Virtual World Usability: Simple design issues
by azwaldo on Apr.26, 2009, under design, education, secondlife, usability
In the last post I presented a list of design issues collected from other sources. A broad range of concerns is addressed in that list, which helped when categorizing the various types of design elements. Each issue was reduced to the most basic interaction it described, and several common aspects emerged.
However, many of those issues represent aspects of design that are either complex or broad, such as user experience and overall quality. Those issues will require a degree of analysis that is beyond the initial reach of this project. After removing those complex issues, six categories of simple design issues remain.
- Navigation-Content
- This category pertains to the purpose of navigation aids. What assistance does a user require to ensure that the entire design is experienced? Do sufficient visual aids exist to ensure that they are exposed to the entire build, whether by moving their avatar or camera position? Are there any side trips or particular camera angles to notice? Are there different paths for different users?
- Navigation-Distribution
- This category pertains to the placement of navigation aids. Are there sufficient signs, pointers, and teleporters at the central landing zone? Are these aids present throughout the build, allowing users to easily move within the site? Is the particular location and placement (position and orientation relative to objects) of each individual aid optimal. Are there too many?
- Navigation-Presentation
- This category pertains to the appearance of navigation aids. Are these aids obvious? Do they have a consistent style (colors, shapes, iconography)? Does their design distinguish them from other objects and aids? Does their design provide sufficient contrast without being obtrusive or incompatible?
- Information-Content
- This category pertains to the purpose of informational displays. What descriptions are necessary to explain the elements within the actual build? What information is implied by—or, can be extrapolated from—the design, or from specific parts the design?
- Information-Distribution
- This category pertains to the placement of informational displays. Is the information pertinent to the immediate location within the build? (Don’t tell me about the lions at the landing zone. Perhaps just tell me that there are lions, and then show me how to get there.) Are these aids present throughout the build, informing users as they move around the site? Is the particular location and placement (position relative to objects) optimal for each individual aid. Are there too many of these displays? Could some information be better supplied via notecard or external source?
- Information-Presentation
- This category pertains to the appearance of informational displays. Are these design elements obvious? Is the text readable? Do the displays have a consistent style (colors, shapes, typography)? Does their design distinguish them from other objects and aids? Does each display occupy sufficient area without being obtrusive or out of proportion?
This list is not exhaustive, the design issues given here are examples. Still, these basic categories contain issues which are simple enough that analysis is more likely to generate results, and the list is small enough in number to simplify the content evaluation process.