Originally Posted by
alex2399
Ideally within the interface itself, highlighting the first button click, an abstract animation of how to use the mouse. A full screen to test it out on (with feedback on buttons pressed and movement) where one can do nothing wrong (important for persons with computer anxiety) and some simple tasks. Selecting icons, text, copy-pasta, the basics essentially. Might also be good to show what the different buttons on the keyboard do (Shift=uppercase, CTRL, ALT, Enter, Backspace, essentially any button that hasn't got a normal char on it) since a lot of people don't know.
Then you might go to starting, minimizing, closing, windows. Keep in mind just a window with an example text in, not a full fledged program (=distracting, cluttering and intimidating).
Then you may go to the controls of the user interface (task bars, status bars, things that are common)
When they have mastered the basics, starting a program like Gedit and typing text or Libreoffice Writer with a minimal interface. After that perhaps you may go on to internet browsers, but they would need a training completely on their own because these are pretty complex things, explaining the basics of the internet with concrete examples and on how to use it.
Also don't forget adding something playfull, like changing themes and making clear it only affects the appearance, or a small game in between like tetris and how to control it with the arrow keys.
This is not a roadmap, just to give you a line of thought when specializing on a certain group of human users. Keep it simple, not stupid. Most people aren't stupid, but they are put-off by stupid designs.
That is where your project comes into play in avoiding this and giving a human the mental "tools" to overcome these design problems.
Progress in complexity as the human operating the machine learns and gains more complex concepts of computer/technology use.
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