Virtual World Usability: Purpose
by azwaldo on Apr.21, 2009, under design, education, usability, virtualworlds
Many aspects of a user’s experience with software can be examined for usability. User interface (UI), accommodation for those with physical challenges or differing abilities, suitability of a technology to the audience…all of these are usability issues. However, they are not the focus here.
The purpose of this project is to explore a variety of virtual world spaces in Second Life®, to experience the effectiveness or utility of each design; and then, to identify the characteristics that shaped that result.
Anyone is welcome to participate; invitations are being made via the SLED listserv, a RezEd forum thread, and numerous emails to individuals. I have begun to organize some information at the SimTeach wiki; but, am also weighing the options of building at Wikispaces, or even by starting a Google Group. I would be interested to learn of your perspective regarding these sites, or others.
Usability gauges the degree to which an object is
- More efficient to use—it takes less time to accomplish a particular task
- Easier to learn—operation can be learned by observing the object
- More satisfying to use
(from Wikipedia )
Particular aspects of the user’s experience interest me. I aim to identify those characteristics of virtual world design that make for effective communication; or, find examples where the message gets fuzzy…then try to imagine alternatives.
I do not plan to evaluate entire builds.
I am not in this to throw stones. Rather, I will be observing discrete elements like instructional text displays, navigation elements, and media interfaces; any object a user engages to consume the content. I will be looking at the color of a sign, the shape of a prim, and the placement of objects in relation to one another. But, where my view of features is narrowed, my reference to the history of web design will be generalized. When reviewing the history of web design I will seek out the underlying principle of effective communication by looking past the device of any particular element (see references to Nielson, first post).
On review, my use of the term “standards” may be ambitious. Will any single principle apply in every case? Can a group of educators and designers agree on a set of criteria, enough to benefit a significant number of users? What can come from discussion about usability?
What I am imagining is a list of design criteria; a content creation checklist. But, since my ideas just scratch the surface, I will continue to contact folks who might have 2¢ to add.
You are already reading this…who have I left out?