Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/26/83; site ihuxf.UUCP Path: utzoo!linus!decvax!harpo!gummo!whuxlb!pyuxll!eisx!npoiv!npois!hogpc!houxm!ihnp4!ihuxf!parnass From: parnass@ihuxf.UUCP Newsgroups: net.cog-eng Subject: Design for novices if you want customers Message-ID: <659@ihuxf.UUCP> Date: Wed, 24-Aug-83 14:37:33 EDT Article-I.D.: ihuxf.659 Posted: Wed Aug 24 14:37:33 1983 Date-Received: Fri, 26-Aug-83 01:23:23 EDT Organization: BTL Naperville, Il. Lines: 40 The argument has been made that novices remain novices for a short period of time, hence it is not worth the effort to design interfaces for them. I assert that this novice period plays a critical role in the product's acceptance. Permit me introduce a common scenario to illustrate: 1. There exists a common task, such as text editing, that many people need to perform. 2. People may choose from a plethora of tools to accomplish this task. 3. A tool developer constructs a new tool to perform this task, which is purported to be more powerful than existing tools in this category, and the claim is made that use of this tool will increase the users' productivity. 4. This new tool is difficult to learn. 5. A set of potential customers try using this new, powerful tool, but initial difficulty in learning it discourages a large subset of them. 6. This discouraged subset of potential users abandons this tool, and resumes using less productive tools. In the above scenario, almost everyone loses. Potential customers are usually novices with respect to the tool being "sold." As powerful as a tool might be, it's harder to "sell" a tool that's difficult to learn. -- ============================================================================ Robert S. Parnass, Bell Laboratories ihnp4!ihuxf!parnass (312)979-5760