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feedback-loop-positive-vs-negative

Use this skill when designing system architecture or product mechanics that involve feedback loops at a higher level than UI state — recommendation engines, gamification, growth mechanics, engagement systems, or any system where one user action affects subsequent actions in compounding or stabilizing ways. Trigger when designing growth loops, retention features, or system dynamics; when reviewing a feature for unintended consequences; when discussing engagement vs. wellbeing tradeoffs. Sub-aspect of `feedback-loop`; read that first.

plugins/HDeibler/universal-design-principles/plugins/interaction-and-control-principles/skills/feedback-loop-positive-vs-negative/SKILL.md

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# Positive vs. negative feedback loops

The book's distinction between *positive* (amplifying) and *negative* (stabilizing) feedback loops scales beyond UI states to system-level mechanics. Most product UI feedback is negative (stabilizing). But growth, engagement, and recommendation systems often use positive loops — and those carry risks the football-helmet case illustrates.

## Positive feedback loops

A positive loop's response amplifies the original input. More leads to more.

Examples in software:

- **Recommendation engines**: a click teaches the system; the system shows more like it; the user clicks more.
- **Streak counters**: each day of use raises the cost of breaking the streak.
- **Viral growth loops**: each new user can invite others; each invitation creates more users.
- **Network effects**: more users → more value → more users.