Map
Index
Random
Help
th

QuoteRef: carrJM11_1982

topics > all references > ThesaHelp: references c-d



ThesaHelp:
references c-d
Topic:
minimal manuals and guided exploration
Topic:
disorientation in a user interface
Topic:
novice users and the UserInterface
Topic:
direct manipulation for a UserInterface
Topic:
modes in a user interface

Reference

Carroll, J.M., "The adventure of getting to know a computer", Computer, 15, 11, pp. 49-58, November 1982. Google

Quotations
49 ;;Quote: a player of Adventure enjoys the same problems that a novice user hates
50 ;;Quote: difficult to get started with a new system because of disorientation, poor fit with expectations, unresponsive to actions, and empty or unchanging screen
50 ;;Quote: screen messages are a mystery to novice users; may confuse later work, or not be seen at all
50 ;;Quote: for novices, subtleties of command interpretation make actions of a command unpredictable; side effects worsen this impression
50+ ;;Quote: laissez-faire systems allow novices to become lost in a maze of messages, commands, and side effects
50 ;;Quote: the first reaction of novices is disorientation; just logging on is difficult
51 ;;Quote: most systems display little about what just happened or what is happening; novices just see a blank or static screen
52 ;;Quote: systems are tools; except for tutorials, users must direct the system; laissez-faire is inevitable and systems are conceptual mazes
53 ;;Quote: Adventure is enjoyable because it is an exploratory environment
53 ;;Quote: Adventure provides some reaction for every user action; much better than silent treatment
54 ;;Quote: Adventure scores a player on skill and achievement
55 ;;Quote: in Adventure, players don't need to know a strategy or the system
55 ;;Quote: people prefer goal-driven activities with a 50% chance of success
55 ;;Quote: in Adventure, players can not destroy the game
55 ;;Quote: in Adventure, players must actively explore the system
55 ;;Quote: learning is faster with active exploration
55 ;;Quote: self-instruction materials often cause troubles due to passive learning
55 ;;Quote: Adventure has no modes, while systems often restrict allowable commands
55 ;;Quote: Adventure intervenes when a player appears lost
56 ;;Quote: Adventure players control the game -- this increases motivation
56 ;;Quote: many systems make novice users feel incompetent
56 ;;Quote: in exploratory environments, obstacles become challenges that require action
56 ;;Quote: in exploratory environments, users expect problems and learn quickly


Related Topics up

ThesaHelp: references c-d (337 items)
Topic: minimal manuals and guided exploration (44 items)
Topic: disorientation in a user interface (13 items)
Topic: novice users and the UserInterface (25 items)
Topic: direct manipulation for a UserInterface (56 items)
Topic: modes in a user interface (40 items)

Collected barberCB 3/87
Copyright © 2002-2008 by C. Bradford Barber. All rights reserved.
Thesa is a trademark of C. Bradford Barber.