Game software has come a long way for usability and new user
education. I’ve been trying to play some old classics recently; the
1997 commercial success
Heroes
of Might and Magic 2 or indie old-school roguelike
Decker. Each time I last
about 10 minutes and give up in frustration because I can’t figure the
damn thing out.
Older games had a steep learning curve. You were expected to read the
manual and be interested enough to spend several hours figuring out
how the game works. But in the past few years games have gotten really good at
the new user experience, making the game playable right from the
start. Game manuals have mostly disappeared, replaced by colour text,
art, or spoiler guides.
Complicated desktop appliations like Photoshop could learn a lot from
how games educate new players on how to use them. Maybe complex web
sites, too; part of why Flickr is successful is that it’s complex but
has an easy path into it. The key is to have a rewarding, simple
experience at the beginning with a few core useful/fun features that
don’t require a lot of tutorial text. Let the application unfold
slowly, a gentle learning curve as the user experiences the environment.
The first time I played World of Warcraft it took me many hours to
finish the newbie zone and get to level 10. Now I can do it in just
an hour or two but that initial experience is still fun gameplay. It’s not so
much a tutorial as it is a simplified version of
the later game. Great design.