Task-Centered User Interface Design
A Practical Introduction |
by
Clayton Lewis
and
John Rieman
Copyright ©1993, 1994: Please see the "shareware notice" at the front of the book. |
Contents | | Foreword | | ProcessUsers&Tasks | | Design | | Inspections | | User-testing | | Tools | | Documentation | |
7.3 Training
In this section we'll use the word "training" to include both classroom instruction and tutorials, on-line or otherwise, that users can do on their own. Many of the ideas about training for computer systems were developed before personal computers were widely available, when users had to be trained in the most basic computer concepts and activities. Today most users have experience with many kinds of computers, including PC's, games, telephone interfaces, automated teller machines, and so forth. Designing training for these users is both easier and harder than working from the ground up. It's easier because less training is needed, especially if you've borrowed key interface techniques from programs the user already knows. But it's harder because you have to decide what topics the training should cover, if any.
Once again, the task-centered design process should have already provided an answer to the question of what the training should cover. It should cover your representative tasks, just like the manual. In fact, the manual described in this chapter should be an effective training device for users who want to work through it. It provides exactly the information that's needed, and it's organized around the appropriate tasks. The manual also provides an appropriate fallback for users who want to explore the system without guidance.
However, users differ widely in their approaches to learning a new system. Some users, and some managers, prefer a classroom training situation, or at least a section of the documentation that is specifically designed as a tutorial, not just part of the reference manual. If you decide to support the needs of those users, the tasks described in the manual still make a good starting point. Unlike the manual, however, the training package needs to be structured in a way that will force the user to become actively involved in working with the system.
A "minimal manual" version of your basic manual can serve as an effective centerpiece for a training program. The minimal manual, an idea suggested and tested by John Carroll at IBM, goes a step beyond the brevity we recommend for the basic manual. The minimal manual is intentionally incomplete. It couples a carefully crafted lack of details with clear task goals, forcing the user to investigate the on-line interface to discover how it works. (J.M. Carroll. "The Nurnberg Funnel: Designing Minimalist Instruction for Practical Computer Skill." Cambridge, Mass.: MIT Press, 1990.)
Several studies by Carroll and other researchers have shown that the minimalist approach yields dramatically shorter learning times than traditional, fully guided training. The approach is also supported by several things that psychology has discovered about human learning (see HyperTopic). Some authors even recommend that the only manual supplied with a system should be a minimal manual. We think that view underestimates the value of a more complete manual for long- term reference, but we do recommend minimal training documents. And we echo the minimalist call for the briefest possible presentations of information, in training, manuals, and throughout the external interface.
Experimental psychologists have been studying learning and memory objectively for over a hundred years. They still can't tell you how to transfer knowledge from one person to another with the ease of copying files onto a new disk, but they have discovered some things that help predict what kinds of training will help the user learn things faster and remember them better.
In this section we describe some of the more powerful learning effects that have been discovered. You should, however, take this information with a grain of salt -- maybe even with a whole saltshaker. All of these effects have been repeatedly validated in laboratory experiments, but learning in the real world involves a complex mixture of influences, many of which aren't well understood because they are too hard to study in the laboratory.
So, use these facts as ideas to help you improve your training program, but keep in mind that they are only a small part of a much larger story.
Copyright © 1993,1994 Lewis & Rieman |
Contents | | Foreword | | ProcessUsers&Tasks | | Design | | Inspections | | User-testing | | Tools | | Documentation | |