Thoughts on the manual
The main thing you need to know about instructions is that no one is going to read them—at least not until after repeated attempts at “muddling through” have failed
Steve Krug • Don't Make Me Think: A Common Sense Approach to Web Usability, 2nd Edition
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The most challenging products must EXPLAIN how something should be done (think Adobe Photoshop, where users must be find training on YouTube or elsewhere to engage — even initially—with the product). Having to explain your product is the least effective way to engage new users (and explains why products like Photoshop struggle to attract non-Pros).... See more
Scott Belsky • Crafting The First Mile Of Product
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No one learns to think beyond the instructions in a manual if there’s no room for intuition.
Ricardo Semler • The Seven-Day Weekend: Changing the Way Work Works
- Another major source of needless words is instructions. The main thing you need to know about instructions is that no one is going to read them —at least not until after repeated attempts at “muddling through” have failed.
Don't Make Me Think by Steve Krug – The Rabbit Hole
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"A lot of pedagogy covers the same questions as game design (especially tutorials): how much explicit guidance should a student/player get in an activity?
The “vow of silence”: to preserve the joy of discovery, games should carefully structure their activities so that players will learn what they need through play. An approach very similar to the co... See more
The “vow of silence”: to preserve the joy of discovery, games should carefully structure their activities so that players will learn what they need through play. An approach very similar to the co... See more
Andy Matuschak • Game Design
Another major source of needless words is instructions. The main thing you need to know about instructions is that no one is going to read them—at least not until after repeated attempts at “muddling through” have failed.