That suggests another idea: show a position and a candidate move, let the user say whether the move is safe (e.g., show a diagram, ask "Is 17.Rad1 safe?"). If the user says yes, let him play it and make a few moves (possibly showing the hole in some seeming threat), if he says no, let him play the other side of the board for a few moves to show why the move is wrong. You get points if you got the right answer and the right moves.
That is training correct chess thinking! It is really a great idea IMO. The downside, and I think it is considerable, is emotional/psychological. Ordinary chess problems have a built in reward stimulus, the pleasure of finding a clever set of moves and then mating or winning material. Your puzzles put us psychologically in the position of: figure out why you +can't+ play a move. Not so sexy for the casual player. But as a serious training discipline, IMHO, it's right on the money. I'm a chess-addicted casual player and I personally would love to train that way.
As everybody knows, one can be great at solving Tactics Trainer puzzles, and still make oversights during games. Part of the problem is that in tactics puzzles, one knows that there is a tactic. Another is that people use their tactics skill wrongly in games.
One improvement that has been suggested a lot is a percentage of problems where there is no working tactic, and a "No Tactic" button to press.
In his latest "Novice Nook" column, Dan Heisman says that "The primary use of learning these basic tactics is to reject your candidate moves that are not safe."
That suggests another idea: show a position and a candidate move, let the user say whether the move is safe (e.g., show a diagram, ask "Is 17.Rad1 safe?"). If the user says yes, let him play it and make a few moves (possibly showing the hole in some seeming threat), if he says no, let him play the other side of the board for a few moves to show why the move is wrong. You get points if you got the right answer and the right moves.
One big problem is the difficulty of generating enough interesting positions where there is no working tactics; I don't see how it can be done automatically, and that is needed to get the thousands of problems we'd like to have (ideally there'd be a 50/50 split between safe and unsafe moves).
Comments? Ideas for the last problem?