Sorry, I've had the Rolling Stones rattling around in my head all evening; hence the title.
A lot has been said about the Society for Technical Communication lately, so I trust you to forgive me if I don't beat that dead horse. Instead, I'd prefer to flog one of my own favorite equine corpses, Getting What We Need From The Software Guys.
Late last week I started what I thought would be a minor update to the product help for MumbleCo's flagship product, Big Software. One of the changes was that things had been streamlined. They had eliminated all cases of multiple paths to one task. Excellent! I slammed through all the task topics in the help and updated the navigation. Easy-peasy.
Except...
As I updated the top-level navigation in each task topic, I realized that in addition to the top-level changes in the software - tabs moving from one place to another - the entire user interface had been streamlined. Just about every gol-dang screen. Gone were the buttons that hid drop-down menus; now we just had clickable links right out in front of God and everybody. Extra clicks had been removed from nearly every task. This was a huge improvement in usability, but suddenly the help update stopped looking minor.
I have worked with many technical writers who would have stopped right there and gone up in a tight spiral, yelling variations on "How could they do this to us?" You know the routine.
"Why didn't they tell us they were making this change? Are they TRYING to mess with us?"
"OMG, they never tell us anything!"
"Code guys are so self-absorbed!"
And my favorite, "They have no respect for WOMEN!"
I skipped all that. Here's why:
Taking all these gripes in reverse:
I'm a woman, and no developer has ever shown me disrespect. So I have doubts about the whole misogyny thing. Next!
Developers have their own priorities and their own way of seeing the world, just as technical communicators do. Next!
They never tell us anything - OK, do we ever tell THEM anything? Such as how we work, what we need, what our schedules look like? Generally, not until we fail to get what we want. Next!
They didn't tell us about this stuff because it looked pretty trivial to them. Why should they bother us over something as trivial as taking a pull-down menu and making all the choices visible all the time? They don't know how we work, so they don't realize that's important to us.
So I skipped the yelling step and went straight to the next one - solving the problem.
The head of the software development team walked by my desk at an opportune moment. I hollered his name: "Code Jedi!"
"I didn't do it!" he yelled back, speeding up.
That's my line, but I didn't call him on it. "I know you didn't, and that's the problem," I hollered back.
That stopped him. "What's up?"
I explained that I needed information I hadn't been getting, and that I knew the reason I wasn't getting it was because Code Jedi's team didn't know that I needed it - I hadn't ever asked explicitly. As a consequence, I was trawling every single task topic in the help for Big Software to check it against the Big Software user interface, because a lot of things had changed while I wasn't looking.
I explained that while the changes streamline the tasks that people do using the software, those changes make the help inaccurate. People who are comfortable with software in general won't be troubled in the least by the changes, but those are not the people who resort to the help. If I don't know about a change in the sequence of things that people have to click, then the people who rely on the help to build their confidence will have that confidence shattered when the help doesn't match what they see on the screen. So I need to know about even tiny changes in the user interface. If it's connected to a reported issue, I'll find out, because I work from the issues tracking system just as the software development team does. But if it's so minor that someone fixes it on the fly, I may not find out.
Code Jedi got it. All of it.
"First of all," he explained, "We don't do ANYTHING unless we're told to do it. So it doesn't happen unless it's connected to a reported issue. But you're right that we're not giving you the information you need. What we can do is put a check box in the issue reporting form, to flag whether the fix affects the user interface."
"That sounds good, but what I'd really like is before-and-after screen shots."
Code Jedi thought about that. "That would be hard. The developer would have to have access to before-and-after environments. Or they'd have to remember to do the screen shot before they started."
"OK, I could probably get what I need if I could just get an 'after' screen shot reliably."
"We could do that. Make the issue tracking form include the checkbox that flags a UI change, and attach a screen shot if it's checked. That would not add a lot to the guys' workload. We could do that. And QA could check whether the UI changes and bounce the issue back if one of my guys forgets to attach the screen shot you need."
OK. That would give me everything I need.
It took five minutes of friendly conversation to devise a process to ensure that I always get the information I need. "Thanks, Code Jedi. There will be chocolate-chip cookies in the near future."
"Awesome."
Problem solved.
And I've got all the ingredients for chocolate-chip cookies on hand.
Showing posts with label needs. Show all posts
Showing posts with label needs. Show all posts
Friday, April 1, 2011
Monday, February 8, 2010
What happens next?
I am a busybody. I am a Nosey Parker. I can’t help it.
No, I am not interested in who goes to lunch with whom, or who takes advantage of the privacy afforded by the server room. I’m intensely interested in what happens next.
When you finish doing your little piece of the great process of keeping your organization going, who receives your work when you hand it off? What happens next?
When I went to work at a company I'll call MumbleCo, I found that none of the writers knew how their work got from their desks to our customers. Not even the manager knew the release process.
Any time you don’t know what happens next after you do your part of a business process, you’re automatically looking at a broken process. In an organization, the thing you deliver is the input to the next person’s part of the process, and as any programmer will tell you, GIGO – garbage in, garbage out. If you don’t know the next person’s part, how do you know you’re not providing garbage input?
The cure for a broken process may be as simple as finding the person who handles the next part and having a conversation about how the process works now, how it would work in the ideal case, and what causes problems.
At MumbleCo, all the manager could tell me about the release process was “We hand it off to someone in operations.” I went to the operations group and introduced myself to the manufacturing engineers, logistics planners, and the change control team, and asked questions about how they worked. How could we writers help to keep them from having to do extra work? They offered very specific observations:
This change didn’t require a decision at the director level, a six-month study, or a task force. It took one writer, in a non-supervisory role, walking to the other side of the building and having a series of conversations with the people whose days she could make or ruin simply by how she did her job.
Do you participate in a broken process? When you finish your piece, what happens next? If you don’t know, go find out. Fixing a broken process starts with a conversation.
No, I am not interested in who goes to lunch with whom, or who takes advantage of the privacy afforded by the server room. I’m intensely interested in what happens next.
When you finish doing your little piece of the great process of keeping your organization going, who receives your work when you hand it off? What happens next?
When I went to work at a company I'll call MumbleCo, I found that none of the writers knew how their work got from their desks to our customers. Not even the manager knew the release process.
Any time you don’t know what happens next after you do your part of a business process, you’re automatically looking at a broken process. In an organization, the thing you deliver is the input to the next person’s part of the process, and as any programmer will tell you, GIGO – garbage in, garbage out. If you don’t know the next person’s part, how do you know you’re not providing garbage input?
The cure for a broken process may be as simple as finding the person who handles the next part and having a conversation about how the process works now, how it would work in the ideal case, and what causes problems.
At MumbleCo, all the manager could tell me about the release process was “We hand it off to someone in operations.” I went to the operations group and introduced myself to the manufacturing engineers, logistics planners, and the change control team, and asked questions about how they worked. How could we writers help to keep them from having to do extra work? They offered very specific observations:
- Nobody used the right process for getting part numbers.
- It was hard to draw up the release paperwork for a manual because writers didn't provide enough information in their emails and the file names were all over the map; the change control team usually had to open the file to find out the manual title and the product line to which it belonged.
- Sometimes we sent them files that they couldn’t even open.
This change didn’t require a decision at the director level, a six-month study, or a task force. It took one writer, in a non-supervisory role, walking to the other side of the building and having a series of conversations with the people whose days she could make or ruin simply by how she did her job.
Do you participate in a broken process? When you finish your piece, what happens next? If you don’t know, go find out. Fixing a broken process starts with a conversation.
Tuesday, February 17, 2009
What do you want?
A friend of mine - I wouldn't say "an old friend"; but definitely a friend of long standing - emailed me this evening with about fifteen great ideas for things to blog about. The one that caught my attention was his suggestion to shine some light on the sleuthing that technical writers have to do to get a project done.
Most technical communicators have stories about having to get product requirements and functional specifications by hook or by crook. Most of us have stories about trying to get product feature information from the engineering/development team. But the detective work needs to start a long time before then. We need to be mindful of this universal truth:
People ask for what they think they can get - not what they really need or want.
Not too long ago, an engineer came to me in a tizzy - a major customer had asked for a special widgetizing device. The engineer had designed it, developed a test plan, and determined what certifications the new MumbleCo Widgetizer would need. Then - oh, my goodness! - he realized that his project would go nowhere without product documentation.
My engineer friend knew I wrote manuals, so he asked me to write a manual for it. He knew he could get that.
I looked at the Widgetizer. I asked some questions.
What problem does it solve?
What do you use it with?
How do you connect it?
Does it matter which of these connectors you use?
Does it require any new software? Does it have any smarts?
It turned out the Widgetizer was a very simple device designed to do a single thing in a single context. It didn't need software. Plug it in and watch it go.
OK, I said, so about this hypothetical Widgetizer manual: What problem do we need to solve?
We need to tell the customer how to install and use it, said the engineer. He did not say we needed to explain how it works. I love working with this guy; in some crucial ways, he *gets it*. But I'm still trying to coax him into asking for what he needs instead of what he thinks he can get.
So: The Widgetizer has three connectors, two of which are interchangeable, and it lets you do one thing once it's installed.
After an hour or so of discussion, we agreed on the product documentation for the Widgetizer: a label on the connector panel to identify each connection, and a single-sheet document that included text and pictures to guide customers in setting up the Widgetizer and using it. When I presented the finished material for review, my engineer friend agreed that the Widgetizer sheet covered everything a customer would ever need to know in order to use the product successfully. We decided to have it printed commercially and folded up in the box with the Widgetizer. We all lived happily ever after.
I never did write a manual for the Widgetizer. Sometimes I wonder, though, whether there are any customers longing for a 20-page Widgetizer manual.
If so, I hope they'll ask for what they want rather than what they think they can get.
Most technical communicators have stories about having to get product requirements and functional specifications by hook or by crook. Most of us have stories about trying to get product feature information from the engineering/development team. But the detective work needs to start a long time before then. We need to be mindful of this universal truth:
People ask for what they think they can get - not what they really need or want.
Not too long ago, an engineer came to me in a tizzy - a major customer had asked for a special widgetizing device. The engineer had designed it, developed a test plan, and determined what certifications the new MumbleCo Widgetizer would need. Then - oh, my goodness! - he realized that his project would go nowhere without product documentation.
My engineer friend knew I wrote manuals, so he asked me to write a manual for it. He knew he could get that.
I looked at the Widgetizer. I asked some questions.
What problem does it solve?
What do you use it with?
How do you connect it?
Does it matter which of these connectors you use?
Does it require any new software? Does it have any smarts?
It turned out the Widgetizer was a very simple device designed to do a single thing in a single context. It didn't need software. Plug it in and watch it go.
OK, I said, so about this hypothetical Widgetizer manual: What problem do we need to solve?
We need to tell the customer how to install and use it, said the engineer. He did not say we needed to explain how it works. I love working with this guy; in some crucial ways, he *gets it*. But I'm still trying to coax him into asking for what he needs instead of what he thinks he can get.
So: The Widgetizer has three connectors, two of which are interchangeable, and it lets you do one thing once it's installed.
After an hour or so of discussion, we agreed on the product documentation for the Widgetizer: a label on the connector panel to identify each connection, and a single-sheet document that included text and pictures to guide customers in setting up the Widgetizer and using it. When I presented the finished material for review, my engineer friend agreed that the Widgetizer sheet covered everything a customer would ever need to know in order to use the product successfully. We decided to have it printed commercially and folded up in the box with the Widgetizer. We all lived happily ever after.
I never did write a manual for the Widgetizer. Sometimes I wonder, though, whether there are any customers longing for a 20-page Widgetizer manual.
If so, I hope they'll ask for what they want rather than what they think they can get.
Labels:
expectations,
needs,
product documentation,
technical writing
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