Practically by definition, a help doc means that the UI sucks. If the user is foraging around to figure out how to do action X, then the UI design is missing something.
It either didn’t express Action, Reason, Flow position, Options, or Considerations.
Note that slapping on tooltips everywhere won’t cut it.
Why HelpDocs suck at selling your product:
They are a different document. Different task. Actually, worse – they are a different application (the Microsoft help doc viewer).
When a client opens a help doc, their focus is off your product, and off of their task. In other words, their eye is no longer on the ball (their task), or the game (your product). They’re over in the lounge reading the manual on how to play the game.
The help doc obstructs the view of your product. Its either a popup (if they are lucky) or a whole window.
In either case, your product, and their task, is now behind something else. One mistake, one frustration, one phone call – and they’re connection to your product is put off to another day – if you are lucky. (i.e.: if it was a trial period, you might just have lost the conversion).
The right panel is slightly better in some cases – it’s actually in the product, but off to the right. Personally, I’ve always found them to be too narrow – and that’s especially true these days of Net books, or worse, iPhones.
Hence my preference in a lot of cases for a collapsible ToolTip/Groupbox using the space below the action…
Not enough space to lay out the meaning of the action? Then maybe the action is too complex at combining 2 axis of direction/action. Break it down into two decisional steps (i.e., sometimes a grid is not the right choice – whereas a combo, followed by another combo step makes it easier to comprehend by the end user.
Layout Ideas to Consider:
Space left/above the button describing Reason and Flow
Space right/below describing Considerations and Options.
Start the trial period with the tips on Max, and as they get confident, they can customize their personal profile Settings to upgrade themselves to from “Novice” to “Advanced” to “Guru”, in order to reduce the visibility of the tooltips.
Why HelpDocs are hard to put together…
It takes a lot of money to write good help tips or documentation. You need a skilled person to take something technical and complex and turn it into evident simplicity. That’s a special, articulate, compassionate person, who works with you, but sees your baby from their point of view. I.e. Not just two hats, but two sets of eyes. Hats off to good documenters everywhere.
Why HelpDocs get in the way of fixing the problem…
Obviously, the UI sucks, or you wouldn’t need the help docs. There’s a problem that needs fixing…but who wants to work on that? No…A good Help Document developer performs an even more valuable task (from the developers point of view): they provide a means of saying that “someone is doing something about it”. Unfortunately, that’s not true. The problem is still there (the UI is still not self-evident)
Why HelpDocs don’t reduce the Tech Support cost
But for all that money, help docs aren’t read.
Which means clients will end up calling for tech-support anyway, so costs are going to rise yet another notch (paying for HelpDoc development, and paying yet more for TechSupport).
Make the UI self-evident. Look at it over and over again. With two sets of eyes.
But they’ll call Tech-Support anyway!
Yeah. But it’s a metric.
We metric every thing else about our software, but don’t bother with this point: the metric for usability is not a Use-Case/Unit-Test or any other mumbo jumbo. Its the inverse of the number of times the phone rings (the Conversion rate is possibly the metric of the usefulness of the product).
Maybe it will never be zero – but nor will your software every have infinite throughput and zero latency. But at least it gives you a metric of how well you’re doing.
PostScriptum
Hum… I need to start a page somewhere on this site to build a short list of such tips.
Comments are welcome on this post, specifically, btw.