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Human Computer Interaction · Week 05

Feedback Cycles & Levels of Design

Action, interaction, effect and feedback; feedback cycles everywhere; the bridges of execution and evaluation; Norman's 7 questions from the designer's and user's side; visceral, behavioural and reflective design.

ITE37525 videos · 37 min📄 Week 05 - Interaction Cycle & Design Levels.pdf

▶Lecture videos

Click any timestamp — here or inside the notes — to jump the video to that moment. Your position is remembered.

1Action, interaction, effect, feedback

These four words are easy to mix up:

Term Meaning Lecture example: the lecturer talking
Action Something one party does The lecturer talks
Interaction The effect of an action carried out between two or more objects, causing effects on one another 00:51 Students hear it and process it (senses → perception → cognition)
Effect The change caused by the action Students learn something. The lecturer is affected too: they keep wondering whether students understand 03:36
Feedback A response that informs the actor about the outcome of their action 00:00 Missing: mics muted, cameras off, chat unread, so there's no synchronous feedback 04:51
Why feedback matters 05:40

"If I see what has happened to you based on my action, then I know exactly whether my intention was successful." Without feedback, the actor can't tell whether the action worked.

Effect ≠ feedback 03:43

The lecturer insists you separate them:

  • Pressing volume-up is the interaction.
  • The volume increasing is the effect.
  • Hearing the louder sound is the feedback.

Feedback is information about the effect, not the effect itself 00:37.

2Feedback cycles are everywhere

Feedback cycles form when people interact with the world (anything and everything around us) 00:01. They're so common we rarely notice them: they're ubiquitous.

🧪 Try it — Trace a feedback cycle
Adaptive learning principle 06:39

People learn through feedback cycles. Act → observe the consequence → evaluate → adjust future behaviour. A success message confirms your actions were right. An error message also teaches you that something was wrong. Either way, the next interaction improves 07:17.

Ubiquitous computing (sensors + hardware + ML/AI, everywhere and almost invisible) is a special area of HCI and human-centred computing 06:09.

3Norman's model revisited: the two bridges

Mapping Norman's 7 stages between the user's goal and the world (the physical system) gives two bridges:

Bridges of execution and evaluation
Figure 5.1: The bridges of execution and evaluation

🌉 Bridge of Execution (goal → world)

  1. Plan: form a strategy for the goal
  2. Specify: map it to concrete interface actions
  3. Perform: physically operate the controls

🔍 Bridge of Evaluation (world → goal)

  1. Perceive: sense the status change
  2. Interpret: work out what the feedback means
  3. Compare: check the outcome against the goal

The bridges are how the gulfs of execution and evaluation (Week 2) get crossed.

4The 7 questions — designer & user perspectives

Designer's seven questions
Figure 5.2: The designer's seven questions on the action cycle (how easily can one…)
User's seven questions
Figure 5.3: The same seven stages as questions in the user's mind (What do I want to do? … Is it okay?)

The same 7 stages become questions. Designers use them to audit an interface; users ask them (subconsciously) while interacting 02:52.

Stage 🛠 Designer asks (how easily can the user…) 🙋 User asks
1. Goal …determine the function of the device? "What do I want to accomplish?"
2. Plan …tell what actions are possible? "What are the alternatives?"
3. Specify …map intention to physical controls (natural mapping)? "What can I do now?"
4. Execute …perform the action (click, swipe, press)? "How do I do it?"
5. Perceive …perceive the state change (clear feedback)? "What happened?"
6. Interpret …understand what the state means? "What does it mean?"
7. Evaluate …confirm the state meets the goal? "Is this okay? Have I done what I set out to do?"

Stages 1–4 are the execution phase; stages 5–7 are the evaluation phase.

🧪 Try it — Audit a device with the 7 questions

5Norman's three levels of design

Norman maps the action cycle onto three levels of cognitive processing 00:02:

Three levels of design
Figure 5.4: The three levels mapped to the action cycle
Level Nature Governs (action cycle) Design concerns Example: a smartphone
👁️ Visceral Immediate, subconscious sensory response; closest to physical action and senses 00:36 Execution (performing) and perception First impressions: look, beauty, feel, sound Sleek glass, colour, the satisfying click
⚙️ Behavioural Practical use, interpretative 01:48 Action specification and interpretation How well it works: usability, responsiveness, ergonomic efficiency Fast unlock, smooth scrolling, easy camera
👑 Reflective Conscious, highest-level thought; reflecting on what was received Goal and final evaluation Meaning: self-image, pride of ownership, brand loyalty, satisfaction looking back "I'm proud to own this brand", memories
How the levels interact 02:31

Sensory input first reaches the visceral level and also the behavioural level. The behavioural level combines visceral and reflective input to interpret. The reflective level is pure thought and is not directly bound to sensory input or motor output 03:59. Motor output is driven through the behavioural and visceral levels together.

Reframed as depth of thinking

Levels as metacognition, deliberation, reaction
Figure 5.5: Reflective = metacognition, behavioural = deliberation, visceral = reaction
⚡ Reaction (visceral): reflexes, immediate capture🤔 Deliberation (behavioural): forming actions, decoding feedback🧠 Metacognition (reflective): thinking about one's own thinking
Tier Level Description
Lowest Reaction (visceral) Subconscious reflexes and immediate sensory capture tied to the physical world
Middle Deliberation (behavioural) Forming specific action sequences and decoding feedback to finish the task
Top Metacognition (reflective) Thinking about one's own thinking: judging strategies, solving new edge cases, emotional fulfilment
Balanced feedback

Feedback should clearly inform without being distracting, noisy or intrusive.

Exam focus

Expect:

  • "Explain feedback cycles with examples" (kettle, volume, bank transfer)
  • "List Norman's 7 questions from the designer's and user's perspectives"
  • "Explain the visceral, behavioural and reflective levels with an example product"

6Quick revision sheet

Concept Remember it as
Interaction Effect of an action between 2+ objects, affecting one another
Feedback Information about the effect, returned to the actor
Effect vs feedback Volume increases (effect) vs you hear it louder (feedback)
Examples Kettle whistle · volume · bank "success/failed" · ATM · robots
Why We learn through feedback cycles, so the next interaction improves
Bridge of execution Plan → Specify → Perform
Bridge of evaluation Perceive → Interpret → Compare
Designer's 7 Qs How easily can the user determine function / tell actions / map / perform / perceive / interpret / evaluate
User's 7 Qs What do I want? Alternatives? What can I do? How? What happened? What does it mean? Is it okay?
Visceral Look and feel; reaction
Behavioural Usability; deliberation
Reflective Meaning, pride, brand; metacognition

?Self-check quiz

10 questions on this week. Answer them all, then press Check my answers. Your best and latest scores are saved and shown on the subject page.