suspends for 5 minutes then shuts down after not being reactivated.
- Green LED - Power indicator (stays on for 2 seconds after turning on, flashes when internal battery reaches 5% or when EMRG transmit is activated)
- Blue Status LED - Flashes in a notification such as completion of scan or when a message has been sent via a text interface
- Speaker - Well just for realism

- Yellow/Red Alert LED - Tied with the ship to notify the user of current ship board status
- Red LED - System Fault, the internal software has been compromised by a hostile computer system or the tricorder is physically broken and rendered non-operational.
- Yellow LED - External Fault, the add in card has malfunctioned or an interfaced device is non-responsive.
- A/B Arrow rocker - Enables you to scroll through data and switch between a library or function
- Screen - Displays information (obv.
) - Alpha - Delta lights - Displays the internal CPU usage (it's a quad core)
- IMG Controls - Allows greater functionality when using imaging
I really like the two buttons in the upper left hand corner of the sketch because their visible but don't protrude.
The problem I see is that with a screen you don't need fixed lights and buttons for the majority of that stuff. I understand it's a way to add visual interest to the device, but it strikes me as the wrong way to do it.
- The emergency button is smart.
- The main scanning features can be in a quick access tray at the bottom of the screen.
- The power button is convient but at the same time its placement makes it easier to hit accidental than if it were on the top where it would be away from the where the fingers normally rest.
- The power light is redunant because you'll know it's on thanks to the screen being on.
- The status light is redundant because the programs should have status bars and graphics.
- The Alert status lights can be handled by a far more noticeable screen flash of appropriate color and text which can be dismissed with a physical button press. The sound for the alert should dismiss after an appropriate repetition count. It should only show the alert status if activated, otherwise it should save the notice until activated, or dismiss the status if the status is dismissed before the device is accessed.
- Tricorders and comm badges don't have speakers yet make sound just fine.
- A fault can be noted on screen with a quick small graphic. The use of a card is questionable unless it is for full size isolinear chips. The preferred method of program retrieval should be over air, but some situations may require physical access so it's useful.
- I have no problem with a physical scroll control, but the use of buttons instead of a wheel makes me think onscreen touch scrolling would be better.
- If cycle usage is important to a task, I would image the screen would show that information.
- At most, for a camera mode you might want a physical shoot button, but that's why flexible buttons are better than single function buttons on small multipurpose devices.
The balance to this is the interface has to be what is visually interesting if the device itself is boring. It's only the absolutely most important or otherwise flexible buttons which need to be added physically; power and the emergency dump. If there are others I don't know. Oh, right, contextual scan selection is another physical button worth adding. So, that's three.