Re: [Audyssey] manuals - Re: I give!!!!

2009-03-31 Thread Jim Kitchen

Hi Thomas,

I have and had the same problem with programming manuals such as for DirectX.  
I just don't understand them at all.  Allen Maynard shared some DirectX code 
with me, if it weren't for that I probably still would not know how to use 
DirectX.

You know I have really never been able to learn from manuals.  Well except for 
the manual that came with my first computer, the Texas Instruments 99 4A.  But 
even that was just that I typed in some example source code and experimented 
with it.  So really example source code from here and there and experimenting 
with it is how I have learned to program games.

BFN

Jim

I didn't get the documentation for the manuals!

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] manuals - Re: I give!!!!

2009-03-30 Thread Darren Harris
Hi,


You said:

the
Manuals are written by people who know what they're talking about for
those that 
don't.  Think writing one is easy?  Give it a try.  In your spare time, 
write the user's manual for something you have in your house, such as a
home 
stereo, CD player, or even, yes, a computer game.  Don't leave anything
out, 
but make your manual understandable by someone who does not know the
device 
or product you are talking about.  Be patient with the user and go
slowly in 
describing.  Here's one for you, write a user's manual for a cell phone
that 
can guide a blind person through it's operations easily and in a way
that 
will not confuse them?  I dare you.  If you try this, you'll be able to
see 
the problem from both sides of the issue.  Remember, the reader does not

know anything about what you're trying to teach them how to use.

I did. I'm talking from experience. I spent 3 months re-writing the jaws
4 manual. Because the guy who I was teaching to use it actually couldn't
get to grips with it. So I rerote it and went so far back to basics it
would bore the likes of you and me but for someone like him it was
necessary. I didn't do it alone. Assisting me I had people who new about
the programme, people that taught others how to use it, people who have
herd of it but have never seen it or used it. It's foolish to believe
that even though I'm the one writing the manual, that I'm going to have
a 100% perspective as to what needed to be done. Thus I chose to do it
in the way that I did. I was doing all the work, I was sending them via
email all their submissions and based on their feedback I would make
changes. Or explain why I had written a given thing and accept or reject
any advice they gave me. So I'm sorry Charles but yes I will say that a
lot of problems that people have, is because of the way that the manuals
are written. It's very difficult to go right back to basics and not many
people see the benefits of that. The vast majority of manuals I look at
now I'm so critical of them you honestly wouldn't believe it. Some of
them I can honestly say have left me cringing. Because if the manual is
thus badly written what does that say for the product itself? All that
time and energy gone into developing that product for it to be let down
by it's user documentation. The long and the short of it is, it's all
well making sure that your product works, but if you aren't going to
spend the time required on the nuts and bolts as in the user
documentation, then you may as well not bother at all. 

If people cannot just pick up and get to grips with something, then a
lot of the time they will just put it down again. Because half the
problem there is a psycological one. Oh it's me that is stupid I can't
understand this bla bla bla. This is where a lot of your fobias actualy
come from. And the tech support lines are loving it because you're
calling them, being charge a stupendus amount for the privelage just to
solve a problem that could have been easily solved in most cases if the
manual was written in a way that it was understood by who ever read it
no matter from what background. 

You said:
User's manuals are often blamed for some of the problems that people are

having.  Then again, it is found that people often don't read them.

This is in part true. But also it is true to say that considering how in
the majority of cases, manuals are written in such a poor fassion,
people just don't seem to waste their time on them any more. Just how
much is released these days that is just so full of bugs and stupid
stuff like that? Not enough time is spent on development of a product
and the user documentation is just as much a pert of that development.
The quality of work in many ways has slowly and surely gone down hill
over the last few years in general. 


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Charles Rivard
Sent: 30 March 2009 03:03
To: Gamers Discussion list
Subject: [Audyssey] manuals - Re: I give


User's manuals are often blamed for some of the problems that people are

having.  Then again, it is found that people often don't read them.
Manuals 
are written by people who know what they're talking about for those that

don't.  Think writing one is easy?  Give it a try.  In your spare time, 
write the user's manual for something you have in your house, such as a
home 
stereo, CD player, or even, yes, a computer game.  Don't leave anything
out, 
but make your manual understandable by someone who does not know the
device 
or product you are talking about.  Be patient with the user and go
slowly in 
describing.  Here's one for you, write a user's manual for a cell phone
that 
can guide a blind person through it's operations easily and in a way
that 
will not confuse them?  I dare you.  If you try this, you'll be able to
see 
the problem from both sides of the issue.  Remember, the reader does not

know anything about what you're 

Re: [Audyssey] manuals - Re: I give!!!!

2009-03-30 Thread Thomas Ward

Hi Charles,
Well, yes and no. I've certainly seen my share of good manuals, but I've 
also seen my share of confusing, complicated, or down right poorly 
written manuals as well. The problem for anyone writing a manual is how 
much to say in the manual, what needs to be said, and how much can 
safely assumed the end user knows.
For example, some of the most difficult manuals I have had to  read is 
programming API reference documentation. These are not step by step 
guides, but a set of documents explaining every function, library, etc 
contained in the technology. They have sample programs, but they don't 
always get into a lot of detail how this or that works, and assume you 
are fairly familiar with the programming language and various concepts 
being discussed. That is why it can be very difficult for a new 
programmer to learn how to be an effective programmer. The documentation 
and often the sample source is written for a skilled or advanced 
programmer, and a beginner finds him or herself out of their depth.
Take DirectX for a moment. That is a fairly complex, highly advanced, 
technology for Windows. Never-the-less the documentation that ships with 
the 9.0C SDK is written at a fairly advanced level, and takes a lot for 
granted.


A. You are a skilled C++ developer.
B. You understand key Win32 API concepts.
C. You own and know how to use Visual C++.
D.You will understand the code samples included in the documentation.
E. There are other sources for A, B, C so no need to repete previously 
written documentation.


As I said this takes a lot for granted, and assumes the end reader is a 
fairly advanced programmer to start with. if someone fresh out of 
college takes a look at some of the code exampls, the documentation, etc 
as I did a few years back when starting to write games he or she can get 
lost, confused, etc very quickly. In the end the only way I managed to 
make heads or tails out of DirectX was by purchasing some beginner books 
on the topic which explained the technology in down to earth language 
that I could digest and understand. Once I understood the key/core 
concepts then i could go in and read those API reference manuals and 
have a clue what I was looking for and what exactly Microsoft was trying 
to tell me.
At any rate writing documentation for a game is not as complicated, but 
the point is the same. What should a developer say or not say when 
writing that user's manual?
When I write a guide for say, Mysteries of the Ancients, I need to 
cover the entire product. However, I assume the end user has some 
knowledge of basic computer skills such as how to use his/her screen 
reader, that they know how to download files from the internet, they 
know how to locate downloaded files on their computer, and they know how 
to access icons from their start menu on there own. I suppose to a brand 
new blind computer user that is a lot of assumptions, that I am asking 
for skills currently out of his/her experience, but then again I'm not 
there to train them how to use a computer. I'm there to document my 
product and how to use it. Usually this is fine for the average 
customer, but now and then there will be someone totally clueless how to 
do the most basic computer skills, and then the manual will get blamed 
for leaving something important out. At least something they felt was 
important or would have been helpful to them.
On the other hand putting too much information in a manual can be just 
as bbad. It may help a totally new user of a product get started using 
the product, but will be quite tedious to someone more experienced. 
There is such a thing as too much information, and the end result is a 
very long, boaring, and tedious read. Most software companies assume you 
have some basic skills with the computer such as downloading programs, 
knowing where you downloaded the file to, how to use your screen reader, 
bla. The companies assume if you don't know those things then read some 
basic computer manuals before returning to their product. Honestly I 
can't blame them, because it costs time and money to document basic 
skills the end user should already possess at the time of purchase, 
download, whatever.


Charles Rivard wrote:
 User's manuals are often blamed for some of the problems that people are
 having.  Then again, it is found that people often don't read them.
 Manuals are written by people who know what they're talking about for
 those that don't.  Think writing one is easy?  Give it a try.  In your
 spare time, write the user's manual for something you have in your
 house, such as a home stereo, CD player, or even, yes, a computer game.
 Don't leave anything out, but make your manual understandable by someone
 who does not know the device or product you are talking about.  Be
 patient with the user and go slowly in describing.  Here's one for you,
 write a user's manual for a cell phone that can guide a blind person
 through it's operations easily and in a way