Re: How to provide guiding instructions in a game

From: David Scott
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VisitDate: 00/00/96
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Date: 05 Dec 1996
Time: 02:34:54
Remote Name: ranx.ucsc.edu

Comments

Eugene wrote:

"Can you elaborate when and how guiding instructions should be provided in the game, please? I think your idea is very interesting and worth to explore in details."

Whenever any user looks at a computer screen, the possibilities of what the user can do should be apparent. For example, it is better to present to a naive user a list of commands (such as in the form of labelled buttons like "save" and "print") than a blank command prompt like "C:\>_". This will allow the user more freedom to safely experiment with the controls so that they can learn the program through experimentation (which happens most of the time) and not by expecting the user to have read, memorized, processed, and understood all of the instructions before touching any of the controls.

This is just one of many examples of guidance that the computer can provide for the user. Another is the use of sound effects that signal when the user has succesfully completed a task or provide encouragement and advice when the user is not making progress (such as in the "Lion King" game).

Dave

"You can't fight hate with hate." -- Ricki Lake

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