I find this concept of "making interfaces part of the learning" the most difficult to convey when working with clients, and I am guessing others here have the same problem. I hope this helps.
The first level question from simulation designers to a subject matter expert is typically:
- What are common problems novices make? What are common problems experts make?
- When is doing the same thing a little harder or a little softer, or a little earlier or a little later, make all the difference between success and failure?
The concept that the subject matter experts fill in for "thing" becomes a critical component of the interface.
Just a few examples I recently heard. If it is...
- "bring one of the two arguing people outside the room to let them cool off" or
- "send flowers" or
- "stop the process to review safety issues" or
- "set up a focus group to get customer feedback" or
- "bring in higher levels of management" or
- "give our bonuses" or
- "go out with the customer to build the relationship" or
- "make an acquisition" or
- "speed up the presentation" or
- "have the security team spend more time surveying the area with the broken window"
...then those options had better be possible through the interface, and not just as a binary option (i.e. press the button), but also as an analog option (i.e. hold down longer for more impact).
This is all part of the new language of interactivity, something I hope will move from archaic today to mainstream within a few years.