Path: utzoo!attcan!uunet!mcvax!cernvax!pan!aratar!chac From: chac@aratar.UUCP (Chuck Clanton) Newsgroups: comp.cog-eng Subject: subliminal feedback Keywords: feedback windowing interfaces Message-ID: <318@aratar.UUCP> Date: 15 Nov 88 18:10:02 GMT Lines: 62 i would like to know what other people think about an issue that don norman provoked me into thinking about... the question has to do with the nature of feedback. any good tool provides feedback as you use it, for example you feel the hammer's position in your hand as you are pounding nails. this feedback is different in kind, i believe, from the information a tool may be designed to provide. for example, i should be able to read a measurement off of a ruler easily and quickly. that is what it is designed for. i may know very little about what makes a good hammer. for example, i know that the balance should be right, but i have no idea what "right" means except by feel. clearly its balance is not information that the hammer is intended to provide information about, rather it is intended to have balance as a property of its usage. so, we can categorize the information derived from a tool into two categories. the first, what i tend to call feedback, serves the specific purpose of making the tool easier to use, more comforting, less tiring, and less error prone. it is more a property than an intention. the second, what i tend to call the display data though this term is misleadingly descriptive (suggestions?), is unrelated to the first and has to do with providing the information the tool is designed to provide its user. this property may be very complex. for example, larry tesler has pointed out that the tracking properties for a mouse during selections on the screen should include hysteresis during tracking, and careful disregard of the final mouse movement during a button up. chris crawford provided very realistic ballistics in his atari game of Tank, and believes that complexity was important. these cases illustrate that complex feedback properties can simplify and enliven the use of some tool. unlike a complex display of data, well-designed but complex feedback may reduce the apparent complexity of the interface. here is the issue that brought this up. i have been using workstations with multiple windows for years. the first one i used, a long time ago, provided feedback about my current window (the window receiving my typing) that was sufficiently subtle that i was rarely conscious of it, but sufficiently apparent that i almost never made any mistakes. so, my awareness of my current window was subliminal. i was not even aware of the fact that i needed to pay attention to this. of course, the first few times i used this system, i noticed (and learned) the cues. after that it was second nature, as the feedback from a good tool should usually be, i think. my current windowing system has inadequate feedback. i often start typing when i think i am in one window, and i am actually in another (keyboard focus errors). it does provide feedback...if i look at the cursor or the window border, i see the information displayed. but it is not easily obtained, and i miss the cues often. here is what i conclude. in general, when designing an object to display data, i expect that the user wants the information and will acquire it intentionally. it should be displayed so that it is easy to obtain when the user makes the effort to acquire it. however, when designing an object for the user to work with, its feedback properties should by and large be very quiet. that is, i would like the user to always know what he or she needs to know while using this object, without ever making any effort to acquire that information. the needed information should be provided as feedback that requires no added effort to obtain, no intent. Chuck Clanton Seilergasse 8 CH-4500 Solothurn Switzerland uunet!mcvax!cernvax!pan!aratar!chac