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<chapter id="feedback" lang="sl">
<title>Feedback</title>
<sect1 id="feedback-responsiveness">
<title>Characteristics of Responsive Applications</title>
<para>Although highly responsive applications can differ widely from one
another, they share the following characteristics:</para>
<itemizedlist>
<listitem>
<para>They give immediate feedback to users, even when they cannot
fulfill their requests immediately.</para>
</listitem>
<listitem>
<para>They handle queued requests as users would expect, discarding
requests that are no longer relevant and reordering requests according
to users' probable priorities.</para>
</listitem>
<listitem>
<para>They let users do other work while long operations proceed to
completion— especially operations not requested by users— such as
reclaiming unused memory or other "housekeeping" operations.</para>
</listitem>
<listitem>
<para>They provide enough feedback for users to understand what they
are doing, and organize feedback according to users' abilities to
comprehend and react to it.</para>
</listitem>
<listitem>
<para>They let users know when processing is in progress.</para>
</listitem>
<listitem>
<para>They let users know or estimate how long lengthy operations will
take.</para>
</listitem>
<listitem>
<para>They let users set the pace of work, when possible, and they let
users stop requested tasks that have started but not finished.</para>
</listitem>
</itemizedlist>
<!-- CB-Ed: Collapse some of the items in the list above, they are similar or have lots of overlap. -->
<para>Highly responsive applications put users in control by quickly
acknowledging each user request, by providing continuous feedback about
progress toward fulfilling each request, and by letting users complete
tasks without unacceptable delays.</para>
<para>Even applications with attractive, intuitive user interfaces can
lack responsiveness. Typically, unresponsive applications have at least
one of the following problems:</para>
<itemizedlist>
<listitem>
<para>They provide late feedback— or no feedback— for users'
requests, leaving users wondering what the application has done or is
doing.</para>
</listitem>
<listitem>
<para>When performing extended operations, they prevent users from
doing other work or cancelling the extended operation.</para>
</listitem>
<listitem>
<para>They fail to display estimates of how long extended operations
will last, forcing users to wait for unpredictable periods.</para>
</listitem>
<listitem>
<para>They ignore users' requests while doing unrequested
"housekeeping", forcing users to wait at unpredictable times—
often without feedback.</para>
</listitem>
</itemizedlist>
<para>You can sometimes possible to improve an application's
responsiveness without speeding up the application's code. For tips on
how to make such improvements, see <xref linkend="feedback-responding-to-user"/>.</para>
</sect1>
<sect1 id="feedback-response-times">
<title>Acceptable Response Times</title>
<para>Some user interface events require shorter response delays than
others. For example, an application's response to a user's mouse
click or key press needs to be much faster than its response to a request
to save a file. The table below shows the maximum acceptable response
delay for typical interface events.</para>
<table frame="all">
<title>Maximum acceptable response times for typical events</title>
<tgroup align="left" cols="2">
<thead>
<row>
<entry>UI Event</entry>
<entry>Maximum Acceptable Response Time</entry>
</row>
</thead>
<tbody>
<row>
<entry>Mouse click, pointer movement, window movement or resizing,
keypress, button press, drawing gesture, other UI input event
involving hand-eye co-ordination</entry>
<entry>0.1 second</entry>
</row>
<row>
<entry>Displaying progress indicators, completing ordinary user
commands (e.g. closing a window), completing background tasks
(e.g. reformatting a table)</entry>
<entry>1.0 second</entry>
</row>
<row>
<entry>Displaying a graph or anything else a typical user would
expect to take time (e.g. displaying a new list of all a
company's financial transactions for an accounting period)</entry>
<entry>10.0 seconds</entry>
</row>
<row>
<entry>Accepting and processing all user input to any task</entry>
<entry>10.0 seconds</entry>
</row>
</tbody>
</tgroup>
</table>
<para>Make each response delay in your application as short as possible,
unless users need time to see the displayed information before it is
erased. The acceptable response delay for each event is based on a typical
user's sense that the event is a logical point at which to stop or
pause. The greater that sense is, the more willingly the user will wait
for a response. Verify that your application responds to users'
requests within the limits listed in the table above. If your application
cannot respond within those limits, it probably has one or more general
problems caused by a particular algorithm or module.</para>
<itemizedlist>
<title>Guidelines</title>
<listitem>
<para>Verify that your application provides feedback within 100
milliseconds (0.1 second) after each key press, movement of the mouse,
or other physical input from the user.</para>
</listitem>
<listitem>
<para>Verify that your application provides feedback within 100
milliseconds (0.1 second) after each change in the state of controls
that react to input from the user— for example, displaying menus or
indicating drop targets.</para>
</listitem>
<listitem>
<para>Verify that your application takes no longer than 1 second to
display each progress indicator, complete each ordinary user command,
or complete each background task.</para>
</listitem>
<listitem>
<para>Verify that your application takes no longer than 10 seconds to
accept and process all user input to any task—including user input to
each step of a multistep task, such as a wizard.</para>
</listitem>
</itemizedlist>
</sect1>
<sect1 id="feedback-responding-to-user">
<title>Responding to User Requests</title>
<para>If your application takes too long to respond, users will become
frustrated. Use these techniques to improve the responsiveness of your
application.</para>
<itemizedlist>
<title>Guidelines</title>
<listitem>
<para>Display feedback as soon as possible.</para>
</listitem>
<listitem>
<para>If you cannot display all the information that a user has
requested, display the most important information first.</para>
</listitem>
<listitem>
<para>Save time by displaying approximate results while calculating
finished results.</para>
</listitem>
<listitem>
<para>If users are likely to repeat a time-consuming command in rapid
succession, save time by faking the command's effects instead of
repeatedly processing the command. For example, if a user adds several
rows to a table stored in a database, you might display each new row
immediately but delay actually creating each new row in the database
until the user finished adding all the rows.</para>
</listitem>
<listitem>
<para>Work ahead. Prepare to perform the command that is most likely
to follow the current command. That is, use idle time to anticipate
users' probable next requests. For example, as the user of an
email application reads the currently displayed new message, the
application might prepare to display the next new message.</para>
</listitem>
<listitem>
<para>Use background processing. Perform less important tasks —such as
housekeeping— in the background, enabling users to continue working.</para>
</listitem>
<listitem>
<para>Delay work that is not urgent. Perform it later, when more time
is available.</para>
</listitem>
<listitem>
<para>Discard unnecessary operations. For example, to move back
several pages in a web browser, a user might click the browser's
<guibutton>Back</guibutton> button several times in rapid succession.
To display the final requested page more quickly, the browser might
not display the pages visited between the current page and that final
page.</para>
</listitem>
<listitem>
<para>Use dynamic time management. At run time, change how your
application prioritizes user input and other processing, based on the
application's current state. For example, if a user is typing text
in one word-processing document while printing another, the
word-processing application might delay the printing task if the user
shifts to an editing task (such as cutting and pasting text) that
requires greater resources.</para>
</listitem>
<listitem>
<para>In your application, display an estimate of how long each
lengthy operation will take.</para>
<itemizedlist>
<listitem>
<para>If a command might take longer than 5 seconds to complete
its work on an object, allow users to interact with any parts of
the object and parts of the application that are not directly
affected by the command.</para>
</listitem>
<listitem>
<para>If a command provides lengthy output, show partial results
as they become available. Scroll the results (if necessary) until
the user moves input focus to a component (e.g. a scrollbar or
text area) involved in the scrolling.</para>
</listitem>
</itemizedlist>
</listitem>
</itemizedlist>
</sect1>
<sect1 id="feedback-types">
<title>Types of Visual Feedback</title>
<para>You can use two types of visual feedback for operations in your
application— pointer feedback and progress animations.</para>
<sect2 id="pointer-feedback">
<title>Pointer Feedback</title>
<para>Pointer feedback changes the shape of the pointer. For example, a
busy pointer indicates that an operation is in progress and that the
user cannot do other tasks. A busy-interactive pointer indicates that an
operation is in progress but the window is still interactive.</para>
<figure>
<title>Busy pointer (left) and Busy-Interactive pointer (right)</title>
<mediaobject>
<imageobject>
<imagedata depth="28" fileref="images/feedback-pointers-busy.png" format="PNG" width="58"/>
</imageobject>
<imageobject>
<imagedata fileref="images/feedback-pointers-busy.eps" format="EPS"/>
</imageobject>
<textobject>
<phrase>Busy pointer (left) and busy-interactive pointer (right)</phrase>
</textobject>
</mediaobject>
</figure>
<!-- CB-Fig: Replace above figure with one that is cleaned up. -->
</sect2>
<sect2 id="progress-animations">
<title>Progress Animations</title>
<para>Progress animations show either how much of an operation is
complete, or only that an operation is ongoing. Normally, these take the
form of either a progress bar or a progress checklist.</para>
<itemizedlist>
<title>Guidelines</title>
<listitem>
<para>When displaying a progress animation, open it as soon as
possible after you know it is required, and close it automatically
as soon as the associated operation is complete.</para>
</listitem>
<listitem>
<para>Use a measured-progress bar if your application can estimate
either how long the operation will take, or what proportion of the
operation is complete.</para>
</listitem>
<listitem>
<para>If your application can make neither estimate, and the
operation only has one step, use an <link linkend="indeterminate-progress">indeterminate-progress bar</link>.
For operations with two or more steps, use a <link linkend="progress-checklists">progress checklist</link> that
dynamically displays a check mark for each completed step.</para>
</listitem>
</itemizedlist>
<sect3 id="progress-bars">
<title>Progress Bars</title>
<para>For information on different types of progress bars and when to use
them see <xref linkend="controls-progress-bars"/>.</para>
<sect4 id="progress-windows-vs-status-bar">
<title>Progress Windows vs. the Statusbar</title>
<para>In an application where the <link linkend="windows-primary">primary
windows</link> contain a <link linkend="controls-status-bars">status
bar</link> (which in turn contains a progress bar), it will often be
the case that an operation's feedback could be presented in
either the statusbar or a <link linkend="windows-progress">progress
window</link>. A rule of thumb is to use the statusbar when an
operation is expected to take fewer than ten seconds, otherwise use
a progress window. However, do consider the following when choosing
between the two:</para>
<itemizedlist>
<listitem>
<para>Opening a new window, particularly when an operation is
short, can needlessly disrupt the user's workflow.</para>
</listitem>
<listitem>
<para>Progress windows can convey more information.</para>
</listitem>
<listitem>
<para>Multiple progress windows can be open at once, whereas
only a single operation can be presented in a statusbar.</para>
</listitem>
<listitem>
<para>Progress windows provide a <guibutton>Cancel</guibutton>
button.</para>
</listitem>
</itemizedlist>
</sect4>
</sect3>
<sect3 id="progress-checklists">
<title>Checklist Windows</title>
<para>A checklist window shows the sequence of stages in an operation.
See <xref linkend="progress-window-checklists"/>.
<figure><title>A Checklist Window</title>
<mediaobject>
<imageobject><imagedata fileref="images/feedback-checklist-running.png" format="PNG" width="336" depth="220"/></imageobject>
<textobject><phrase>A
checklist window showing a sequence of steps</phrase></textobject>
<imageobject>
<imagedata fileref="images/feedback-checklist-running.eps" format="EPS"/>
</imageobject>
</mediaobject>
</figure></para>
</sect3>
</sect2>
</sect1>
<sect1 id="feedback-choosing">
<title>Choosing Appropriate Feedback</title>
<para>To determine which type of visual feedback to provide for a
particular operation, consider these factors:</para>
<itemizedlist>
<listitem>
<para>Whether your application can provide an estimate of the
operation's progress.</para>
</listitem>
<listitem>
<para>Whether the operation blocks the user from issuing further
commands in your application.</para>
</listitem>
<listitem>
<para>Whether your application has a dedicated space, such as a status
bar, for indicating the status of operations.</para>
</listitem>
</itemizedlist>
<para>The table below shows which type of feedback to provide for
operations that usually take at least 1 second to finish. In the
"Appropriate Feedback" column, "Internal progress
animations" means progress animations displayed in an
application's dedicated status area, and "External progress
animations" means progress animations displayed somewhere other than
in a dedicated status area— typically, in an alert box.</para>
<table frame="all">
<title>Visual feedback types for operations that take at least 1 second</title>
<tgroup align="left" cols="4">
<thead>
<row>
<entry>Typical Duration > 5 seconds?</entry>
<entry>User blocked from issuing further commands?</entry>
<entry>Application has dedicated status area?</entry>
<entry>Appropriate feedback</entry>
</row>
</thead>
<tbody>
<row>
<entry>Yes</entry>
<entry>Yes</entry>
<entry>Yes</entry>
<entry>Internal animation plus pointer feedback</entry>
</row>
<row>
<entry>Yes</entry>
<entry>Yes</entry>
<entry>No</entry>
<entry>Pointer feedback</entry>
</row>
<row>
<entry>Yes</entry>
<entry>No</entry>
<entry>Yes</entry>
<entry>Internal animation</entry>
</row>
<row>
<entry>No</entry>
<entry>Yes</entry>
<entry>Yes</entry>
<entry>Internal animation plus pointer feedback</entry>
</row>
<row>
<entry>No</entry>
<entry>Yes</entry>
<entry>No</entry>
<entry>External animation plus pointer feedback</entry>
</row>
<row>
<entry>No</entry>
<entry>No</entry>
<entry>Yes</entry>
<entry>Internal animation</entry>
</row>
<row>
<entry>No</entry>
<entry>No</entry>
<entry>No</entry>
<entry>External animation</entry>
</row>
</tbody>
</tgroup>
</table>
<itemizedlist>
<title>Guidelines</title>
<listitem>
<para>Use a busy pointer whenever users are blocked from interaction
with your application for 1 second or longer. Display the busy pointer
less than 1 second after the operation begins.</para>
</listitem>
<listitem>
<para>If a command will likely take 10 seconds or longer to finish,
provide a <guibutton>Stop</guibutton> or <guibutton>Cancel</guibutton>
button, which can also be activated by pressing <keycap>Esc</keycap>,
that lets users terminate the command's processing even if your
application cannot undo the command's effects. See <xref linkend="feedback-interrupting"/>.</para>
</listitem>
<listitem>
<para>When using an external animation, leave the window containing
the animation on-screen for at least 1 second after the operation has
completed, with a successful completion message. Change the
<guibutton>Stop</guibutton> or <guibutton>Cancel</guibutton> button to
an <guibutton>OK</guibutton> button during this period— pressing this
button should close the window immediately.</para>
</listitem>
</itemizedlist>
</sect1>
<sect1 id="feedback-interrupting">
<title>Allowing Interruptions</title>
<para>Users sometimes need to stop a command— for example, because it is
taking too long. Your application should let users stop commands in
progress, even if stopping a command cannot undo or "roll back"
all the command's effects.</para>
<itemizedlist>
<title>Guidelines</title>
<listitem>
<para>Place a <guibutton>Stop</guibutton> or <guibutton>Cancel</guibutton>
button, which can also be activated by pressing <keycap>Esc</keycap>,
near the progress animation for the interruptable command.</para>
</listitem>
<listitem>
<para>Label the button <guibutton>Cancel</guibutton> if the whole
operation can be cleanly abandoned with no side effects, leaving the
system in the state it was in prior to the operation beginning.
Terminate the command immediately when the user presses this button.</para>
</listitem>
<listitem>
<para>Label the button <guibutton>Stop</guibutton> if the command can
be interrupted, but its effects up to that point cannot (or should
not) be reversed. When the user presses this button, open an alert box
that warns of the potential side effects of stopping the command. The
alert box should have only two buttons: one for continuing the
command's processing, and one for immediately terminating it.</para>
</listitem>
<!-- CB-Fig: Figure here showing example alertbox in context (overlaying the progress animation in a dialog, etc.) with sample alerbox text. JLFDG AT p. 107 shows this. (Fig 66) -->
</itemizedlist>
<para>Alternatively, you can place the <guibutton>Stop</guibutton> or
<guibutton>Cancel</guibutton> button near the control with which the user
issued the command that needs to be stopped. Place the button here only
if:</para>
<itemizedlist>
<listitem>
<para>There is no progress animation for the command, or</para>
</listitem>
<listitem>
<para>The progress animation is in a window's status area or in
another location that lacks space for a <guibutton>Stop</guibutton> or
<guibutton>Cancel</guibutton> button.</para>
</listitem>
</itemizedlist>
<para>In the alert box that appears after pressing a
<guibutton>Stop</guibutton> button, ensure the message and button labels
in the alert box are specific and precise. Ambiguous button labels can
cause users to terminate or continue a command unintentionally. For
example, use:</para>
<para><screen>Continue deleting files? <guibutton>[Continue Deleting]</guibutton>
<guibutton>[Stop Deleting]</guibutton></screen></para>
<para>rather than</para>
<para><screen>Operation interrupted, continue? <guibutton>[Yes]</guibutton>
<guibutton>[No]</guibutton></screen></para>
<para>since in the latter example, it is not clear whether pressing
<guibutton>Yes</guibutton> would continue the operation or continue the
interruption (i.e. cancel the operation).</para>
</sect1>
</chapter>
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