(→Tell a story) |
(→Tell a story) |
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| Line 42: | Line 42: | ||
# Add some read-only/inactive widgets | # Add some read-only/inactive widgets | ||
# Add behaviour to the widgets but stub out interactions with other parts of the environment | # Add behaviour to the widgets but stub out interactions with other parts of the environment | ||
| - | # Add interactions with the real environment ( | + | # Add interactions with the real environment (such as fetch data from the network, talk to device APIs) |
Make sure there is a reason for adding each new feature. Adding spurious, unrealistic, disjointed (but maybe cool) features doesn't make a good story. | Make sure there is a reason for adding each new feature. Adding spurious, unrealistic, disjointed (but maybe cool) features doesn't make a good story. | ||
Some tips for writing MeeGo technical documentation. These are based on my personal experience (as a technical writer).
The intended audience is anyone wanting to write documentation covering how to develop for MeeGo, such as someone writing tutorials or recipes for application developers or platform developers, someone writing a course on MeeGo development.
It does not cover:
Note that this is a work in progress, so should improve over time.
Contents |
You should explain why the document exists:
Also explain any assumptions you're making about the reader and their context. For example:
You can be explicit about where a MeeGo SDK guide belongs by categorizing it: I put some suggestions about how to do this in Developer guide content organization.
Start with small pieces and join them into a significant whole: you're taking the reader on a journey where they'll hopefully be a different (preferably better) person by the end.
Make sure there's a progression (from them knowing "little or nothing" to them knowing "something").
Only add a small amount at each step, and make sure what you add at each step is a coherent unit: for example, implement a single feature or explain a single concept. (Though working out how big a "unit" should be is tricky in itself.)
You could show a screenshot of the finished application and then say "here's how we got here". But don't start with a big pile of code and try to pick it apart and explain it. That's difficult for someone to grasp. If you're writing about building a full application, add the features in a logical order the way a developer might do it, such as:
Make sure there is a reason for adding each new feature. Adding spurious, unrealistic, disjointed (but maybe cool) features doesn't make a good story.
You could also use "characters" and put them in scenarios which mirror development in the real world. For example:
The O'Reilly Head First books are a good example of how to do this well
While writing, imagine you're explaining to a peer, colleague, family member or friend (depending on the type of audience you're writing for). This makes your writing more natural and help you get the flow right: it's easier to track a conversation in your head than it is to track an abstract explanation.
Use "we" and "you"; address the reader directly. Compare the following two pieces of text and see which one reads better:
The button widget can be added to a layout using the add_actor method.
You can add a button widget to a layout using the add_actor method.
(I'd argue the second reads better.)
Explain concepts by getting the reader to carry out a task related to them. Rather than explaining about something in abstract, show the reader what "impact" completing that task will have on them: what effect it has on the application, or on their programming skill, or on the world around them (more generally).
For example:
This means someone knows what they're going to achieve by the end of the section, and has an idea of the scope of the information in that section.
Try to make the right assumptions about the reader, what they know, and the context they're working in. Having a fictional conversation with someone real helps with this, as you can use what you know about that person to decide what to explain. For example:
Each time you feel the need to explain something, decide whether that person would already know it. If you're not sure, explain it.
This relates to the previous section: if you're explaining something new, compare it to something the reader might already know about. Some of the time, if it's new to you, this can help you understand it, too.
As an example, a few months back I helped write a page about DBus. There was a section about signals, but I wasn't really getting how to use them, and felt this would hinder other people understanding it. So I tried to find an explanation of signals which related to the real world, and came up with this:
Signals provide a way for objects to notify other objects about events which happen to them: for example, a Door interface might provide a signal to other objects when it is opened, perhaps called door-opened. (A nearby Doorman object might listen out for door-opened signals, so it knows when people come into the building.)
Examples should be:
Specifically, code examples should be:
Some open problems:
Also try to stay focused on the topic. This sounds obvious, but it's sometimes difficult to resist "showing off". Just because the history of compilers is very interesting, it doesn't mean you should cover it in a tutorial about writing desktop applications.
Write a first draft, then leave it alone for a few hours (preferably 24).
Then go back to it and read it over from start to finish, correcting as you go. Because you've had a break from what you've written, you'll be able to look more objectively at it, and be able to spot errors or places where the "flow" isn't right.
Don't be afraid to restructure. Look for sections you can reduce in size or remove.