EVALUATION AND USABILITY FORUM
a built-in program that causes it
to learn hunting skills, human
play propels us on a pathway
toward consolidating new skills
and knowledge. This process is
exploited in the educational movement known as constructivism,
which uses physical and mental
engagement and experimentation
as the basis for conceptual learning. A great constructivist teacher
tries to entice learners into a playful interaction that leads to learning, beginning with and building
on their existing experiences and
mental constructs.
Years ago, a brilliant clarinet
teacher gave me a great example
of this. Clarinetists live in fear of
“squeaks,” the loud, high-pitched
squawking sounds the instru-
ment makes at the worst possible
moments. Once, when I flinched
after a squeak, my teacher took
away all of the instrument except
the mouthpiece and upper section,
leaving me with no keys. He then
challenged me to learn to play the
remainder as if it were a trumpet,
after showing me that this was
possible. At first, I managed only
to get out a few raucous sounds.
By the end of the week, though, I
could play simple bugle calls on
it. I had learned the trick of “over-
blowing,” which is how a trumpet
or flute can play different notes
with the same fingering. For each
note, there is a sound spectrum
of higher overtones. In the flute,
the octave is the strongest over-
tone, making it easiest to reach.
I learned that the clarinet does
the same thing, except its stron-
gest overtones are at intervals of
a twelfth, making its accidental
leaps particularly startling. I
could apply my new skill to avoid
a high note’s awkward fingering
by overblowing the appropri-
ate lower note. Meanwhile, my
tone improved, squeaking greatly
decreased, and concepts about the
instrument’s acoustics became
much more real to me.
Enticement as an Ingredient
of Usability
The process of engagement often
requires users to begin interacting with something before they
can envision how it will ultimately
benefit them. They may form a
detailed idea of how they will
exploit new capabilities only after
a period of casual discovery, exploration, and experimentation. This
means we should think about how
the process of engagement begins.
I tend to think about the process
of engagement with a product or
feature in terms of the following
stages:
• Awareness: Acquiring the
notion that something of potential
benefit might exist
• Discovery: Locating a feature
and recognizing its potential rel-
evance to some particular needs
or goals
• Exploration: Attempting to dig
deeper, to confirm the impression
that it could be beneficial in prin-
ciple
• Experimentation: Verifying that
the capabilities of the product are
relevant, by applying them to some
personally meaningful task
July + August 2012