Feedback: Not just a kind of loud noise
by pixelvetica on 26/7/2010As designers and developers, we have to give and get feedback on things we’ve made, perhaps even more often than we actually create things. There is one cardinal rule of giving feedback, no matter who you are; plain and simple: if you give good feedback, you will get good feedback. What is “good feedback?” It is constructive, it is specific, and it is actionable.
However, giving this “good feedback” is much more difficult than it sounds. Let’s start with some examples.
It’s true, getting a compliment is nice. But, while “dude, that’s amazing, you’re the best illustrator I know” may be nice to hear, it doesn’t help you improve your current or future designs. You may even be the best illustrator the guy knows, but that doesn’t mean there’s no room for improvement.
Likewise, undiluted, unconstructive criticism is similarly unhelpful. It doesn’t feel very good inside when the only content of a comment on your newest Forrst or Dribbble post is something like “the margins are bad” or “I don’t like that font” or else “it doesn’t feel right.” This sort of feedback only makes the creator disposed to dismissing your “suggestions” completely, even valid points you may present. The kind of suggestions one is really looking for are “the margins need to be larger on the left and bottom” or “instead of Arial, try Helvetica.”
So, what are the elements that make feedback valuable? It does depend on the situation, but generally, start off with some aspects of the design or project that you appreciate. Regardless of how little you may find to admire in some cases, always approach the task with a constructive attitude. By leading with something honest and positive, the recipient will be more likely to be predisposed to accept any suggestions you have to come. Following your positive comments, you can be straight-forward and more candid with your critiques, but don’t be hostile. Try to be factual and specific. Think of it as the difference between “that button looks atrocious” and “the button’s corners should be less rounded and your gradient needs to be less dramatic.” Pinpoint what you are really trying to say.
When you cast your feedback, you should probably present it as your opinion, not dogmatic fact. Creativity is in the eyes of the creator, not the beholder.
Soliciting feedback follows a similar set of principles. The more specific you can be in asking for feedback, the more likely you are to get useful critique. You may want general opinions in some cases, but the more specific you can be about what you think you need, the better. Instead of leaving it open, á la “What do you think of my buttons?,” try asking “Are my buttons’ corners too large, too small, or fine the way they are?” Remember, if you set the tone by providing constructive feedback, you are likely to get good feedback yourself. It’s all about relationships; about a “signal-to-noise” ratio.
When you ask for feedback, you should oblige yourself to genuinely accept and act on feedback you get. At the very least, you should also thank the person who gave you the suggestions and explain why you elected to use or not to use their suggestions. It is not uncommon for designers or developers to ask for feedback, and then proceed to ignore it completely. Furthermore, frequently the creator feels the need to “defend” himself or herself in response to feedback, no matter how subtlety. The most common fusion of these two “no-no’s” goes along the lines of, “well, I meant for it to be like that,” or else “I don’t think you’re right, but I’ll give it a try.” The person who says this is unlikely to “give it a try;” it’s their way of dismissing the comment and rationalizing to themselves that the feedback is somehow invalid. If you want good feedback, give good feedback, and if you get feedback, accept it and take action upon what needs to be changed.
Please understand that all of this does not necessarily mean that you have to stick with the changes that were suggested. Ultimately, you are the the creator, and it is well within your rights to decide what goes into the final product. By committing to a system of good feedback, however, you be willing to consider all suggestions. Usually, “imagining” what suggestions would look like and thinking “that they wouldn’t work” is not an acceptable way of responding to feedback. You might be positively surprised.
It is also important to note that there is a difference between “feedback” and “review” or “critical analysis.” The difference isn’t some freudian-fruit notion of commenting, but rather each method does imply its own set of requirements to be effective. When giving feedback, you are a mentor, not a critic.
Are you required to stick with this model of giving good feedback for every comment you ever make? Certainly not. As the author, even I don’t. But hopefully, having read this article, you will commit from now on to trying your hardest to give effective, valuable feedback as much as possible. I know I will.
Carson Kahn is a user-interaction designer and copywriter at Design Vetica Interactive. You can get in touch with him and view some of his work here.
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