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RE: Visuals in work instructions: how many is too much?
Subject:RE: Visuals in work instructions: how many is too much? From:"Combs, Richard" <richard -dot- combs -at- Polycom -dot- com> To:<techwr-l -at- lists -dot- techwr-l -dot- com> Date:Wed, 6 Jun 2007 08:52:19 -0600
Stephanie Bryant wrote:
> Today, I encountered a fun problem on my computer involving
> user interfaces. Every time I launched a particular program,
> it displayed the window and the menu bar, but no buttons or
> other UI elements. And yet, if I clicked randomly on the
> toolbar, things happened. The non-displaying buttons were
> *active* but did not show up. <snip>
>
> If there had been a set of screen shots showing me what the
> screens looked like, I would at least have known what I
> should be looking at, and what areas of the screen would "do
> stuff." I would have known which area to click to accept the
> license agreement that I couldn't read.
>
> Moral of the story: Use as many graphics as you need to to
> give the user a complete picture of the task. One per step in
> a task isn't too many, if the layout supports it. Be generous
> and articulate with your graphics, be they screen shots,
> diagrams, flowcharts, or photographs.
Umm, yeah -- if the goal of your manual is to enable your readers to use
the product _in an absurdly defective state_. And to encourage them to
accept a license agreement they can't read.
Or, instead of showing your readers a bunch of pictures so they can
"live with" a completely broken UI, you could put in something like
this: "Note: If you don't see the ABC and DEF buttons, there is a
problem with your XYZ file. To display the window correctly, ..." --
thus making a few words worth many pictures.
Just an idea.
Richard
------
Richard G. Combs
Senior Technical Writer
Polycom, Inc.
richardDOTcombs AT polycomDOTcom
303-223-5111
------
rgcombs AT gmailDOTcom
303-777-0436
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