If you have corrections,
better texts or suggestions for improvements,
please let me know.
Two ways to say almost the same. And for most types of designed products , there is a lot of truth in this. But of course it is not the whole truth for all products. However, most manuals could have been a lot shorter and simpler if the product was designed with more care. Let's take a short look at some of the factors and solutions.
And please note, that this it also aimed at a lot of other products than the ones you are normally writing about, e.g. software, electronics and machinery. And that there are products where there is basically no "design" to work with, e.g. agricultural chemicals, drugs and raw materials in general.
In some cases, hidden steps are deliberately designed into a product to make sure the users read the manual and see the warnings!
Please note that "natural functionality" is most often linked to the users' experience with similar products. Example: if you don't know how to use a fork, you'll never find out, that it has to do with eating. This means, that the "natural functionality" has to do with the culture you have grown up with and live in. And it's a warning against being too sure, that people from other cultures knows e.g. how to use a fork.
Different people have different willingness and capability to guess a potential next step. This is reflected by their position on the vertical axis of the "User map", described in "Tip of the month, January '96" .
Typical examples
are software, electronics and machinery. The designing engineers (I'm an
engineer myself) are typically very eager solving difficult technical problems,
and creating the user interface is just something which should barely work.
Or alternatively, they are so eager creating so many different ways to do
the same thing that it becomes complicated instead of simple.
What's needed here is not a detailed manual. Just the core procedure(s) for the normal user. Maybe a few well thought through sketches for the GUI.
"Start the product development by making a working model on a PC!"
You don't need to develop the whole machine at first. Just make a working model of the user interface (e.g. panel or PC screens) with some link-like functions to what's happening when you e.g. push a button. No need for a lot of C++ programming; Visual Basic or equivalent dynamic programming applications are good enough at this stage, and permits you to set up a lot of buttons etc. in a very short time. I have seen this done, and the results are remarkable: A natural functionality.
A further advantage is, that the "working model" is a good basis for the technical writer when starting writing a manual for e.g. a product which is too large to move into the techwriter's office. Most of the manual can then be written from the working model, and then fine-tuned by testing it on the real product.
Finally, most often a model can be at least partially recycled when the next model is to be designed. Examples of recycling are elements and functionality of elements like display and buttons.
"Make sure the designers knows something about user-friendly GUI design."
Proper user-friendly GUI (Graphical User Interface) design is something you can learn, and a lot of universities and other institutions Worldwide are teaching it. (Please note that I don't have any lists available.)
Most bulk products (e.g. a lot of chemicals and building materials) are so price sensitive, and the users know them so well, that the only need for a manual is suitable safety related information + maybe a recepe.
If you disagree with these ideas - or have other relevant points, experiences, or idea +/-, please e-mail me!
Ideas for new "Tip of the month" subjects are VERY welcome, too!
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