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The iPhone Will Kill D&D
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<blockquote data-quote="Jeremy Ackerman-Yost" data-source="post: 4762327" data-attributes="member: 4720"><p>Nitpick incoming...</p><p></p><p></p><p>This is not actually a dichotomy. I think you are both right.</p><p></p><p>The untrained user vs the expert user are very different in this regard. A properly simplified UI does result in the <u>untrained</u> user ending up with more information processed and understood, even though less total information is apparently pouring out at any given time. It is this vast improvement in the signal-to-noise ratio that allows better processing. A good UI removes the cognitive load of canceling out the extraneous info... by simply not making it scream for attention. It is, however, still available for the expert user <em>if they want it</em>.</p><p></p><p>So, less total information is coming out by default for the expert user, but the baseline experience is so much more accessible that the untrained user understands it better.... and therefore have access to more information than when they were using the original UI.</p><p></p><p>The development of expertise means that you've automated the straightforward processes. That first layer which confounds the untrained user. Leaving the vast majority of your personal processing power for parsing out the "extra" information.</p><p></p><p>Of course.... that "extra" information is often not a value add, even for experts, IMO. Nor are complicated control systems necessarily good, for the same reason (Blasphemy!). For example, even "teh hardcorez" gamers often pick up a Wii version of a game, and if they can get past the lesser graphics, find that the game is a purer, more distilled form of fun.</p></blockquote><p></p>
[QUOTE="Jeremy Ackerman-Yost, post: 4762327, member: 4720"] Nitpick incoming... This is not actually a dichotomy. I think you are both right. The untrained user vs the expert user are very different in this regard. A properly simplified UI does result in the [U]untrained[/U] user ending up with more information processed and understood, even though less total information is apparently pouring out at any given time. It is this vast improvement in the signal-to-noise ratio that allows better processing. A good UI removes the cognitive load of canceling out the extraneous info... by simply not making it scream for attention. It is, however, still available for the expert user [I]if they want it[/I]. So, less total information is coming out by default for the expert user, but the baseline experience is so much more accessible that the untrained user understands it better.... and therefore have access to more information than when they were using the original UI. The development of expertise means that you've automated the straightforward processes. That first layer which confounds the untrained user. Leaving the vast majority of your personal processing power for parsing out the "extra" information. Of course.... that "extra" information is often not a value add, even for experts, IMO. Nor are complicated control systems necessarily good, for the same reason (Blasphemy!). For example, even "teh hardcorez" gamers often pick up a Wii version of a game, and if they can get past the lesser graphics, find that the game is a purer, more distilled form of fun. [/QUOTE]
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