Feedback & Pulses
How your program tells BenchOS what actually happened — and how that comes back in the next plan.
Every plan BenchOS writes is a guess about what your team needs. Feedback is how the guess gets corrected.
A practice, a game, or a development plan can be rated and written about after the fact, by staff and by players. Those answers do not sit in a log — they are summarized and handed to your staff the next time it writes anything.
Leaving feedback
Open a practice plan, game brief, or development plan and the feedback section sits at the bottom of the page. Anyone with feedback permission on that artifact sees the form meant for them.
| Form | Who fills it | What it asks |
|---|---|---|
| Practice — staff | Coaches and admins | A rating, what went well, what to improve, next focus |
| Practice — segment | Coaches and admins | A note against one segment of the plan |
| Practice — player | Players who were there | How it went for them |
| Game — staff | Coaches and admins | Pre-brief accuracy, what worked, what didn't, adjustments for next time |
| Game — player | Players who were there | Their read on the game |
| Development plan — staff | Coaches and admins | Check-in: what improved, what needs more work, role changes |
| Development plan — player | The player it's about | Their own read on the block |
One entry per person per artifact. Coming back to a form you have already filled edits your answer rather than adding a second one.
Talking instead of typing
Every feedback form has a voice option. Press it and a member of your staff asks you the same questions out loud, in a short back-and-forth, and fills the form from your answers. You review what it wrote before anything is saved.
This is the same voice intake used elsewhere in BenchOS, and it is the fastest way to debrief a practice while you're still walking off the floor.
Pulses
A pulse is a short set of questions you write once and send to your roster on a schedule.
Create one under feedback: give it a title, add questions, and choose a cadence — once, or weekly on a given day. Questions come in two shapes: a 1–5 scale, and free text. Send it to the whole roster, or pick specific players.
Each occurrence of a pulse is a run. A run opens on its due date and closes at the end of that day. Editing a pulse never changes a run that is already open — your edit applies to the next one, so nobody is answering a question that changed underneath them.
Players get a Pulse due notification when a run opens, and answer it the same way they answer any other feedback form, voice included.
Pulses are for the things a plan can't tell you: whether legs are heavy, whether the install landed, whether anyone is quietly not bought in.
What your staff actually sees
This is the part worth being precise about, because it decides whether players answer honestly.
Team-level prompts never receive player writing. When your staff builds a practice plan or a weekly report, what it gets from a pulse is the per-question averages, how many people answered, and a written summary produced under an instruction never to name a player.
One exception, and it is the obvious one: a player's own answers are visible on their own development plan, to the coaches who can already open it.
Staff feedback carries no such restriction — a coach's notes are attributed to that coach, and are meant to be.
Every entry also records the role its author held at the time they wrote it. A player who later becomes a coach keeps their old entries attributed as a player, so a self-report never reads back as a staff assessment.
How it comes back
Feedback is not a filing cabinet. Once an artifact has feedback on it, BenchOS writes a short summary and carries it into the context your staff reads when it generates the next thing.
That means the practice plan you generate after a rough Tuesday knows Tuesday was rough, and roughly why. Over a season these accumulate into program memory — the confidence-scored insights your staff carries from week to week.
Notifications
Two of them are for players, and both only reach someone who can actually leave feedback:
- Feedback requested — the morning after a practice or game they were part of, if they haven't answered yet
- Pulse due — when a pulse run opens for them
Both can be turned off per-channel under Settings → Notifications. See Notifications & Announcements.
Who can do what
Feedback is its own permission, so you can let players speak without letting them see anything else.
By default staff can leave and read feedback across the program. Players can leave their own and see their own. A program can widen or narrow that under User Management — including turning player feedback off entirely, which also silences both notifications above.
Writing and scheduling pulses is staff-only.