Feedback
             
              Introduction 
                Feedback Systems 
                Conclusion 
              Introduction 
                  
                
              Feedback can be seen as a "fundamental 
                principle" [Cox & Walker 1993] in interactive systems. 
                Without it a user will have no idea what state the system is in 
                and whether his input has been actioned. According to Norman [1988] 
                feedback is defined as the "sending back to the user information 
                about what action has actually been done [and] what result has 
                been accomplished". The user in turn can then decide that 
                the task is complete or that further action is required.  
              I will, in this chapter, go into 
                more depth about how feedback is considered and demonstrate why 
                it is important to the overall design of interactive systems. 
                 
               Future, 
                Present and Past Feedback
              Barfield [1993] widens the concept 
                of "past feedback", as described by Norman, by adding 
                two more. Firstly "present feedback" which involves 
                informing a user of what is actually happening currently. For 
                example the Windows mouse pointer depicting an hour glass timer 
                which indicates that the computer is in a state of processing. 
                Secondly "future feedback", which she concedes could 
                be "called ..Feedforward", which may enable a user to 
                ascertain what would happen if a certain choice was made. For 
                example a Windows confirmation dialogue box allowing a second 
                chance to avoid deleting a file.  
              I would suggest, therefore, that 
                there is an obvious link between feedforward and guessability. 
                The more aware the user is made of the results of available choices, 
                the greater the chance of him choosing the intended course of 
                action. In effect the system becomes more guessable to the user. 
                Guessability is further discussed in chapter 
                5. 
              Barfield [1993] also isolates "..three 
                channels [of feedback]: sight (visual feedback), hearing (audio 
                feedback) and touch (tactile feedback)". The design of certain 
                systems do not necessarily rely on the one form of feedback but 
                may involve a "combined feedback" [Barfield 1993]. There 
                is a good example of this in The Valve Wheel. 
               Ensuring 
                Continuity
              As well as knowing what has happened 
                to a system, it would seem wise to give a user some form of feedback 
                to 'link' each of the before and after states. In Barfield et 
                al [1993], she gives an example illustration of "iconising 
                a window ...[where]... the user sees the window suddenly disappear 
                and somewhere on the screen the corresponding icon appears". 
                Continuity in the form of a reducing animated wire frame around 
                the window down to the boundary of the icon may be used to enhance 
                feedback, giving the user notice of where his window has gone 
                to [Apple Computer Inc. 1986]. Barfield et al [1993], describes 
                the way "our visual perception... makes us more aware of 
                animated than static visual features"; she suggests that 
                it "makes sense to exploit this sensitivity to animation 
                when designing". There is, therefore, little excuse, with 
                today's powerful systems, not to include the simplest of animations 
                in their interfaces.  
              Feedback 
                Systems    
                
               The 
                Sign and the Use of Colour
              Not all interactive systems need 
                to be complicated. A sign is an example of an interactive system 
                that needs no input by the user, viewer in this case, to obtain 
                output. Although not an interactive system in the true sense of 
                the word, the humble sign can give feedback simply, quickly and 
                can pass on the message with ease. In the same manner it can also 
                give an ambiguous and possibly conflicting instruction or piece 
                of advice if it has been poorly designed. However what constitutes 
                good sign design?  
              The design of a usable system is 
                dependant on various criteria. As Preece et al [1993] state: 
                "Designing usable systems requires knowledge about: who will 
                use the system [and] what it will be used for...". Using 
                these items as the test criteria for a good sign design consider 
                the examples at figures A and B. It can be assumed 
                that both signs are for use by the general public (the users) 
                and are to convey an instruction and some advice respectively 
                (the tasks). This assumption can be clarified as follows: 
              The advantage of using graphical 
                representation on the signs rather than words, is that the message 
                given can be received by a wider audience. For instance a sign 
                stating 'No Smoking' will not be understood by those who cannot 
                read or people who cannot read English. Therefore, at an international 
                airport for example, use of the sign shown at figure A (a cigarette 
                with a line though it) will give a clearer message to more people 
                thus increasing usability and the effectiveness of the sign. 
              The use of colour in signs will 
                also have an effect. The assumption that figure 
                A is a sign giving an instruction and that the sign shown 
                at figure B is an advice sign can be confirmed 
                by their colour. The red/green, stop/go scenario can be seen throughout 
                society (Traffic lights are an obvious example). Designers not 
                only use this aspect to aid their designs but are indeed expected 
                to use it to reinforce users' preconceived ideas. 
               
              
              Figure A 
              
              
              Figure B 
              Crisp packets are another example 
                where a specific colour is expected for a specific flavour. Similarly, 
                mint sweets are usually packaged in green or blue and never in 
                red. Expectation can therefore determine the colour of something 
                which in turn can, in itself, be used as an aid to identify its 
                meaning or purpose. Mayhew [1992] confirms that "colour associations 
                can be exploited in computer user interfaces". 
              Preece et al [1993] continue 
                with the next point to take into account when designing a usable 
                system: "...the work context and environment in which it 
                will be used...". Using this item as the test criteria for 
                a good sign design consider the examples at figures 
                C and D 
              These signs, take into account the 
                nature of the environment in which they are to be used, i.e. a 
                burning building because both signs are fluorescent which therefore 
                increases the chances of being viewed in a smoke filled room. 
                However only figure D conforms to the 
                EEC council directive for emergency escape designs 92/58/EEC 24/6/92 
                [Colin Davis 1993] again demonstrating the importance of the universal 
                nature of the graphical interface. 
              
              
              
              Figure D 
              This section has only outlined some 
                guidelines as to what makes an effective sign design based on 
                who the user is and the way he expects to be informed. However 
                the lessons learned in the design of simple signs can be easily 
                transferred to larger projects. 
               The 
                Valve Wheel
              Another interesting interactive 
                system that can demonstrate effective feedback, and yet is based 
                on the simplest of design ideas, was discovered on my recent visit 
                to U-boat 534. The submarine is based in a museum in Birkenhead, 
                on the Mersey river, and is open to the public. The scenario involves 
                the design of the 4 wheels which control the ballast valves, whose 
                task is to raise or lower the submarine.  
              The valve wheels have been specifically 
                tailored to take into account a total blackout during a voyage, 
                perhaps as a result of loss of battery power. If the submarine 
                had suffered a depth charge attack, which had possibly caused 
                the blackout in the first instance, any error in the use of the 
                valves may result in fatalities since the submarine may unintentionally 
                manoeuvre to the incorrect depth and be damaged. Therefore the 
                valve operator must be able to instantly know which valve to turn 
                in complete darkness. 
              There are 3 ingenious design features 
                that offer feedback to the operator to help in this task during 
                a blackout:  
               
                
                  - There are two wheels that raise 
                    the submarine and two to lower it. One set of wheels has been 
                    reversed onto the screw valves, not by mistake as noticed 
                    by a casual observer but intentionally, so that the operator 
                    will know which set is which, by the sense of touch. See Figure 
                    E
 
                 
               
               
                
                  - The number of spokes on each 
                    valve wheel varies too, again to give an indication of which 
                    wheel is being felt.
 
                 
               
               
                
                  - The final, simplest and most 
                    effective indicator uses the sense of sound. Each wheel has 
                    been cast using a different amount of metal and when struck 
                    with a metal implement, such as a spanner, will ring with 
                    a differing tone to the other three.
 
                 
               
              This example demonstrates three 
                channels of feedback in the one system. 
              
              Figure E 
               The 
                Video Recorder
              Even if Bill Gates's original vision 
                of the PC being "on every desk and in every home" is 
                not now a realistic one [Gates 1996] there is no doubt that the 
                majority of homes in the western world over the last 20-30 years 
                have still been invaded by IT. Despite the blandness of the record/watch 
                later concept, the VCR contains a significant amount of computing 
                technology. 
              Considering that VCRs, and other 
                items of domestic technology, are used by the whole range of the 
                population, there has been much criticism on the poor levels of 
                usability of these items. As considered by Nuttall [1995] "Complicated 
                gadgets bristling with buttons are making our lives more difficult 
                when they should be getting easier".  
              Even just concentrating upon the 
                humble VCR there is a litany of complaints. One example is the 
                reset or time out mode which resets the machine if the owner pauses 
                while programming it. As Thimbleby cited in Nuttall [1995] details 
               
                "If you have to stop to look 
                  at the instruction manual, which you nearly always have to do, 
                  the thing wipes out what you've already done. It's infuriating, 
                  and quite unnecessary". 
               
              He continues with another example 
                of poor feedback concerning the on/off light of some VCRs which 
                stays on for a moment after the recorder is switched off:  
               
                "If I worry that maybe I 
                  haven't really switched the thing off and I press the button 
                  again, the recorder enters 'child lock mode' which really messes 
                  things up. Such problems are all entirely typical, all entirely 
                  avoidable" [Thimbleby in Nuttall 1995].  
               
              Interestingly, I have a similar 
                problem on the Compaq PC at my office; I have tended to switch 
                the monitor off but the green light indicator, on the switch itself, 
                takes a few moments to 'cool' off. I therefore tend to re-switch 
                it on again before I realise I have indeed switched it off in 
                the first place. I am aware of it now but when the PC was new 
                I would often leave the monitor powered on all night without realising. 
              There have been efforts to try and 
                avoid the acknowledged problems of usability in video design. 
                One design, Video Plus, which is licensed by Gemstar Development 
                Corporation and used as a standard by most video manufacturers 
                including the Sony Corporation [1993], attempts to simplify one 
                of the biggest areas of upset, programming. Instead of the video 
                operator having to input start and finish times, date and channel 
                of the required program, a numeric code (PlusCode) of up to 8 
                digits is used. These codes are displayed next to their relevant 
                programs as listed in newspapers and other publications and can 
                be typed into a remote commander (hand-set) ready for transmission 
                to the VCR itself. 
              The system works well, is simple 
                to operate and also has a preview facility, on the remote commander, 
                to check the program details before final transmission to the 
                VCR, although there is a necessity to purchase the codes (e.g. 
                a paper) for the system to function.  
               Reducing Stressful Feedback
              Not all feedback is welcome. I suggest 
                that the feedback giving advanced warning, as described by Barfield 
                in Future, Present and Past Feedback as feedforward, could 
                be prone to adding stress to an experienced user of a system. 
                I return you back to the Windows file manager delete confirmation 
                dialogue box, noted in Future, Present and Past Feedback, which gives a good example of an interaction 
                event which could cause annoyance to a user (interaction is discussed 
                in Interaction). Experienced users of the 
                windows file manager would become quite frustrated if every command 
                was re-questioned. One way in which annoying feedback can be reduced 
                is to put the user in control of the system he is operating. 
              The Microsoft Corporation assumes 
                that stressful feedback will exist, for some users, in their Windows 
                system (the user base is massive after all) and have designed 
                it to be user controlled via customisation. As the Microsoft Corporation 
                [1993a] point out  
               
                "If you do not want a confirmation 
                  message to appear each time you delete or replace files and 
                  directories, you can change the confirmation settings". 
                   
               
              Software applications such as Quicken, 
                a home accounts package, include future feedback in the form of 
                prompt boxes/cards. These Qcards, as they are known, pop up automatically 
                on screen to "help you enter the correct information" 
                [Quicken 1994]. The advantage of this system is that the user 
                has an option to turn off just those cards he wants to, thereby 
                aiding where it is needed and not where it isn't. Eventually, 
                as the user becomes progressively familiar with the package, the 
                need to activate these cards will lessen. Their prime aim is to 
                train the user, of course, but they have the ability to do this 
                without placing stress on developing or experienced users.  
              Conclusion   
                
              
              Feedback can be compared to light 
                in photography. Without light a photograph will be blank; however 
                when light is added other factors become apparent to play their 
                part in the whole creation of the photograph. Similarly feedback 
                not only throws light onto the state of a system but highlights, 
                and in turn is affected by, other factors which affect overall 
                usability such as the user's interpretation and perception of 
                it. 
              I have, in this chapter, demonstrated 
                why feedback is fundamental in the development and design of interactive 
                systems. Feedback can be considered to be the communication between 
                the system and the user without which he will have no way of knowing 
                what has occurred, what is occurring and what will occur if a 
                certain action is taken. 
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