Ready Player One?

Each Monday morning we kick off the week with a senior team meeting; open forum for raising issues and planning work. Recently I asked for ideas for the next blog post.

Amongst a few gems, the stand-out pitch was ‘Write about some­thing Retro’, because, as I’m sure you’re aware, there is a big ‘Retro’ trend hap­pen­ing right now (if you didn’t know, now you’ll be able to talk con­fi­dently about it with your col­leagues safe it the knowl­edge that it’s bang on trend).

Pon­der­ing the idea of ‘retro’, I perused my book­shelves in search of inspi­ra­tion. It was there that I stum­bled across an orig­i­nal 1986 instruc­tion man­ual for ‘Side­kick’ pro­duced by Bor­land (who, I’m glad to report are still trad­ing at Borland.com).

‘Side­kick’ was the first piece of Desk­top soft­ware that I owned. 1987 was the year I pur­chased it. In retro terms, that equates to the orig­i­nal year for the Rubix Cube, ‘With­nail and I’, ‘Dirty Danc­ing’ and Acid House smileys..

Why I kept the man­ual I don’t know, cer­tainly the com­puter and asso­ci­ated floppy disks were long con­signed to the tip. But, as I flicked through the man­ual it occurred to me that it pro­vided an inter­est­ing bench­mark to show how far things have come in the space of a rel­a­tively small num­ber of years, not in terms of the Inter­net per-se but how we inter­act with soft­ware and the notion of user experience.

Installing the soft­ware was akin to enter­ing a dark­ened room and stay­ing there, alone, for sev­eral hours. There were 14 diskettes that needed to be loaded in sequence, each tak­ing min­utes to load, the process accom­pa­nied by whirring and chirrup­ing as the disks were read. Fraught with fear, in case the disks were loaded in the incor­rect order or the final sum­ma­tion, once the process was com­plete, indi­cated that there was a ‘disk error’ and the whole process would need to be repeated.

The Side­kick Man­ual came at an inter­est­ing time, as users were trend­ing away from being home-based pro­gram­mers, to peo­ple who just wanted to write, cal­cu­late or do some other task with­out hav­ing to under­stand how to write Basic. The man­ual tries to bridge this gap, and offers tan­ta­lis­ing con­tent such as it’s descrip­tion of one of the basic cal­cu­la­tor fea­ture ‘This is a nor­mal, every­day busi­ness pocket calculator…However, it also offers spe­cial fea­tures for pro­gram­mers’. Oh, how I wanted to unlock those spe­cial features!

Chap­ter 1 of the man­ual ‘Get­ting started’ has five pages of con­tent before you reach the mile­stone of ‘Finally – start Side­kick’. The next Chap­ter is about tak­ing your ‘Side­kick for a Ride’, detail­ing how to open up the Notepad, and using the short­cut keys. One of the fea­tures pro­filed is the F4 ‘Import Data from screen’ which is described as ‘a very excit­ing fea­ture; it allows you to take text from the screen and put it into the NotePad! When you ht F4, the Notepad dis­ap­pears, but don’t be afraid, it will come back’. Sadly the re-assuring tone failed to reduce my anx­i­ety lev­els when using the fea­ture, although the notion of ‘copy and paste’ is per­haps one of the most com­mon util­i­ties we now take for granted.

The friendly, per­son­able tone extends through­out the man­ual. Includ­ing the Cal­en­dar descrip­tion which offers the per­haps overly opti­mistic text, that once you’ve opened the appli­ca­tion ‘You may now move through time’.

From a UX per­spec­tive, one of the inter­est­ing facets of Side­kick was the use of func­tion keys, which were deployed for every con­ceiv­able func­tion. The rea­son being that the Mouse still wasn’t the preva­lent form of Com­puter Human Inter­ac­tion at that point (that didn’t really hap­pen until the late 80′s) so there was no easy way to con­trol the on-screen nav­i­ga­tion, so instead the user had to jump up and down the screen and call dif­fer­ent util­i­ties by a mind-boggling array of func­tion and CTRL keys, often requir­ing three or more keys to be depressed simul­ta­ne­ously, in a Twister-style approach to key­board interaction.

Hard­ware notwith­stand­ing, the man­ual is inter­est­ing in its use of a ‘human’ tone to try and reas­sure users that the soft­ware was their friend and not some­thing to be fear­ful of. Sup­port­ing this, the man­ual pro­vides ‘Scenes from our lives‘ where Bor­land pro­gram­mers write about typ­i­cal behav­iours and how Side­kick can help, gen­er­ally by being by being faster and more effi­cient. This notion of putting the cus­tomer at the heart of the expe­ri­ence is cen­tral to the deliv­ery of a good UX today, as is the approach of deliv­er­ing appli­ca­tions that are intu­itive for peo­ple to under­stand and apply.

The Side­kick Man­ual came with a pre-paid card slip for users to send their details back to Bor­land for mar­ket­ing pur­poses. The form is styled to make it almost impos­si­ble to read due to minus­cule text, and requir­ing pro­gram­mer level knowl­edge of your hard­ware, ask­ing for details such as your PC’s CPU and whether you had EMS/EEMS Mem­ory or a Math coproces­sor. But you can see where Bor­land were going, iden­ti­fy­ing their cus­tomers and seg­ment­ing them based upon their attrib­utes, pre­sum­ably with a plan to send them tar­geted mar­ket­ing mate­r­ial or to iden­tify trends in their cus­tomer base to guide future prod­uct development.

It’s been 27 years since I pur­chased Side­kick, but it’s pos­si­ble to see a direct cor­re­la­tion between that soft­ware man­ual and today’s web appli­ca­tions, per­haps not in terms of the tech­nol­ogy per-se but in the sense of com­mu­ni­cat­ing a friendly, help­ful expe­ri­ence, that’s intu­itive and built by peo­ple who want to make your life eas­ier. The side­kick man­ual, to me, evokes that sense of bushy pro­gram­mers, sit­ting in a sunny Cal­i­forn­ian busi­ness park, akin to an early Steve Jobs, exud­ing hope. Want­ing to make a dif­fer­ence to soci­ety and recog­nis­ing that they could do it via cod­ing, and by com­mu­ni­cat­ing to their users in human terms that were both rel­e­vant and contextual.

Why ‘Ready Player One’ as the title to this blog? Well, for ref­er­ence, this is the title of a thump­ing retro Sci-Fi novel, based on early arcade games (espe­cially the 80′s) that have this title as the ‘Call to action’.


Chris Johns claims 13 cups of coffee were emptied in the process, but we’re certain it was more than that.