Diátaxis Tutorial Quadrant
Parent: Writing and Documentation · researched 2026-05-29T19:02:08.626Z· 6 sources · 10 concepts · skill tutorial-writing
A tutorial is a lesson. Its only job is to take a complete newcomer through a meaningful, hand-held experience and leave them with two things: a tiny working artifact they built themselves, and the co
Overview
- A tutorial is a lesson. Its only job is to take a complete newcomer through a meaningful, hand-held experience and leave them with two things: a tiny working artifact they built themselves, and the confidence that they can use this tool. [source]
- The single most-violated rule: the artifact does not matter; the learning does. A tutorial reader is not there to ship the thing they build - they are there to encounter the tool, the vocabulary, and the shape of the workflow under your protection. [source]
- If you find yourself optimizing for "they could use this output in production" - stop. You are writing a how-to. Switch quadrants. [source]
1. The learner's promise
2. Narrator voice — "we" not "you alone"
3. No detours
- There will be a hundred interesting tangents - "by the way, you could also…", "in production you'd usually…". Cut all of them. Every sentence either moves the learner toward the artifact or it leaves the document. [source]
4. Exit-with-a-completed-artifact
- The learner must finish with something visible: a running web server on localhost:8000, a printed "Hello, world", a deployed function that responded to a curl. [source]
5. Cognitive load budget (7±2)
- Human working memory holds roughly 7 ± 2 items. Each step introduces one new thing. Earlier-introduced things are reused, not re-explained. [source]
6. Backward design (Carpentries)
- Start at the end. Write down - in one sentence - what the learner can do after the tutorial that they could not do before. Then work backwards. [source]
7. Concrete, particular, robust
- Tutorials are built around specific actions and specific outcomes. Not "create a database" - "create a database called tutorial_db". Not "you'll see some output" - "you'll see exactly this output: {...}". [source]
8. The instructor's safety contract
- The reader is a guest in your kitchen; you don't let them touch the hot pan. If the install command on macOS 14 prompts for a password and the learner does not expect it, that is your error, not theirs. [source]
9. Inspire confidence, not competence
- The goal is "I can do this", not "I have mastered this". [source]
10. Tutorials are not the place for "if" or "depending on"
- Branching kills tutorials. Pick one environment, declare it in step 0, and keep one linear path. [source]
Template — minimum viable tutorial
AP-1 — The "tutorial" that is secretly reference
AP-2 — The "kitchen sink" tutorial
- Twelve features, three languages, two installation paths. Pick one concrete artifact, one environment, one path. [source]
AP-3 — Theory before action
- Three paragraphs of background before the first command. Get them to Hello, world in the first five minutes. [source]
AP-4 — Hand-waved steps
- "Now set up your database." How? Which database? On what port? Every imperative must be copy-pasteable. [source]
AP-5 — Untested steps
- Tutorials decay. Re-run the entire tutorial on a clean VM before each release. [source]
AP-6 — "You'll see something like…"
- Either it's exact or you've broken the learner's promise. Show the exact output. [source]
Decision Heuristics
- Is the reader a complete newcomer? If they could already articulate a specific goal, they need a how-to. [source]
- Is the artifact small enough that you can guarantee every step? If not, split it. [source]
- Is there exactly one path through? If you find "if/depending on/optionally", you are drifting toward how-to. [source]
- Does the reader end with a visible, working thing they built themselves? [source]
- When the answer points elsewhere: [source]
- Competent reader with a goal → howto-writing [source]
- "Why does this exist?" → explanation-doc-writing [source]
- "What are the parameters of foo()" → reference-doc-writing [source]
References
Children
- Backward design (frontier)
- Cognitive load 7±2 (frontier)
- Narrator voice (frontier)
- Learner's promise (frontier)
- Carpentries pedagogy (frontier)
Frontier under this node: Backward design, Carpentries pedagogy, Cognitive load 7±2, Learner's promise, Narrator voice