Two Universes
randsinrepose.com
randsinrepose.com
The voice of Glados is constantly messing with you: asking you to bring your daughter to work with you for testing over the acid pits, lying to you about obvious things, etc.
This personality and sense of humor helps drive things forward and keeps you entertained while you're fiddling with what are essentially logic puzzles.
I've never really seen a website or app pull off humor to the level that Portal achieves.
The closest thing I can think of would be something like the "You Suck at Photoshop" tutorials on YouTube:
That is the design part: understanding the rules of the environment you've created, understanding how people are likely to behave based on prior knowledge when put into that environment, and creating scenarios which lead them down certain paths without telling them about those paths. It's a probabilistic thing. You have to create a scenario where the most likely outcome is that the user learns what you want them to learn.
Another neat thing about Portal that may apply to applications is that the spoken lesson doesn't come until after you've discovered it on your own. The explicit tutorial doesn't so much teach as reinforce.
This kind of analogy usually leads me toward thinking that an app like Photoshop should provide an extensive tutorial where they could teach you how to use the app by asking you to create increasingly complex images with increasingly complex tools. That has the potential to directly apply the lessons gleaned here from Portal, but doesn't actually affect the end design of the product. And it doesn't help me because I have not yet said to myself, "I should put many hours in to learn how to use Photoshop properly" I always come to it with a specific goal in mind. Plus, how is that so different than how things are now? All I see here are guidelines for how to make a great Photoshop tutorial, not design principles to guide the making of a more accessible Photoshop, which for me seems to be what the OP is trying to get at.
Another random thought: a paintbrush is the same tool more or less that a beginner and a master use to create very different qualities of painting. How can that tool be so simple and yet allow for such complex mastery?
Not if everything was locked from the beginning with no recourse--but then, that's bad game design, too. Nobody wants to come over to play a friend's fighting game (or Photoshop) and find that their favorite characters/tools aren't available. Instead, well-designed games have a "story" or "campaign" mode, where things are slowly unlocked, and then an "open play" mode where everything is available.
Games like Mario Kart Wii and Smash Bros. Brawl seem to do well with the the `open play' mode that doesn't have everything unlocked from the start.
Most applications have a userbase that is interested in different subsets of functionality. If you tried to lead them through all the tools in order, some will stop early when they've found the tools they need, and others will get frustrated being forced to learn tools they have no use for.
The first two screens of SMB are deliberately designed to teach you the basic rules of the game without actually explaining them to you.
On a related note, Valve launched the 'Perpetual Testing Initiative' for Portal 2 yesterday ( http://store.steampowered.com/app/620 ) , which is an amazingly easy-to-use level editor and shared content community, which should add much longevity to the game.
People learn to build levels, and get feedback votes from players. The options are slightly limited, but you can take your level over to the full hammer editor after.
An interesting move in the context of the article, essentially teaching their community to be makers.
The problem with comparing Portal to Photoshop is that Portal has a fixed goal for the user: Get to the end of the level. How is the designer supposed to teach the new Photoshop user in the same manner?
A possible answer is to provide a simulated training ground that with only a few Photoshop tools "unlocked". By completing tasks you unlock more tools. The problem still exists in that it's still difficult to determine what mastery the user will require. And let's face it - in and of itself, using Photoshop isn't very fun.
The problem is not photoshop. The problem is that playing a game is not the same as using photoshop.
Why?
Think about it it like this.
I could in theory create every possible frame of portal in photoshop sans the interaction.
I can't create photoshop in portal in any shape or form.
One is a world the other creates worlds.