speech bubblesTaylfin is about words and making them work for you

At Taylfin, we take your technical stuff and write about it in a way that is digestible for your target audience. We get to grips with your technology and translate it into the form your customers and users will best understand. So if you need some words to talk about your technical stuff in a user-friendly, easy-to-read way, talk to Taylfin and we can come up with words that work for you.

Write early, write… not so often

by Jeremy on 2 April 2012, 12:53

The familiar style of the anti-procrastination jingle works better for testing products than for writing about them. ‘Test early, test often’ makes a lot of sense. ‘Writing early’ also makes sense, but the ‘writing often’ doesn’t have to follow.

Some development teams wait until a new product is fairly mature before involving technical writers. Perhaps some of the reasons include:

  • The feature set is incomplete, so it’s not ready for the writer.
  • During development the product is prone to crashing, so it isn’t ready for the writer to see it.
  • There are rough edges, where we aren’t really happy with the behaviour, and we might change something, so there isn’t any point getting a writer to describe the behaviour.

All these patterns of thinking consider the writer to be an outside party to whom the finished product is handed on. On the other hand, what are the benefits of considering the writer to be an important part of the development team, and involving them earlier?

  • Involving a writer early helps your time-to-market, by avoiding crammed in documentation phases at the end of development, and potentially deadline over-runs.
  • More of the writing will be able to be reviewed earlier, resulting in less pressure on the other team members as the release deadline approaches (note that developers generally don’t have time for something arguably ‘unproductive’ as reviewing documentation on the days leading up to a release).
  • A good writer will be able to help the development team recognise what aspects of an awkward behaviour are undesirable, because if it is painfully difficult to write about, it’s probably painfully difficult to do.

A good writer is going to easily cope with gaps in the product’s functionality, instead using the requirements, issue tracking tools, and other information from developers as necessary, or writing around the gaps and coming back to them when the rest of the development team also turns their attention to these areas. The writer does not have to work through the product in a linear fashion. At the same time, they will use their knowledge of what is going to appear in those gaps to ensure that the final document will be a cohesive whole, instead of sprouting appendages and afterthoughts.

A good writer is going to be unfazed by the odd product crash during development. They are professional, just like the rest of the development team. Their eyes on the product can even serve as additional informal test capacity, as the writer ferrets around into each nook and cranny of the product’s feature set. The tech writer discovering a bug isn’t a bad thing, it’s an early discovery that can then be dealt with productively, just as it would be if found by any other member of the dev team.

Will beginning the writing earlier result in more time being consumed in writing, perhaps due to rework die to changes in behaviour? If there is additional rework, the additional cost of this time is more than offset by the time saved by involving the writer earlier, so they are included in development discussions, which reduces the need for developers to recap to the writer why things are the way they are. It is also offset by the writer using their understanding of how the product is being developed to avoid areas where future change is anticipated.

More development teams are using agile development strategies to deliver functionality in short increments. Involving a writer as each of these increments gets delivered can ensure that each complete vertical slice of the product, including the documentation, is delivered. Often, the work involved in writing the documentation for the features a team delivers in one sprint or iteration does not warrant having a writer on the team full-time. However, it is better to involve a writer in the sprint as it happens, to be part of the sharing of information, and so that the documentation produced can form part of the ‘definition of done’. This will produce better writing matching the features added, than pushing developers to do their own documentation (see Do we even need professional writers?).

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The gentle integration of useful information

by Janine on 1 February 2012, 06:00

Sometimes the best way is deliver helpful information is to stick it right in front of users’ faces (gently, of course). If the first charge of an electronics product is vitally important for battery life, stick a sticker on the battery contacts saying so. If online help is needed to explain functionality, maybe some of that work can be done using well-chosen field names and grouping related controls. The more “documentation” can be gently integrated into the product itself, the more likely it is that users will take to the product and learn to use it properly.

Now if I say “embedded user assistance”, a kids’ card game is probably not what comes to mind.

Three property sets wins!

Three sets wins Monopoly Deal!

The designers of Monopoly Deal have struck a nice balance in how they deliver the help to players. The instructions look like this:

Quick Start Rules card, front and back, plus full rules, mostly off camera

The green sheet is the rules. It’s not long, and the designers have reused basic concepts from traditional Monopoly, such as collecting money and property, charging rent and adding houses and hotels. Their Quick Start Rules card is a two-sided recap of the rules, but you could use it to just get going without referring to the green sheet. The most important rules are distilled down to that single card, and the players are invited to just start playing and all will become clear. All does become clear because the designers have embedded some extra help in the game:

Instructions for using action cards are provided on the cards themselves. No back and forth between game parts and the rules!

Instructions for using action cards are provided on the cards themselves. No back and forth between game parts and the rules.

These are “action” cards, probably the aspect of the card game that deviates the most from the board game. What makes this easier to grasp is that the instructions for using each action card are printed on the card. Players don’t have to resort to the green rules sheet trying to remember what their action cards do, it’s right there on the card:

The Just Say No! card, Monopoly Deal's Cancel button

Documentation has no value if the user never sees it. If it’s possible to get the documentation integrated with the product itself, then do it. The user is guaranteed to see it as they go about their tasks. They’ll get more out of using the product without even noticing they’re using the help.

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Text v numbered callouts

22 November 2011

Screen captures are seldom self-explanatory so the question then becomes: What’s the best way to explain the capture? There are many choices, from a lot of text to none at all, but a common one is the numbered callout: The problem with this type of callout is that the reader is required to switch back [...]

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Unfortunately that doesn’t exist here?

1 November 2011

Some error messages are informative. Some less so: The wording is just odd. “Oops… unfortunately that doesn’t exist here” begs the questions, “Why not? I clicked on a link on your webpage, you put me here, why isn’t what I want here, when you told me it was?” The best error is, of course, the [...]

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For the love of cheeky instructions

9 September 2011

I love cheeky instructions, they provide useful information while at the same time giving a bit of a laugh. These are the instructions for a packet of Fogdog beer batter: Bonus points for having instructions that reflect the actual steps required! (We recommend a 500ml bottle of Three Boys Golden Ale.) This is a ThermaTech [...]

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Communication lessons from the Canterbury earthquakes

4 September 2011

It’s been a year today since Cantabrians were shaken awake by the 7.1 quake that started a sequence that has changed many of our lives. At the time, we thought we were lucky, the quake occurred early on a Saturday morning when most of us were in bed asleep and no one was killed. We [...]

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After quakes comes snow

15 August 2011

And we’re still open for business! Though there was a brief interlude following last night’s snow dump. Because you can’t not play with snow.

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The Christchurch earthquake, 22 February 2011

2 March 2011

Last Tuesday afternoon, the 22nd of February, Christchurch was hit by a 6.3 earthquake that has killed many and destroyed much of the CBD. The consequences of this quake are much more severe than those of the 7.1 due to the closeness of the aftershock to the central city and the time of day. It [...]

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Text, please! Part 2

1 September 2010

iPhone 4s come with this little metal thing that looks like a deformed needle threader: It’s actually for opening the SIM card tray, and how that is achieved is illustrated, but not described, by this: But how much force do you use? Or do I need to twist the thing so the tray kind of [...]

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It’s the little things

20 July 2010

I like the fact that Thunderbird takes note of my intention to attach something to an email: And I like that gmail worries that I might be bored: Both of these are things that are useful if I happen to be in need of a) an attachment reminder or b) something handy to read. And [...]

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