The topic of my bachelor's thesis was:
The brain computer interface as a central element in a futuristic, speculative scenario influenced by the cyberpunk genre.
Abstract
Brain Computer Interface (BCI for short) describes an interface between the brain and a machine that enables contactless connection and use. Nowadays mainly explored in the context of medicine for physically impaired people, BCI may bring increasing relevance to the broader society in the future. Private companies such as Elon Musk's Neuralink and also Facebook from 2017 to 2021 impressively show that large sums are being invested in research into this technology in other areas of application besides medicine in order to enable its use in the private sector in the future. In addition to ethical and technological aspects, this raises the questions of what exactly such a scenario might look like and what interactions would be possible. Looking at current advances, using and navigating computers and smartphones in particular would be a realistic possibility, but the rapid improvement of technology is leaving more and more room for new application scenarios.

Even before it was possible to invasively test the first BCI on humans, there has been a dystopian science fiction movement since the 1980s that has dealt with exactly such questions and scenarios. Representatives of so-called cyberpunk have described in their works worlds in which humans are becoming more and more one with technology and the Internet, in the form of modern prostheses, implants, augmented and virtual reality, and also BCIs. Psychic integration into the data world plays a central role. Due to the dystopian nature of this genre, most stories take place in cramped, overpopulated, and urban cities of the future. With the possibility to enter a parallel existing data world, very similar to the internet, in which physical boundaries are not given, on the one hand an escape but also an extension, if not improvement of being human is described.

In this paper I will explain the development and functioning of BCI technology as well as formulate a definition of the cyberpunk genre. In the conclusion of the theoretical part, the intertwining of these two topics will be presented. For the practical part, a future scenario will be elaborated by means of design fiction, which both ties in with the current state of technology and incorporates the broad, fictional aspect of cyberpunk. From this scenario I will create an interface related application, which in the context of the scenario can be a software, mobile application or website.
UI Research
Existing Tools
At the beginning of my work I tried to find current examples of what interfaces look like in BCI applications. I quickly noticed a big difference between applications that are designed for end users, those that are used in a scientific context and those that are intended for commercial use. They are different both visually and in terms of functionality.
The example of BCILAB shows an application environment that can be used to create and evaluate EEG tests. In terms of design, however, the software resembles interfaces from the 2000s and looks very out of date. In contrast, the first versions of the apps from Neuralink and Neurable are much tidier, follow clear design rules and do not appear overloaded in any way. However, you have to keep in mind that these are not desktop applications but apps. These products have not yet been released and are also aimed at a user group that will have a different focus than fully trained researchers.
Fictional UIs
As a new science fiction movement in the early 1980s, cyberpunk made early use of the idea of brain-computer interfaces. For this reason, part of my work was based on examples of interfaces that can be seen in cyberpunk works. Unlike the current examples of Neuralink or Neurable, the design language of works such as Blade Runner or Cyberounk 2077 is characterized by certain stylistic breaks. The interfaces appear darker, rougher, worn, almost dirty and yet always futuristic. I wanted to incorporate some of these characteristics into my prototype, as shown below.
The Prototype
The Device
The object that was developed for the practical part is a mobile device the size of a credit card called Metis. Its external features are the complete absence of buttons, the size mentioned and the material, which is reminiscent of cloudy glass (also known as frosted glass).
The slight transparency can change from a light- to a darkmode depending on the environmental light. This property is intended to emphasize the lightness and futuristic character of the device. Basically, Metis acts as a visual channel for BCI wearers to move around in digital space and carry out interactions. One challenge was the reinvention of familiar patterns that are common on smartphones today. In addition, the design of the interface was also a hurdle at the beginning, as there was to be no direct reference to existing operating systems and their design guidelines.
Many formal aesthetic inspirations from the mentioned works Cyberpunk 2077 and Blade Runner flowed into the design of the interface. The style is intended to be minimalist and not draw attention to itself with large or striking shapes. The design language is reminiscent of the electronic paper used in e-books and is intended to express a certain restraint with the monochrome color scheme, especially due to the very personal data displayed on it.
Selected Scenarios
To show the device in different situations, I used a selection of everyday scenarios. Starting with getting up early in the morning, answering an email or playing small games, you could use the device. The following is a selection of these scenarios with the related interface.
An addition to the end of this work, the stream, was added. This is another device similar to Metis which is connected to the user's BCI and processes measured data. However, the difference is that it is not a second version that you interact with in everyday life, but a kind of mirror of your own thoughts. In the form of an inner monologue, as you think to yourself again and again, all your thoughts are recorded and played back in a 24-hour stream. This stream is visualized by a colour bar interspersed with colour gradients. Each color level represents a different mental state, such as calm, joy, anger, excitement and many others. You can view one of these sections at any time and read your own inner monologue. The reason for adding the stream was the fact that every decision about the BCI must be made with a conscious mind that may not reflect the true mental state. For example, even if the user writes a nice message back to the manager, the information about the new appointment may still cause stress or even anger. At the same time, these emotions have to be suppressed to a certain extent so that the message can be written. For this reason, the stream should function as a place that allows insight into the unsuppressed or manipulated thoughts at any time.
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