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H9 Closed Loop *


 
   

WorldBeat main selection screen.

 
    ...you are designing an interactive exhibit or similar public system, and a very general structure of interacting with your system is in place - Attract-Engage-Deliver. Now you need to find a way to wrap possibly many different features of your system into understandable units for the user.
 
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    A public interactive system may have many features to explore and messages to convey. However, casual users will not engage with a system for a long time if they do not feel they are getting something out of it.
 
   
 
   
 
  WorldBeat: Closed experience per feature

The WorldBeat exhibit includes features to find tunes by humming, improvise to a band, play virtual instruments, guess instrument sounds, and others, many of them with several subsections to explore and try out. It would take about an hour to work through all of its functions; this is far more time than the average user wants (and is expected) to spend with the system. To make sure that every visitor still experiences a gratifying interaction, those features are offered as alternative choices from a central selection page, which is always just two clicks away from anywhere in the exhibit structure. Upon entering one of those features, its message is explained very briefly, and after trying it out, the user is lead back to the central selection page, which he usually already knows. At this point, a user can easily leave the system, or pass on to the next waiting visitor, with a feeling of closedness because he knows that he has at least explored that feature now.

 
  Eight Golden Rules

The same principle applies to standard computer applications: Shneiderman [1998, p. 75], in his Eight Golden Rules of interface design, includes a recommendation to "design dialogs to yield closure": Action sequences should have an obvious beginning, middle, and end, with clear feedback about the completion of such a sequence to convey the sense of accomplishment to the user.


 
    Therefore:

After two to four minutes of interaction, explain to the user what she has just seen or learned from your system, guide her back to a central starting point in it that she recognizes, and offer the opportunity to leave the system, or to continue exploring another aspect of it.


 
   


 
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    A good way to make sure the interaction loops are easy to recognize is to arrange contents in a clear hierarchy - Flat And Narrow Tree. To guide people along those loops, you should always just bother them with the information necessary at each point - Information Just In Time.
 
   

This pattern is taken from the book "A Pattern Approach to Interaction Design" (PAID) by Jan Borchers (John Wiley and Sons, Chichester, UK, 2001). Copyright 2001 John Wiley and Sons. Used by permission. See http://media.informatik.rwth-aachen.de/paid.html for more information. Online version by Susan Babutzka, ETH Zurich (subabutz_at_student.ethz.ch).