Just to clarify, the theory section is not meant to be a description of what we did well in Foldit - in fact, most of what exists in Foldit violates these principles, to its detriment. This is more a description of what Foldit should be like.
"more explanations. why should I move a sidechain? answer like: In this puzzle we are learning about sidechains. A sidechain is (short) and with moving it in the right place, the protein can be packed more compact. Let's see if you can do it!"
I agree. Tell the player why it would be a good idea to do something (whether explicitly or implicitly), make sure they know what tools are at their disposal, and they'll do it, by trial and error if necessary, with much more motivation than if you tell them how without telling why.
"Really? I never watch the "bit of text"
That is the reason why I suggested the improvement of the currend ctr+i tool. Better watch on single scores."
Yes, there is a huge amount of room for improvement in the feedback in Foldit. The "bit of text" is close to worthless, though players do notice it. I have a few ideas, some of which I've probably mentioned in other threads.
"idea: one puzzle through the tutorial - one tutorial level, go to "learning puzzle", back to one tutorial puzzle, back to the (changed) tutorial puzzle - would also introduce restore very best etc. at this training puzzle at the appropriate time."
This is a cool idea, kind of like the way World of Goo Corporation mode works in World of Goo. Certainly worth trying.
"the flippin sheets ^^ It took me 3 days nnd 5 tries to get it. I mostly took the wrong sheet ^^ btw: I have written a solution to 2 puzzles in the wiki where players often get stuck."
The register shift puzzle is just poorly designed. We are well aware of how unforgiving and unintuitive that puzzle is and how many people get stuck on that one. However, fixing it is easier said than done, especially when all the preceding puzzles are poorly designed as well. We'll find a better solution eventually though. :)
"1. I really like the idea of the training puzzle. I have just finished a tutorial for another game and used a do-it-like-there method in some cases. (Perhaps thats why I got the idea now)"
What game? Can you post a link?
"2. The team should show more concepts. e.g. I heard for a long time now that a new interface is planned, but have never seen a bit of it.
Having a concept shown, a team member there to answer and a bit advertising in the chat would give a big amount of feedback from the players."
Yes, there has been a concept animation for the new interface, and I've been really wanting to show it off to you all ever since I first saw it. It's really cool, at least to me. :) However, if I remember correctly the team was hesitant to show the concept this soon. I can ask again though.