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Subject:At what point can I pass the buck? From:Geoff Hart <ghart -at- videotron -dot- ca> To:TECHWR-L Writing <techwr-l -at- lists -dot- techwr-l -dot- com>, David Downing <david -dot- downing -at- Fiserv -dot- com> Date:Wed, 18 Mar 2009 09:52:51 -0400
David Downing wondered: <<For awhile now, I've had some coworkers come
to me with questions about our product, some of which seem like they
should have been taken directly to an SME. In fact, I ended up passing
some of the questions on to an SME. On the other hand, as the person
who documents the product, maybe I should be able to answer some of
these questions.>>
The "always" point to pass the buck: when you don't know the answer.
The "sometimes" point to pass the buck: when an endless stream of
colleagues nagging the SMEs about the incomprehensibility of a
particular interface feature will prove to the SMEs that it's not just
you, and that everyone has the same problem with their looney-tunes
design. The "never" point to pass the buck: when watching how people
interact with the product (i.e., what they do and don't understand)
gives you insights into how to design your documentation to improve
that interaction.
Personally, I was always flattered when colleagues came to ask me
about a product: it meant that they respected my opinion and found my
continued existence useful. That gave me a chance to develop some
productive working relationships with these people, both because doing
so made life at work more pleasant and because many of them could help
me in return when I need a future favor.
<<to what extent is it my responsibility to explain why the product is
(possibly) behaving in an anomalous fashion. At what point am I
justified in passing the buck to the SME?>>
See above. To me, the ideal approach is to combine the always,
sometimes, and never: help the people to the extent of your abilities,
document their problems (names and details) so that you have
statistics you can use to motivate the developers to change something
ineffective, and send the colleagues on to the developers (if
appropriate) so that the developers receive ongoing feedback about
problems with their design and you're not the only one complaining.
Then figure out how to help solve the problem and take that to the
developers so you become their ally, not the annoying nagging voice
they learn to dread.
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Geoff Hart (www.geoff-hart.com)
ghart -at- videotron -dot- ca / geoffhart -at- mac -dot- com
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Effective Onscreen Editing: http://www.geoff-hart.com/books/eoe/onscreen-book.htm
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