Gek Siong Low

geksiong@stanford.edu

CS377C Assignment 5: HCI Patterns

Feedback

Context

The goals of INTERACTION DESIGN are to create an interface that is intuitive, clear and easy to use. FEEDBACK plays an important role in communicating, via appropriate CHANNELS, the CONCEPTUAL MODEL to the user, letting the user know what the system can do, what it will do, what it is doing, and how long it is going to take.

Problem

When using a computer interface, the user needs to know at all times where he is, what he can do, when he can do it, how he can do it, what the system will do, and what the system is doing. FEEDBACK is the process by which all these information is communicated back to the user through a CHANNEL.

Examples

As an analogy, feedback is like throwing a ball against the wall – it bounces back to you. Likewise, on a computer, user actions should result in some form of response. There are many ways feedback can be used to help the user use the system. The following are just a few examples of feedback on a computer:

The tool tip provides information on what that icon does.

The progress bar indicates how much of the file has been copied.

The alert box informs the user that the spelling and grammar check is complete.

The blinking cursor tells you where the next character is going to be inserted.

Solution

Always provide feedback channels in a computer interface to aid the user in using the system. Feedback is not limited to what takes place on the screen. Visual, audio and haptic channels can all be used for feedback. Appropriate use of feedback reduces confusion and stress, and makes the user more confident in using the interface. A user who knows what is going on is a happy user.

Note that the use of feedback must be appropriate. Overuse of feedback results in channel clutter, be it visual or audio or haptic, and confuses and overwhelms the user, thereby reducing usability and dampening the user experience. Too much feedback can also slow down and irritates the user, hindering the user in performing his tasks.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Related patterns

FEEDBACK is a very general concept. There are many kinds of FEEDBACK with different objectives. For more specific FEEDBACK patterns, look at PROGRESS BARS, DYNAMIC CURSORS, STATUS INDICATORS, and LOCATION FEEDBACK.