„Electric Dreams“ Kill All Others (Fernsehepisode 2018) – IMDb
For my final impulse blog post of the semester, I decided to re-watch one of my favourite episodes of the Philip K. Dick television series Electric Dreams, called Kill All Others, and analyse the role of technology and interfaces in this dystopia. The following is a short summary without spoiling too much, so you can still watch it yourself, which I highly recommend. The episode presents a future where mass media, consumerism and propaganda shape the perception of reality. It follows Philbert Noyce, a factory worker, in a world where a single political candidate dominates the media and spreads an ominous message: „Kill all the others“. While most citizens accept this statement without question, Philbert is disturbed. As he begins to notice disturbing details in his environment, such as the omnipresent holographic advertisements and growing social conformity, he realises that his scepticism makes him an outsider. His refusal to engage with voice-activated technology and his preference for tactile interactions highlight his resistance to blind conformity. But in a society where asking questions is dangerous, his refusal leads to his end. The episode explores themes of control through technology that are highly relevant to the study of Calm Technology and Tangible Interfaces. It presents an exaggerated version of our current digital landscape, offering valuable insights into the implications of technology in everyday interactions.

Consumerism
In Kill All Others, consumerism is driven by holographic advertisements that are directly linked to products, creating an illusion of authenticity. These holograms interact with consumers as if they have real emotions, making the experience feel personal and engaging. However, these interactions are entirely artificial and designed solely to manipulate and persuade. This highlights a major problem with modern technology: the replacement of real human connections with simulated digital experiences.
Calm Technology aims to reduce this overwhelming presence of digital distractions by integrating technology more seamlessly into everyday life. Instead of bombarding users with aggressive notifications, advertising and emotional manipulation, Calm Technology prioritises subtle and meaningful interactions. Tangible interfaces could play a role in countering digital consumerism by encouraging real, physical engagement with products and services rather than relying on artificial digital interactions. For example, instead of a holographic assistant selling a product, a Tangible Interface could allow users to explore the features of an item through touch, movement or changes in texture, encouraging a more mindful and intentional relationship with technology.
Tactility
In the episode, most of the world operates via voice-controlled routers, making interactions seamless but also impersonal. Philbert, however, continues to use tangible buttons, setting him apart from the majority. This reflects a critical discussion in interaction design: while voice control and other intangible interfaces offer convenience, they often remove the physical engagement that strengthens a user’s connection with technology. Tangible interfaces offer an alternative by maintaining the physicality of interaction. They provide feedback that is not only visual or auditory, but also tactile, giving users a greater sense of control. In the case of Kill All Others, Philbert’s reliance on tangible buttons can be seen as an act of defiance. He values the certainty that comes with physical interaction and resists the abstract nature of voice commands, which can be easily manipulated or misunderstood. This is closely related to Calm Technology, as tangible interactions allow users to remain in control without being overwhelmed by digital noise. A future designed with Calm Technology and Tangible Interfaces in mind could balance the convenience of voice control with the reliability of touch-based interactions. For example, rather than relying solely on voice assistants, smart home devices could incorporate physical interfaces that provide intuitive and non-intrusive ways to interact with technology.
Reflection
One of the most striking ideas in Kill All Others is how Philbert is labelled „too tactile“, as if his preference for physical interaction is a flaw. His scepticism and reliance on touch makes him resistant to the influence of the media, as tactile perception is harder to fool. This reflects an important advantage of tangible interaction: it provides a direct and reliable form of engagement with technology.
In a world where digital information can be manipulated, a focus on tactile interaction could act as a safeguard against misinformation. For example, in Internet of Things (IoT) design, physical objects that translate digital messages into tangible experiences could help users process information in a more grounded and thoughtful way. Rather than overwhelming users with constant digital alerts, these interfaces could use subtle physical changes, such as changes in temperature or texture, to convey information. This would allow for a calmer, more meaningful interaction with technology, reducing the risk of mindless engagement and manipulation.
As is often the case, fiction can be a great source of inspiration and warning for many things in our time. So if you haven’t seen Philip K. Dick’s Electric Dreams series, I would strongly recommend that you do, because it visualises important issues and makes you think about what our future should look like.