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Andy Matuschak
Andy Matuschak

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Doing-centric explanatory mediums: board game instruction manuals and an unusual Figma document

Publicly accessible version of this post: https://andymatuschak.org/doing-centric/ 

It’s board game night in a post-COVID world. You and a few friends gather around a table to try out a new game. The thing is: there are a lot of these little cardboard tokens and playing cards and—I’m not even sure… totems?

You pick up the instructions and begin to read aloud to the group, but after a few minutes, everyone becomes restless. So you figure you’ll just start and figure it out as you go. Now the first turn is taking forever because you’re returning to the instructions every ten seconds, but you keep losing your place and needing to reacquire it each time; and after the second turn’s over, you realize you need to unwind the first turn because you made an invalid move which will screw up the game; and you’re constantly straining to remember what you’re “supposed to do”; and it’s hard to emotionally commit to the game when you know you’ll only be able to play a few moments before returning to the manual.

Maybe let’s just watch a movie instead?

I’ve written plenty here and elsewhere about one problem with books: that we tend to rapidly forget all but the gist. So here’s another problem with books, and specifically with books meant to help you learn a skill: the medium makes it difficult to collapse the distance between prose and action. Books rarely involve doing what they’re about. Most books, even books intended for skill-building, are only about what they’re about. Reading about the board game, not playing the board game. Reading about counterpoint, not composing counterpoint.

So what? I’ll elide formal learning science here in favor of an appeal to experience.

If you ask people about the highest-growth periods of their life, you’ll notice that the most enabling environments tend to involve doing. A summer spent preparing intensely with your team for an upcoming competition; a startup which failed but taught many valuable lessons; a challenge accepted to write a new song every day for a month; a multiweek meditation retreat; an overwhelming apprenticeship; etc. Books are sometimes a source of knowledge in these stories, but they’re often secondary to a great mentor, teammates, contextual motives, etc—and crucially, to doing.

The analogue here for our board game problem is familiar: consider playing a board game for the first time, but with someone who’s played before. This is a completely different experience from the “cold start” I illustrated earlier. In this situation, the experienced player might give you a brief introduction—nothing which would strain your memory—and then you’d simply begin playing. They’d handle setting up the board, either by themselves or by telling others to shuffle these cards, distributed those tokens, etc. They might narrate: “I’ll go first, to demonstrate. So I start by drawing two cards, then I can choose to either move here or play this card. I’ll move here, which will block John from moving into this open area. Now you’re up. Your goal is to XYZ, and you might start by moving this way. Now if you drew an action card, you can play that immediately if you want; otherwise, read what it says on the card…” As events occur throughout the game, they might continue, narrating what you need to know, just-in-time, explaining the options you might consider, offering feedback. So long as your experienced friend is graceful enough to avoid veering into overbearing Clippy territory, this is a much more pleasurable—and effective—way to learn to play the game.

This might be a consistently great way to pick up a board game, but skill-building books have many practical advantages. Consider information density. If you want to learn to program a quantum computer, there’s a huge amount of material you need to absorb before you can “play” much yourself. This might involve tens of hours of explanation from your experienced companion, which would quickly become burdensome for most people. Explanatory prose might lack personalization and interpersonal connection, but it can be more carefully honed; it does not tire and is ready whenever you are; it can embed figures and abstract notation; it can be consumed non-linearly; it can be read more quickly than speech can be heard; and so on. Perhaps most importantly, it’s a mass medium. The deepest experts and sharpest communicators in the world can craft a book on this topic, and millions of people can hold it in their hands for effectively zero marginal cost.

So: how might we create a mass medium which possesses the book’s advantages, but which is situated in doing? How might we create an explanatory mass medium which feels more like playing a board game with an experienced friend than playing a board game while juggling its instruction manual?

The role of the dynamic medium

One reason it’s hard to create books which are situated in doing: the book is static, fixed. You, the reader, must ferry its words to an environment where you can “do”. And even then, there’s little opportunity for interplay between the doing and the words on the page. Authors can advise how to reflect on an exercise and generate your own feedback, but these are scripts you must execute in your own mind. Video doesn’t appreciably change this situation. But the promise of computers, and the dynamic mediums they enable, is representations which behave and respond.[1]

People often propose we leverage this property to integrate simulated environments for doing. Maybe the biology textbook can embed a little simulated petri dish, which you can use to “do” certain kinds of cell biology, reducing the distance between text and action.

But at least where it’s possible, I’m much more excited about what happens when a computational environment becomes the authentic—not simulated, not “educational”—environment for doing. A non-linear video editing interface isn’t a “toy” way to edit a film; they’re how professional filmmakers actually edit films. Mathematica isn’t a “toy” way to manipulate symbolic expressions; it’s how certain kinds of mathematical work are authentically best done. And so a dynamic “book” about video editing need not involve a “toy” environment for doing, a simulated petri dish. Rather, it can situate itself in the same sort of environment used to edit the best films on Earth.

But what does it mean for an explanatory medium to “situate itself” in an authentic environment like this? How might the explanatory content interact with the contents of the environment?

In the last decade, authors and programmers have created dozens of interactive articles which might inform our answer (see Communicating with Interactive Articles for a good overview). I find the work in this space very inspiring, personally speaking. But I don’t know of any which quite matches the aspirations we’ve discussed so far. These articles may be interactive—may involve some doing—but the doing is situated in little purpose-built sandboxes, not the actual environments you would use to deploy the skill being built. They’re integrated with simulated petri dishes, not an actual lab bench.

An article on a topic in programming, for example, might be structured as a long text interspersed with small interactive code editors you can use to explore a concept. This is certainly an improvement on the typical paper! But relative to our aspirations, “doing” is very much the secondary activity here. These editors don’t much resemble an actual programming environment; you’d have to jump through hoops to take anything you’d done and apply it to a real program. This is a bit like reading a board game instruction manual with interactive pictures depicting simplified parts of the board game. Or, somewhat more unfairly: it’s a bit like an elaborate pop-up book. You’re still not really doing the thing.

If these interactive articles are often structured as wide seas of prose which contain islands of interactivity, one path to integrating authentic environments might be to invert this structure. How might we create “articles” which are primarily interactive environments, but with embedded islands of prose? Taking programming as an example: rather than a textual document with embedded source listings, could we move the whole experience into your IDE of choice, while somehow still presenting the explanatory text?[2] Could we move the YouTube lesson on 3D modeling with Blender into Blender?

Video games excel at this. Sometimes tutorials appear in non-interactive cutscenes, sharply delimited from ordinary play, but better examples (e.g. Portal) present instruction and narrative as a seamless element of the interactive environment, never “stealing” the camera or the controls away from the player. The result is rich immersion in the game environment—a stark contrast with board game instruction manuals.[4]

Video games also improve upon another problem of interactive articles: the challenge of separating prose and dynamic representation. These articles close the distance between text and interactive elements, for instance by linking a number in the prose to a parameter you can directly manipulate in a figure. But in most cases, they’re still physically separated, not visually integrated. The reader’s eye bounces back and forth between the text and the interactive elements, churning working memory to attach referents to objects. This isn’t just a problem for dynamic elements. Static figures in traditional texts have the same problems. But the solutions described in Edward Tufte’s books are rarely applied in the dynamic domain, perhaps because the authoring tools are more complex and isolated. Almost everyone, almost always, is still “separating by mode of production”.

Video games take advantage of audio to layer instruction onto what the player’s seeing, but even when using only text, they can position that text right next to the relevant part of the action. This arrangement allows games to avoid disruptive ping-ponging between instruction and interaction, as we experience with board game manuals. And because the narrative communication is integrated into a dynamic environment, it can behave and respond just like the rest of the environment’s elements. In good games, the authored narrative feels like a continuous response to players’ actions. This collapses the sense of distance one feels when reading a text separated from the “doing” it’s about.

Enter the Figma document

Oddly enough, the proximal cause of this post was an extremely unusual Figma document.

(If you’re not familiar: Figma is, roughly, a collaborative tool for designing the visual representations of software interfaces.)

I’ve been assembling notes on this article’s topic over the past two years. At some point, I’d like to build some prototypes around these ideas and publish a much deeper treatment. I don’t feel I've gathered strong enough ideas for that yet. But you’re reading this now because a Figma document demanded that I write a preliminary “IOU” of sorts.

Figma changed the way copy and paste works in their interface. They made a document to explain the change to their users. I know this sounds awfully mundane. Stay with me. I encourage you to take a look yourself before continuing: click the “Duplicate” button to get started, then zoom in on the upper-left frame. You can explore the document with a free account from your web browser.

The document initially reads like a hypertext slide deck. It shows visually how the new clipboard functions behave. It’s cute that it’s a document about using Figma, both created and consumed in Figma, but that’s not so special. Interleaved with explanatory preamble, the document turns control over to you:

This is where we break down the wall between authored material and authentic “doing.” You’re invited to manipulate the objects which the author has created. The objects aren’t special; they’re the same “kind” of objects which you could create yourself elsewhere. You can copy and paste them into a new document. And when you manipulate these objects, you use the same tools the author used to create the document. More importantly: you use the same tools which you yourself would use to do authentic work in this space.

This could have been a blog post, with little interactive “demo” areas interspersed between paragraphs. But instead, you’re interacting with this document in the full-blown Figma environment. In the design world, this is a lab bench, not a simulated petri dish. Other than the scaffolding text, there’s no distance between the “doing” here and the “doing” in your own creative work. Reading this document, I found myself curious how the paste behavior would work if the groups were structured differently, so I simply used the tools I already understood to set that up, and answered the question for myself. Then later that day, I found myself—without even really thinking about it—using one of the new paste behaviors in a layout I was designing.

It’s important to recognize that there’s a lot of text in this document. That’s part of what makes it so interesting. “Worksheets” aren’t so unusual—there are lots of Figma documents like this which give you an exercise and some context to play in.


By comparison, the copy/paste Figma document is unusual because it’s roughly a thousand words long. There’s a lot of explanatory material here, and there could be even more. The possibility of expansive, in-depth documents opens the door to canonical works in the medium. Separately, the interaction between the authored material and the activities is much finer-grained in the copy/paste document. This creates shorter, more precise feedback loops, closer to the experience of a video game tutorial or to playing a board game with an experienced friend.

This is a Figma document about using Figma. That’s useful, insofar as an elaborate instruction manual can be. But it’s not a stretch to imagine a much more significant variation: a “textbook” about interface design, written in Figma[3]. In this primer, you wouldn’t just be reading about how to design. You’d actually be doing design, embedded within the environment you’d use as a professional. Because there would be no artificial boundaries between explanation and action, I believe such a book could come much closer to the feeling one gets playing a well-designed video game tutorial.

Elaborations on the Figma document concept

Of course, the Figma “meta-document” medium can itself be pushed much further.

The explanatory text in the copy/paste document does not behave and respond. It’s not really a dynamic medium for authors. The fine-grained exchange between explanation and action makes it easier to help readers generate their own feedback, but the medium could go further by reacting to the reader’s actions. Earth, a Primer demonstrates one simple approach, “checking off” suggestions as readers complete them:


We can also imagine topic-specific computational elements. A chapter on color theory could use linked representations to visualize secondary and complementary colors in response to your choice of “main” colors. A chapter on grid systems could help you visualize how different choices of type hierarchy ratios influence the baseline rhythms in your design. A chapter on accessibility might embed contrast ratio meters into your design canvas. Scaffolding elements can fade according to your comfort level with the material. And so on.

Another interesting direction—and one which fits well with Figma’s multiplayer primitives—would be to integrate opportunities for collaborative learning into the text. A standard “move” in collaborative learning is: introduce a problem which can be solved with several different approaches; juxtapose several contrasting students’ solutions and help students learn from each others’ ideas. A Figma design “textbook” could incorporate both solo and “shared” artboards, and potentially asynchronous orchestration features, to help students exchange ideas. The approach could even involve a facilitator and include tools like Desmos’s to separately support their work.

More broadly, the interactive explanatory medium I’m suggesting wouldn’t be limited to “educational” scenarios. They could also be quite useful in the course of working on some meaningful project. For instance, if we’re working on a design for a new operating system, and I invent some new control, I might present it to the team by creating not just a static Figma document, but a document which, through “doing,” helps you see how to use it in a design of your own. Such documents would also be useful as just-in-time professional reference: for example, something like this would come in handy if I’m designing for expanded-color-gamut displays for the first time. “Portals” in these documents might allow you to bring your own design projects “into” the explanatory document, so that you can understand the concept in the context of some real work you’re doing.

Extensions to other environments

Figma is certainly not the only environment which could support a format like this. Where else could we instantiate something similar? What qualities must a system have to enable this kind of document? I can outline at least a few.

Documents must offer some way for authors to communicate explanatory content, potentially at length. Figma has text elements; programming environments have comments. In other environments—like an audio production tool—we may have to add such affordances to the document model. Or maybe the explanatory content can be delivered through audio (or video) channels, though it would be important to ensure that readers could manipulate objects in the document without disrupting playback of the author’s material.

Authors must be able to establish relationships between passages of their content and corresponding elements in the reader’s interactive environment. In Figma, we can position text immediately above each element you’re meant to manipulate. In Finale (a music composition environment), text can be interleaved between musical staves or positioned above specific phrases. In a Roam-based medium, the outliner’s hierarchy can be used to relate author text and reader text.

Authors need ways to linearize and structure their explanation; readers need affordances for “navigation.” In Figma, artboards are arranged in a sequence which can be easily navigated by scrolling or through keyboard shortcuts. Hyperlinks and a “table of contents” artboard support navigation. And the hierarchical list of layers offers a persistent table of contents of sorts. In a programming environment, a sequence of tabs might approximate Figma’s artboards. Or perhaps, as in Natto’s tutorial, we can improve on these with special affordances.

In what other environments might we easily imagine creating such documents?

Here, I’ve limited myself to documents one could create in environments as they exist today. But rather than constraining ourselves to existing affordances, perhaps we’ll one day design systems like Figma so that they better support documents of this kind.

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Thanks to Molly Mielke for discussion on the background of these Figma documents. Thanks also to Michael Nielsen and Jonathan Blow for past discussions which have helped shape these ideas.

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[1] This framing comes from Bret Victor’s “Stop Drawing Dead Fish”. Here, immutable figures (whether printed or animated) are “dead fish.”

[2] What about computational notebooks like Mathematica and Jupyter? I don’t think these qualify; I don’t know of any strong examples which are “doing-centric”, where the code listings interspersed throughout the text are really about doing the topic in question. As Pavel Pancheckha pointed out to me in discussion about his Web Browser Engineering book: this format seems focused on helping readers understand the code the author has written; it’s not so well suited to supporting the reader as they write the code themselves.

[3] Of course, some of the very best examples (including Braid and The Witness) use no overt explanation at all. This is an extremely powerful approach I’ll have to discuss at another time.

[4] Such a primer would be particularly valuable since, oddly, there is no “standard text” for user interface design.

Comments

I think you're right that creating this sort of medium inside a city-building game would be a lot of work. It's illustrative to compare to the Figma example. I suspect it was a lot of work for the Figma folks… but a different order of magnitude than would be required for your city building game. I claim that a key difference is that Figma already contains the necessary primitives: spatially-arrangeable text, sequenceable artboards, the hierarchical frame/layer outline, etc. The Figma folks had to figure out how to combine those things, but they didn't need to change the software environment. So I'd expect these kinds of documents to be more likely in mediums which are close to already supporting the format. It still takes some ingenuity, of course, and I expect there are still local problems to be solved for any authors. But it all seems doable in the medium-already-supported case—it just has to be desirable enough, I think. If I wanted to promote this type of medium and see it proliferate, I think my next step would be to try to make some canonical example. I'd really like to see someone try to make a interface design "standard text" in this style!

Andy Matuschak

Great read, as always. Awhile back, I had the idea to build a "Housing Primer" to explain housing policy in California to an interested person. I had the same basic idea you grumble about: write an article, with, if we're gettin' fancy, a few interactive widgets. This essay has me thinking about the most fun fantasy way to build it: a SimCity-ish model of California, or of San Francisco, where you started with a snapshot of the city that stands today, and could wave a magic wand to pass zoning reforms, or allocate spending on affordable housing, or eliminate discretionary review, or whatever it is. A scoreboard on the side would give you the percentage of rent-burdened households or whatever other metrics you'd want. The fun part is, you could use the same tool to build whatever fantasy charter city you wanted, or run Monte Carlo simulations of different future outcomes. From a cursory search, it looks like the city-building games that exist are close to making this possible, but not quite there. ... As I wrote this, I thought of how much work creating a proper housing primer inside of a city-building game would be! First you need to create the world, make it accurate, and then you need the scaffolds and constrained knobs to show different policies or have people make their own policies. It's so much easier to just write a blog post with some slidey widgets! Even this Figma document, which is awesome, probably required A Lot of Work. Worth it, almost certainly, but I'd guess it's quite a bit more work than a few Loom videos in a tweet stream. ... Is the reason for the relative non-existence of this kind of medium therefore simply that making this kind of thing is too difficult and time-consuming? If that's true, what's the work that needs to be done to lower the effort or increase the desirability of such a medium? Is some of the work just giving this kind of medium a name, a brand, and making it a gold standard among interface designers? What else might need to happen?

Andrew Sutherland

Thanks for this thoughtful comment. Yes, as you suggest, I think it could make a lot of sense to offer multiple "levels" of application UI to handle the novice problem you describe. The more general design principle is called "progressive disclosure", and several of those techniques could apply here, I think. Worth noting also that How to Design Programs (a textbook for computer scientists) has a purpose-built programming environment designed to accompany it; it has multiple 'levels' of complexity as well.

Andy Matuschak

Ah, great—I look forward to reading! :)

Andy Matuschak

Ooh, interesting — totally see that. AKA the learning you currently only get through practice and dissecting other peoples' files. It's a balancing act of theory and practice that seems to prove difficult for books to strike (and points to your argument for alternative learning mediums). I'll check out Designed for Use by Mathis and Designing Interfaces though and report back if they're any good (in part because I'm writing a piece on this right now lol — working thesis is that we need a new "vocabulary" for interface design :)

Really awesome write-up. My head is spinning, so please excuse the brain dump. I love the idea of doing-centric approaches overall. I wonder though, if there was a large-scale push across the board to implement doing-centric, contextual educational systems and it did take hold as a concept, what would happen as a result to the skills required of a craft that take place outside of that medium? When I was learning web development 15 or so years ago, I taught myself HTML and CSS. I had a business designing and marketing Myspace pages. I could do a lot from within that interface. Then I graduated to Wordpress, slogging my way through the famous Wordpress.org instructions as an absolute luddite, and editing theme code in their UI theme editor. But I had to find an online university and take out student loans so I could figure out how to actually put a webpage on the internet. In all the educational content I consumed, I never saw it written that you need to name an HTML file index.html. (To be fair, I have ADHD and don't read instructions well at all.) I didn't even know at the time that this was called front-end development and that this was a job people had. There are just so many assumptions made in most technical documentation or learning resources, that the reader has the same level of foundational knowledge as the writer. I feel like parts of that would be addressed with a doing-centric approach, while in other ways it could exacerbate those gaps. I'd be interested in learning what type of user doing-centric learning worked well for. Expanding upon the Figma example, whats the best use case for doing-centric learning? Would it be: * An absolute beginner: first time using design software * Experienced potential user: experienced in design, trying out Figma as an alternative to Sketch * Existing Figma user: teach new features and concepts to existing Figma users I think it would work well for the latter two scenarios, but less so for the former. There's a possibility that new designers might be too intimidated by Figma to be comfortable enough to learn new concepts in it. Little simulated petri dishes might work better for them, so they can stay in their comfort zone - the browser. Getting dumped into a UI with a bunch of unknown controls could serve as a more of a hurdle than an on-ramp. Unless... Many RPG game tutorials build the UI as they go. You start out a half-naked character in the woods, with no UI. A tutorial hint overlay appears with instructions on how to move forward, backward, side to side. You move forward. Learn how to run. You see a log, you learn how to jump. You encounter a signpost, the map UI appears in the corner of the screen. You find a backpack, you learn you can open the backpack with the menu key and place items in it. You encounter a pack of deer and learn how to shoot arrows, as the weapon and health UI appears and is explained. What if app UIs (especially complicated ones) were constructed one button/feature at a time? Imagine Microsoft Word stripped down to its most essential functions. The UI stripped bare except for font and font size. Instead of a tutorial layer on top of the already crowded interface trying to dump all the knowledge in your face at one time and hope you remember everything, you get an option to advance to the next phase, where you get a new set of buttons, and a new interactive learning document about them. And if you don't advance, you just keep the slimmed down UI. You can live in a WordArt-free version of the Microsoft Word toolbar for eternity. Just some thoughts. This was a fun ride. I'm going to be redesigning some game tutorials soon, so this will now be top of mind. Thank you!

Thanks for this, Ozzie! iMovie presents a couple interesting challenges. One is that there's only one "playhead"… so without some new affordance it may be difficult to "see" the instruction while simultaneously "doing". Regarding STEM work: as you suggest, I think we'll probably make progress best by focusing on a specific use case. Even "cell biology" is likely too broad. What skill are we trying to learn? If it's running gel electrophoresis, can we integrate explanation into tools like [Gelbox](https://douglaslab.org/gelbox/) which a scientist might use to plan an experiment? As far as SwiftUI, if you haven't already seen it, you might find Natto's tutorial inspiring: https://natto.dev/tutorial/tip-calculator

Andy Matuschak

Thank you, Molly—and thank you for helping to bring this medium to life so that I could write about it! I think what's missing is mostly practical, rather than philosophical or historic. The latter are important, but covered fairly well. The books which do intend to impart the process of selecting elements and arranging them into an interface on the screen tend to be either too shallow (Refactoring Design) or too narrow (Web Form Design). More importantly, though, I think they're missing the emphasis on "doing." I think we need something more like "Drawing on the Right Side of the Brain" or, for that matter, "Learn Python the Hard Way". That said, there were a couple recommendations from the Twitter thread (Designed for Use by Mathis, Designing Interfaces by Tidwell et al) which look promising (though not on the "doing" front) and which I haven't evaluated yet.

Andy Matuschak

Love the idea of an authentic exploratory medium! Another example I can envision, is an imovie lesson delivered as imove project itself. The lesson could first explain how to trim a video and then immediately provide some clips to practice on. It seems like the key property for enabling this type of medium today is either the ability to “rewind state” (iMovie) or embed “divergent representation of the state” (Figma). I would imagine the latter is likely more powerful, but it might lack the guard rails the former provides… I am excited to checkout the links you mention since they might help shine light on this question, but how does an authentic medium in the context STEM look? Some rambles from my notes: Right now, the authenticity in the examples mentioned stem (sorry) from the fact that the learning environment and the production environment are one. However, the production environment (the place where you can use this information) is not always clear (or at least very disconnected) with STEM. So achieving authenticity in the same way that learning design in figma is authentic is harder to achieve. I would imagine these types of materials would benefit greatly from some sort of simulated medium in which prose is integrated. Say you are learning about prokaryotic cell structure, I could imagine some 3d bacteria sitting in the centre of the screen, and moving around exposes prose which explain the different components of the structure. Or maybe its more linear like Apple’s tutorials for SwiftUI (https://developer.apple.com/tutorials/swiftui/drawing-paths-and-shapes), where as you scroll, the rendering on the right emphasizes different portions of the cell structure. Either way, for reasons I can’t fully articulate right now, these still don’t feel very authentic? The student is not in the driver seat, and at least in my examples, there is no room for playful exploration… Perhaps, STEM is too broad of a category and achieving authenticity requires specific one-off integration on a per subject basis. But there must at least be some similarities / common properties between all of them. Maybe, authenticity is shifting the driver seat away from the authors prose and towards the student through QA. In the biology example, we might show a eukaryotic and prokaryotic cell side by side and ask the student to compare the two identifying similarity and differences. Once this is finished, we might introduce the labels of the cell structure…

:) This was excellent! Really loved learning more about the full potential and details of this “meta-document” medium. Still so much we can do with this idea... I actually have a question on your point about there being no "standard text" for user interface design (I agree with you, I'm just still trying to understand why this is myself): What _specifically_ do you think is currently missing from the landscape of software design books? Is it tactical pointers? History on where the metaphors originated? Trying to figure out where this gap is located...

Yes, this resonates. I should qualify—and I don't discuss this enough in the text—that "authentically doing X" may mean "doing X, but with many scaffolds which make X more accessible". Playing a board game, but with lots of guidance from an experienced friend; working in Figma, but with supports from surrounding text (and perhaps even from the environment more directly). But I think your point still stands. There's a body of literature around the "expertise reversal effect" which suggests a mechanism in cognitive load: https://en.wikipedia.org/wiki/Expertise_reversal_effect.

Andy Matuschak

Super insightful post btw, have never conceptualised these different types of learning / receiving instruction before :)

Alex is Learning

I feel the same way! Interface Builder contained such magic.

Andy Matuschak

Oof, how embarrassing. Thank you—fixed!

Andy Matuschak

Great read, thank you!

Just a heads up that there's a "cut" left in at around 07:30 and 9:30 of the audio file 🤓

Alex is Learning

An Engelmannistic reaction, after a superficial read: I have reservations about "authentically doing X" as a way of learning X. It works great for the top tier of people who want to learn X. They try it out by "actually doing it," get the hang of it fast while also finding out that they have a knack for it. A pleasant (sometimes) side effect is that people who are already experts at X are often very interested in identifying novices with natural aptitudes for X. But the natural at skill X might be clumsy at skill Y, and still wish to become proficient at it. He and others would be very lucky to find an expert on Y who had analyzed the skill, and noticed that it has component skills Y1, Y2, Y3, ... . These subskills might be minuscule and hardly seem like authentic parts of Y to a less thoughtful expert. And it might seem bizarre to a natural that you could learn to do Y by learning the tiny skills Y1, Y2, Y3 ... in order. But that might be a very efficient way to learn Y. It might have a been a very efficient way to learn X.

I’ve been thinking about this quite a bit lately… Looking back, I can’t help but think that I might have gained more programming skill at a younger age if I had first encountered the NeXTSTEP/early Mac OS X Interface Builder, rather than being put off by the somewhat confusing classic Macintosh Programmer’s Workshop/ResEdit combination. It makes intuitive sense that, as users gain more agency over their personal systems, they will have a smoother time if they’re manipulating the same elements they’ve already been using. I don’t know if there’s a lot of support in the literature, it just seems like a meaningful design goal. This line of thinking was inspired by a minor argument I had with someone about the takeover of programmatic vs. graphical user interface frameworks, which seems to have happened in large part because you can’t be sure what sort of screen your final product is going to be used on.

Ian Stewart


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