I really enjoy ModX and are migrating some clients from wordpress and joomla to modx.
BUT I’m a webdesigner, and not a programmer, even if I understand and can modify a bit of php, often I don’t understand the more esoteric uses of some parameters, or functions.
And this gets me to be often stuck on making something even simple: for example, last time I tryed to use getresources to display news from different areas in different parts of my homepage, with no result. When I asked for help I got a very tecnical response wich I could not fully understood (change some parameteres that I don’t even understood). Then, trying and retrying I got to use GetPage insteade of GetResource, and BANG, the site is functioning.
Ok, as I already admitted, I’m not a programmer, and the more technically minded in this forum probably will laugh at my problems.
BUT I think ModX could really become more popular and used, and beat the hell out of every other CMS, if it would simplify it’s adoption by independent webdesigners, wich often don’t even know a bit of PHP or programming.
I think there are 3 ways to do this, and they have nothing to do to "prepacked content" or "templates".
The first would be to ship modx with some basic packages (wayfinder, getpage, tinymce) like it was in evo. I read that this is already in the roadmap (custom installations) if I’ve understood well, and that would be good, since I loose much time in browsing the package manager every time I make a new install of modx, while in Evo I had all prepacked.
The second would be to ship
some CHUNKS that would enable the user to make simple things, like 3-4 wayfinder "call chunk" (or snippet) for first level menus, second level, etc. THEN, give the user NOT a "sample site", but a location (maybe in the tabs, like it would have be done in a webdesigning software) in where to find a "calls repository".
That would be something like a list of calls named in a SIMPLE way (like Horizontal first level menu) and with a bit of explanation. The designer would then click that or copy and past in the template, and so even someone who never understands ANYTHING in modx, could create a site.
Think of the placeholders for example: we who work daily with Modx know them, searched them in the wiki and so on. But if we had them clearly inside a "placeholders" tab or button in modx, we would have saved HOURS of time of learning, wich could have been spent on the more difficult tasks. And new users so would find it less difficult and more inviting.
Even in my daily work, I’ve created a set of "examples" for myself to let me know how to do THIS and that. That speedes up my work, and let me remember how modx works.
I don’t think it needs much to introduce this in modx, but would really do MUCH for the usability of it (and I think even the more "tech" people would enjoy that).
The third thing, would be to make the "examples" in the guides, wiki, and so on, more clear. And to make MORE.
People like myself (and most others, even if they wouldn’t admit

), when approach a new programming language, like to copy and past a string of code, and modify it to their needs, and learn trough this process how the software works.
Often the examples have wrong parameters, or refer to "chunks" and "placeholders" without making an example of how those would be created.
I’ve read the wayfinder guide someone has done on the forum. And I got stuck in places (even knowing wayfinder pretty decently) because the examples were very caothic.
The examples must be more like: I use this call XXXXXX to make this: and explain How it works.
Instead of: if you want to do this in modx, wich uses this and that for doing that, u can use a call like this XXXXXX (usually a non working call), while modifying the parameters X and Y (usually without a very deep explanation of what those parameters do), and putting that in a chunk (without a working example).
Probably it would have been also FASTER to make more working BUT less articulated examples.
One good example of examples WAS (since it has changed and I cannot find them, but maybe I never searched well) the muddydogpaws examples of wayfinder. I learned more "operationally" from those than from the forums and wikis.
Sorry for the long post, I don’t have talent for synthesis
Erebus/Gio