[net.cog-eng] Design for novices if you want customers

parnass@ihuxf.UUCP (08/24/83)

       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 

eric@aplvax.UUCP (08/25/83)

	I certainly agree that you should not ignore the needs of
the novice, but neither should you ignore the needs of the experience
user. It is true that most sales are made to novices. But continued use
of the product depends on the power and ease of use for experienced users.
I have seen too many products that look good to start with, but after a
little time with them, their "user-friendly" interfaces are either time
consuming or restrictive. The trick is to balance the needs of both user
communities. This may be as simple as developing two sets of documentation,
one an introductory guide for new users, and the other a complete guide for
the more experienced.

	Perhaps the most telling argument in all of this is that Unix is
certainly not an easy system for novices, but there seem to be an awful lot
of people sticking with it (including all of us).

						eric
						...!seismo!umcp-cs!aplvax!eric

mark@umcp-cs.UUCP (08/25/83)

       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.

 I think the general concern here is right, but that it is at too
low a level.  Novices play a critical role not in PRODUCT acceptance
but in product CONCEPT acceptance.

The first computer text editor had to be easy to get started on because
people had to be convinced that they should even want to edit
text on a computer.  Now days the concept of computerized text editing
is sufficiently established that difficult-to-get-started on editors
like vi and emacs are the norm.  (They don't take weeks to learn,
but it isn't minutes either).

(The first car had to be easy to drive.  Now it takes quite a bit
of training to be a successful car driver, in spite of 80 years of
honing of the user interface).

(It is interesting that one of the very major contributions that the
Wright brothers made to aviation is the concept that flying an
airplane was a skill that had to be learned.  They practiced steering
for many many hours on gliders before trying powered flight.)

So, yes, novices are important when you introduce the very first
of a new kind of tool.  For an established tool niche, novices
don't matter--casual users do.

-- 
spoken:	mark weiser
UUCP:	{seismo,allegra,brl-bmd}!umcp-cs!mark
CSNet:	mark@umcp-cs
ARPA:	mark.umcp-cs@UDel-Relay