DC vs MC for novices (was Re: [RevDocs] Sorry for barging in,
but..)
Richard Gaskin
ambassador at fourthworld.com
Fri May 6 14:31:27 EDT 2005
Hey Jerry -
Good to see you here. I'm very, very late getting back to you on a kind
email you sent a few weeks ago, but I got it and am glad to see you
participating in yet another developer community I hang out in:
> The point at issue is the extent to which the Dreamcard
> (DC) interface is "too complex" to be dealt with effectively by a
> novice, and whether MetaCard (MC) is a better alternative.
As the project manager du jour for the MC IDE, I can say that most
daunting thing about it is setting it up. I've created a Rev plugin
called FlipsIDE which allows one to easily flip between multiple IDEs,
but it may be some time before I'm able to resolve a few niggly tech
isues with RR on that.
> I personally think MC's interface is too lean;
I agree. I've been lambasted for this, but I often use the term
"Spartan" to describe it, and I don't mean that in the sense of being
"strong" or "a good fighter", but merely as an abstract reference to
Sparta's near-poverty by having one solider for every seven citizens. ;)
Those of us who use it do so for specific reasons, but it's worth noting
that it was designed for Raney's core audience, comprised mostly of pros.
> and I've seen kids work with programs that seem visually overwhelming
> at first, like Dreamweaver, quite effectively.
Agreed. Review the use-rev list: the UI isn't where people are getting
stuck. It's the conceptual underpinnings that drive the UI (and the
language and everything else) that people ask about.
Learning conceptual abstractions like the message path, using
parameters, different types of variables, etc. can often be tremendously
aided with conceptual illustrations, but it's not possible to address
them at all with videos of the UI.
> ...some of these icons (Geometry, Database, Property Profiles)
> will also go mostly unused by novices.
I've always considered those as advanced features, along with most of
the options in the App Builder.
While time-saving, they introduce more stuff to learn between first-run
and making one's first standalone, and it benefits the user (and one's
conversion rate) to removes as much as possible from that "Critical
Path" of the learning process.
Some day I'll have time to put my time where my mouth is and write an
Absolute Transcript Virgin's 'Hello World' Tutorial, which emphasizes
the shortest path from double-clicking Rev to double-clicking their own
standalone.
It's absolutely essential to establish a simple "confidence target" as
soon after first-run as possible. Even if the standalone does nothing
at all of significance, the act of creating a standalone is inherently
satisfying and tremendously motivating toward learning more.
If the path between first-run and first-standalone gets cluttered with
too much detail, even if that detail would eventually become useful it's
the wrong moment to introduce it. Be patient, explain the nitty gritty
later after you've unquestionably grabbed their attention. Without that
first moment of satisfaction there is a high risk that none of the other
details will be ever used at all, as the user may have lost interest
before then.
It's that "Critical Path" that gets lost with so many app designs, when
designers get so enamored of the features they've worked so hard to
deliver that they forget the single most critical reason people want to
use their app.
That's one of many lessons from film school that's served me well in app
design: it doesn't matter if a shot took several days to get and cost
you a fortune -- if it doesn't drive the story forward it gets left on
the cutting room floor. :)
The nice thing about software is that we don't really need to leave
anything out entirely, just use careful judgement about the order in
which we introduce things, as you suggest here:
> ...one could try to impose something like HyperCard's old "User
> Levels" where lower levels simplified the menus and some of the
> dialogs.
While user levels per se may not be the answer, the broader principle of
Progressive Disclosure is likely very relevant to adoption.
I agree that an entry-level product requires a separate UI, for both
learning and marketing reasons. We've already seen one scathing review
which occured only because the reviewer couldn't adequately distinguish
between DreamCard and Rev; he was applying professional criteria to the
entry-level product.
So bringing this discussion full-circle, there may be one area where the
MC IDE can be useful: It's free and open, governed under the very
liberal X11 license. This means that anyone can take it and morph it
into any other flavor of IDE they want.
At one time Alain Farmer started down the road of making a fork of the
MC IDE aimed at delivering the HyperCard experience to the Transcript
world. The project is not complete, but could be carried forward with
some assistance from others. It's home is
<http://groups.yahoo.com/group/freeGUI/>.
And once I finish FlipsIDE, users can flip between the IDE of their
choice in one click.
So ultimately one vision for this is an engine so powerful that it can
flex its muscle in an infinite variety of customized workflows, so that
no matter what the user's preferences are the answer with Rev would
always be a resounding "Yes!"
--
Richard Gaskin
Fourth World Media Corporation
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