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	<title>InstructionalAlchemy &#187; education</title>
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	<description>Dynamic Educational Content for Virtual Worlds</description>
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		<title>XiMP: A publish/subscribe model for media content</title>
		<link>http://instructionalalchemy.com/blog/2010/01/06/ximp-a-publishsubscribe-model-for-media-content/</link>
		<comments>http://instructionalalchemy.com/blog/2010/01/06/ximp-a-publishsubscribe-model-for-media-content/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 18:55:50 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[scripting]]></category>
		<category><![CDATA[secondlife]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=1050</guid>
		<description><![CDATA[I was inspired by my study of XMPP and Google Wave while preparing for an event in SL (see “Wave” titles in Recent Posts). A test system was working within the first day, and I immediately began to design the demo activity.]]></description>
			<content:encoded><![CDATA[<p>
<div class="insertRight"><img src="http://lh6.ggpht.com/_NtPGBWxsiAw/S0NPx4CzmpI/AAAAAAAACDY/pKT13ablAX8/s400/Snapshot_009.jpg" width="300" height="225" />
<div class="imagecaption">The XiMP demonstration activity</div>
</div>
<p>I have discovered a new approach to making media content available to users in Second Life™ (SL).  All feedback suggests that this is new.  The educational use cases are obvious.</p>
<p>By using a website and database to index, describe and tag media files (such as podcasts or videos), we create a dataset that <em>refers to</em> the content.  This metadata can be sent to an object in world, such as a HUD, to give users immediate access to that content.  By routing the URL and media type to a local media access server* the user can engage the media wherever she is&#8230;no need to open an external browser or teleport elsewhere to use a media display.</p>
<p>* The local media access server is a single script that can be placed in any object; a rock, a tree, a roof, or a transparent prim.
<p><strong>XiMP</strong> = e<span style="font-weight:bold;font-size:115%;">X</span>tending <span style="font-weight:bold;font-size:115%;">i</span>nteractivity with <span style="font-weight:bold;font-size:115%;">M</span>essaging and <span style="font-weight:bold;font-size:115%;">P</span>resence</p>
<p>Once we have media associated with SL content such as notecards and objects—and messages delivered by blue dialog prompt or SLURLs written in chat—we find there is a variety of ways to combine these <em>resources</em> into content bundles&#8230;or XiMPs, as I have called them, for convenience.  By <em>subscribing</em> to a particular type of content or to a particular author, users can be notified when content is available; in this way we are &#8220;pushing&#8221; content to users in SL.</p>
<p>Think RSS feeds&#8230;FeedBurner or Google Reader.</p>
<p>
<div style="text-align:center; width:512px;"><img src="http://lh5.ggpht.com/_NtPGBWxsiAw/S0TYiqxiuHI/AAAAAAAACDs/K68bU56t8-A/s800/XiMP%20Diagram.jpg" alt="A diagram depicting relationship between objects in Second Life and the Internet" />
<div style="font-weight:bold;text-align:left;">1) User subscribes to content via website, which indexes media files<br />2) Website <em>pushes</em> data to the xHUD<br />3) xHUD sends request for media to local access server<br />4) Media access server assigns content to the local parcel media stream, and&#8230;<br />5) The user experiences the media remotely, individually, in the xHUD (or on a display in world)<br />6) Finally, in the demo, the media is displayed in the xHUD&#8217;s media display panel</div>
</div>
<p>The best way to understand this is to <em>see</em> the system in action.  You are welcome to visit the demo at my parcel in Gyatso (<a href="http://slurl.com/secondlife/Gyatso/33/9/351">SLURL</a>).  It only takes about five minutes; and, it is easy: </p>
<blockquote><p>1) get HUD<br />2) step on green circles</p></blockquote>
<p>Some rezidents are still &#8220;fuzzy&#8221; about what is happening, even after the demo. (Quoting a visitor, here.) <strong>Would you be interested in a personal demonstration?</strong>  I would be glad to arrange to meet in world and discuss where this might lead, as well as how it works. </p>
<p>This project was inspired by my study of <a href="http://en.wikipedia.org/wiki/Extensible_Messaging_and_Presence_Protocol">XMPP</a> and <a href="http://wave.google.com/help/wave/about.html">Google Wave</a> while preparing for an event in SL (see &#8220;Wave&#8221; titles in Recent Posts).  A test system was working within the first day, and I immediately began to design the demo activity.  Days later, I invited a few folks to kick the tires, and then posted an announcement in <a href="http://www.iste.org/Content/NavigationMenu/Membership/Member_Networking/ISTE_Second_Life.htm">ISTE</a> group chat.  Six or seven rezidents showed up, all at once, and I noticed several problems with the design of the activity.  I <em>continue</em> to refine that design.</p>
<p>Many visitors stick around to discuss the demo, and several have expressed willingness to participate further.   I am now encouraging visitors to stay in touch, making contact by email (contact &#8220;azwaldo&#8221; at gmail dot com) or by following the newly created Google Wave (wave link: <a href="http://bit.ly/5iW36s">http://bit.ly/5iW36s</a> , only opens for Google Wave users.  Need an invite? I have some.)</p>
<p>As far as I know, this is the first activity designed using this approach.  For a different project, Omei Turnbull helped create a way to store comments about a location (or build) as an asynchronous dialog (see <a href="http://widgets.pbworks.com/GroupNotePrim">GroupNotePrim</a>).  I suspect that a similar interaction would be useful in this system.  (Learner is prompted to comment on some aspect of the location or build they have been sent to observe&#8230;)</p>
<p>Self-paced, asynchronous presentation of content is something for which virtual worlds are <em>particularly</em> well suited.  A system like <strong>XiMP</strong> might <em>extend</em> our ability to support a lesson with media content.</p>
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		<title>Google Wave as a tool for education</title>
		<link>http://instructionalalchemy.com/blog/2009/12/11/google-wave-as-a-tool-for-education/</link>
		<comments>http://instructionalalchemy.com/blog/2009/12/11/google-wave-as-a-tool-for-education/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 21:10:41 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[secondlife]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=816</guid>
		<description><![CDATA[If a learner asks about the same topic, a search of the wave could reveal that exchange and deliver the same response. If no match is found, the question-as-blip can be tagged and flagged for review by the wave-watchers.]]></description>
			<content:encoded><![CDATA[<p>As a teacher, I often thought that my best lessons were trapped inside insurmountable walls&#8230;the highest of those being time.  So many students were not ready to learn, at least not at that moment we shared.  </p>
<blockquote><p>When the student is ready, the teacher will appear</p></blockquote>
<p>Put me on <em>wave watch</em>, I say.  Let me lurk until the questions arise.</p>
<dl>
<dt><em>&#8220;What does the chloroplast <em>do</em>?&#8221;</em></dt>
<dd><strong>Blip!</strong> [The Wave-watcher posts a simple response within the context of the learner's question.  And, after a quick search, pastes a diagram from <a href="http://en.wikipedia.org/wiki/Chloroplast">Wikipedia</a>, or <a href="http://ocw.mit.edu/OcwWeb/Biology/index.htm">MIT's Biology content</a>.]</dd>
</dl>
<p>Finally, <em>capture</em> that exchange, and archive it.  Later on, if a learner asks about the same topic, a search of the archive could reveal that exchange and deliver the same response.  If no match is found, the question-as-blip can be tagged and flagged for review by the wave-watchers.  Since Katiya (London) and Chris (Japan) are likely to be watching the wave when I am not, the learner may not even have to wait long for a response.  And, I might be watching when Katiya and Chris are not.  A wave could widen my net.</p>
<p>
<div class="insertRight"><img src="http://lh3.ggpht.com/_NtPGBWxsiAw/SyKd6h92qGI/AAAAAAAAB_M/9ruOLdVirtY/s288/wave_wave.jpg"></div>
<p>I did not begin to think about how an educational wave might work until I started to read about <a href="http://wave.google.com/help/wave/extensions.html">extensions</a>, <a href="http://code.google.com/apis/wave/extensions/robots/index.html">bots</a> and <a href="http://code.google.com/apis/wave/extensions/gadgets/guide.html">gadgets</a>.  Now, for a wave to be used as an educational tool, I can imagine some of what will be needed behind the screen.</p>
<p>Instruction breaks down into any number of simple exchanges.  Traditionally&mdash;and at a basic level of examination&mdash;those interactions include:</p>
<ol>
<li>Instructor states a learning objective</li>
<li>Instructor presents introductory content </li>
<li>Instructor leads group in an activity (lecture, discussion, exercise, investigation, guided learning, etc.)</li>
<li>Instructor assigns an individual learning activity (to extend the learning)</li>
<li>Student delivers finished product to instructor</li>
</ol>
<p>This is a very simplistic description, of course; plenty takes place <em>between</em> each step above, and each step can have many variations.  For example, the activity in #3 above might be &#8220;Write a summary&#8221;, &#8220;Read a chapter&#8221;, &#8220;Answer these questions&#8221;, &#8220;Build a model&#8221;, or all of the above.  And there is little mention of what the learner is doing.  Here, I want to focus on direct interaction between student and teacher—those exchanges that an educational wave will need to facilitate—and identify wave mechanisms or gadgets that will accomplish the task.</p>
<p>And it is feasible, given my view of the technologies, to bring wave-enabled instructional tools into a virtual world like Second Life™.  A touch-activated kiosk, or an avatar&#8217;s HUD might become a wave participant&#8230;or client, allowing the conversation of a wave to seep into that virtual space.</p>
<p>What would be the requirements?</p>
<p>From the learner&#8217;s perspective, the tool should be:</p>
<ul>
<li>Easily attainable (pick one up in world, buy on XstreetSL or other merchant site)</li>
<li>Easily enabled (worn as attachment or HUD, or rezzed as needed?)</li>
<li>Easily engaged (i.e., ask question in public chat)</li>
</ul>
<p>From the perspective of the mentor (instructor, guide?):</p>
<ul>
<li>All questions should be accessible (imagining question as blip, here)</li>
<li>Newly submitted questions should be distinctly tagged or formatted (wave-bot employed here)</li>
<li>Once a mentor&#8217;s response is submitted to a blip, that blip&#8217;s status (tag, tags?) should be modified</li>
</ul>
<p>From here, it gets difficult; I cannot guess what the user interface would be like for the next transaction. The learner could simply receive a text message (IM? OwnerSay or Floating text in a HUD?). Maybe the user would be prompted (llLoadURL) to open a web page with the response&#8230;
</p>
<p>That is enough to chew on, I reckon.  Now, it is back to the <a href="http://code.google.com/apis/wave/">Google Wave API</a> and <a href="http://code.google.com/p/wave-robot-python-client/">a bit of Python</a> (<a href="http://www.youtube.com/watch?v=jT3_UCm1A5I">nudge, nudge</a>).</p>
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		<title>The Shield Quest</title>
		<link>http://instructionalalchemy.com/blog/2009/06/12/the-shield-quest/</link>
		<comments>http://instructionalalchemy.com/blog/2009/06/12/the-shield-quest/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 03:09:07 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[machinima]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=716</guid>
		<description><![CDATA[For more than a year, I have wanted to bring together educators and content creators to collaborate in the development of large-scale, interactive learning experiences.   Equal parts medieval quest and new-user education, the tagline for this design is "Orientation Island meets Legend of Zelda."]]></description>
			<content:encoded><![CDATA[<div class="insertLeft"><img src="http://lh4.ggpht.com/_NtPGBWxsiAw/SjGtIbqlmaI/AAAAAAAABao/vweCpQ9QC0Y/s400/Quest1.jpg" width=360 height=270 alt="Image of an avatar approaching a stone seat, carrying a torch.">
<div class="imagecaption">Omei prevails!<br />(First rezident to complete the quest)</div>
</div>
<p>In many ways, <strong>The Shield Quest</strong> (my current project) is an experiment.  Most obviously, it is the largest project I have undertaken; various scenes, many objects, sounds, textures, animations, sculpties, machinima.  More parts, more scripts, greater complexity than anything I have built.</p>
<p>The <a href="http://vimeo.com/5120114" title="Video posted at Vimeo">first machinima</a> is embedded, below.</p>
<p>The biggest <em>challenge</em> with this project, however, may be the operation of a group.  From the start, I have wanted to create an opportunity for any number of participants to collaborate.  Recruiting members and then introducing them to the project takes time.  Additionally, I am identifying and developing a couple of web-based documents (Google Doc and MediaWiki).  I am curious to see if those resources are used.</p>
<p>Another aspect that is new to me is the activity&#8217;s combination of instruction with entertainment.  Equal parts medieval quest and new-user education, the tagline is&#8230;</p>
<blockquote><p>Orientation Island meets Legend of Zelda</p></blockquote>
<p>What if new users could enter a game-like activity that required the use of various user interface (UI) features?  What if, on finishing their initial orientation experience, users could be immersed in a playful romp, a harrowing adventure, or a murder mystery&#8230;maybe in a haunted house?</p>
<p>If fun, interactive spaces nudged new users into using the most commonly used menu options, preference settings, and other UI elements, would they learn the interface more easily?  Would they recall that information more readily?</p>
<p><em>Would they stay around longer?</em></p>
<p>A big build, an experiment in collaboration, an attempt to smooth the learning curve&#8230;yes, all of these.  But primarily, this project is a laboratory; a proving ground for design criteria <a href="http://instructionalalchemy.com/blog/usability/" title="Page documenting a study of VW Usability">found</a> during <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/" title="First post in category: Usability">my own quest</a> to identify elements of effective virtual world design.  If all goes well, many conversations will crop up; with educators and content creators discussing various approaches for a particular part of the design.</p>
<p>That dialog has already started. (Huzzah!)</p>
<p>The collaborative phase is underway.  On Friday, eight users were invited to enter The Shield Quest.  On completion, each is prompted to indicate whether they would like to join the development team; <strong>The Shield Guild.</strong>  (More about this group another time.)</p>
<div class="insertRight"><img src="http://lh3.ggpht.com/_NtPGBWxsiAw/SjGuk4c-W5I/AAAAAAAABas/1vbSdaeKLVA/s400/Snapshot_005.jpg" width=360 height=270 alt="Image of a blue star-like object, floating among several clounds. An avatar looks at the object, the Oracle.">
<div class="imagecaption">Azwaldo visits The Cloud Oracle</div>
</div>
<p>Presently, the activity is a loose arrangement of scenes and interactions.  I launched the project with the simplest design I could manage, using the most basic objects and minimal scripting that represent <em>the least possible amount of content</em> that still creates the outline of an adventure, from start to finish.  In this way, group members will have many opportunities to contribute.</p>
<p>Also, leaving gaps will provide room for the lesson to grow.  The list of objectives is incomplete; all of the UI skills to be included have not been identified.  The narrative will grow as we incorporate new UI features:  Want to implement the use of Ctrl-Alt pan?  Let&#8217;s hide a riddle text-<em>ure</em> at the Cloud Oracle (see image).  Want to incorporate use of the sound volume slider?  Let&#8217;s stream clues into the Crystal Palace with sound clips, with some so low that the user has to pump up the volume.</p>
<p>The activity will remain public; no admission will be charged.  The design is not meant to be sold or marketed, sponsors will not be sought.  Instead, content creators will be invited to participate and credits will roll at the end of the quest.  How about a tapestry? Or a shrine&#8230;with participants listed in gilded finery?  Another display could offer a notecard with participants&#8217; names, web address or grid location, and SLurls.  This would be made available on touch, not given automatically.</p>
<p>I plan to maintain the space for as long as it remains practical.  It is quite possible that the design will continue to be refined for many months, even after it is &#8220;complete&#8221; and deemed ready for new users.</p>
<p>For more than a year, I have wanted to bring together educators and content creators to collaborate in the development of large-scale, interactive learning experiences.  The Shield Guild now has four members.  Only one of us is currently an instructor in First Life.</p>
<p>A second quest has already been discussed.</p>
<p>Can an open, collaborative project successfully produce an interactive learning activity in SL?  Would <strong>you</strong> like to see this happen?  With the caution that this is a work in progress, I invite you to an adventure&#8230;and the quest is only the first step.  If you are curious, please <a href="http://instructionalalchemy.com/blog/about-2/" title="About page, contains email addy">send an email</a>, post a comment here, or contact <strong>Azwaldo Villota</strong> in world.  The first introductory video is below. Until our paths cross&#8230;</p>
<p><em>&#8230;may fair winds find you.</em></p>
<div style="text-align:center;margin-top:3em;">
<h3>The Teaser</h3>
<p><object width="400" height="300"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=5120114&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ff9933&amp;fullscreen=1" /><embed src="http://vimeo.com/moogaloop.swf?clip_id=5120114&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=ff9933&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="300"></embed></object>
<p><a href="http://vimeo.com/5120114">The Shield Quest &#8211; Intro 1</a> from <a href="http://vimeo.com/azwaldo">azwaldo</a> on <a href="http://vimeo.com">Vimeo</a></div>
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		<title>Delivering Information Effectively</title>
		<link>http://instructionalalchemy.com/blog/2009/06/03/delivering-information-effectively/</link>
		<comments>http://instructionalalchemy.com/blog/2009/06/03/delivering-information-effectively/#comments</comments>
		<pubDate>Wed, 03 Jun 2009 04:26:32 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[secondlife]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=696</guid>
		<description><![CDATA[Of the many design issues that have surfaced in my current project, the most challenging is the packaging of introductory information...what is the best approach in combining the use of notecards, scripted chat, floating text, sound bytes and video?]]></description>
			<content:encoded><![CDATA[<p>I mentioned a personal project in the <a href="http://instructionalalchemy.com/blog/2009/05/29/an-experiment-in-collaborative-design/">last post</a>.  That design should find ample treatment here; in fact, this blog was <em>created</em> to track its development, actually <a href="http://instructionalalchemy.com/blog/2009/03/11/hello-world-2/" title="First post in this weblog">beginning</a> the day the project found purchase; the day I found land with which to experiment.</p>
<p>I have been describing the learning activity&mdash;and the project that encompasses it&mdash;to a few rezidents; eight or nine &#8220;cook&#8217;s tours&#8221; reducing my rambling into a concise description, locating each <em>gem</em> of an objective in the messy rough of ideas.  I can say that I am learning much about virtual land administration and group management, and have been scripting effects that I might not have imagined.</p>
<p>But, in this post, rather than indulge what I have already <em>found</em> I want to describe something I am looking for&#8230;</p>
<div class="insertRight"><a href="http://picasaweb.google.com/azwaldo/Keep?feat=directlink#5342060630337800178"><img src="http://lh3.ggpht.com/_NtPGBWxsiAw/SiLP1v_iR_I/AAAAAAAABZw/ydp2Miv7MG0/s400/ShieldQuestion.jpg" width=300 height=225></a>
<div class="imagecaption">Notecard? Floating text? <em>Text</em>-ure?</div>
</div>
<p>Of the many design issues that have surfaced, the most challenging is <em>the packaging of introductory information</em>.  Given the need to present instructions (user interface features, menu options, user preference settings, etc.), <strong>what is the best approach in combining the use of notecards, scripted chat, floating text, sound bytes and video?</strong></p>
<p>This problem did not surprise me completely, though.  The <em>presentation of information</em> is one of the <a href="http://virtualworldusability.wikispaces.com/Issues">types of design issues</a> that I <a href="http://instructionalalchemy.com/blog/2009/04/25/virtual-world-usability-convention-and-categories/" title="Earlier post describing lists of VW design issues">found reported</a> elsewhere.  I just could not have predicted the various ways this issue would eventually rear its head.</p>
<p>The learning activity itself will not be a steady stream of directions, like Help Island or any of the orientation paths I have visited; still, the user will benefit from some sort of introduction.  Put it all in a video and the show drags on and on.  Put too much in a notecard and users will drop it like a hot potato.  (Of the last ten notecards you <u>opened</u> on arrival in a sim, how many did you read completely?)</p>
<p>And persistent, floating text just <em>looks</em> wrong; funky, neon mono-font hanging in mid-air.  (Note to self: consider using a &#8220;Help&#8221; button of some sort&#8230;maybe a magic bottle that grants three <em>hints</em> to any user; the message delivered in floating text that appears <em>only on touch</em>.)</p>
<p>I have been told&mdash;more than once, already&mdash;that folks don&#8217;t like to read in SL, especially younger rezidents.  Well, I am not ready to accept that &#8220;no text, no reading&#8221; is an approach that will serve us well.  But, virtual world instruction <em>does seem</em> to have more delivery options than F2F.  So&#8230;</p>
<p><strong>What is the best approach?</strong></p>
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		<title>An OpenSim Curriculum</title>
		<link>http://instructionalalchemy.com/blog/2009/05/19/an-opensim-curriculum/</link>
		<comments>http://instructionalalchemy.com/blog/2009/05/19/an-opensim-curriculum/#comments</comments>
		<pubDate>Tue, 19 May 2009 06:18:56 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[curriculum]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[opensim]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=656</guid>
		<description><![CDATA[How could the virtual world be utilized across an entire school year?  Based on experiences with one Boston high school, I suspect that combining synchronous sessions with opportunities for independent work would produce the best results.]]></description>
			<content:encoded><![CDATA[<p>
<div class="insertLeft"><img src="http://farm4.static.flickr.com/3185/2604988816_f520b53952.jpg" alt="Image: A large apple with an avatar hanging on the side" width=300 height=225/>
<div class="imagecaption">How &#8217;bout <em>this</em> apple for the teacher?<br />(Image by <a href="http://www.flickr.com/people/ramona538/">Ramona.Forcella</a>)</div>
</div>
<p><strong>What would a full year&#8217;s virtual world curriculum look like?</strong></p>
<p>The 2009-10 school year should see significant improvements in the functionality and stability of the <a href="http://instructionalalchemy.com/blog/opensim/" title="Page describing OpenSim, with links">OpenSim</a> application; yet, the platform is likely to still be experiencing growing pains.  So how could that virtual world be utilized across an entire school year?</p>
<p class="cleared">Based on experiences with one Boston high school, I suspect that the best results will come from combining synchronous sessions with ample opportunities for&mdash;and some requirement of&mdash;independent work.  The first sessions would occur in class (or computer lab), with the instructor present.  Later, assigned projects could be pursued like homework&#8230;ideally, the school would make computers available for individuals.  The first phase of implementation could address the basics:
<p />
<dl>
<dt>Orientation</dt>
<dd>Familiarization with client viewer; navigation, communication, avatar appearance, preference settings</li>
<dt>Basic building</dt>
<dd>Applying color and textures, linking prims, minor prim torture, modelling a RL object</dd>
<dt>First Project</dt>
<dd>This should be a simple assignment; possibly with no relation to content area (i.e., build a car, a house), simply demonstrating basic skills.</dd>
</dl>
<p>Early experiences with the Boston students revealed an important gap for these learners: they had not <em>experienced</em> a virtual world.  <strong>Imagine being told to build something in SL if you had never even <em>seen</em> The Ivory Tower of Primitives or wandered around Help Island.</strong>  They had no taste of the many flavors of content being created with this technology.  So, the next phase of the curriculum might begin with a visit to an existing build in another sim, or possibly another grid.</p>
<dl>
<dt>First Field Trip</dt>
<dd>Visit another region/grid and report on experience.  The destination would not necessarily contain material that is related to the students&#8217; subject area.  This first trip is simple exposure to a variety of content and design techniques&#8230;to get the imagination going, <em>whip up some inspiration</em>.  The report could be submitted individually (paper, digital doc) and a class discussion about virtual world design should follow, sharing discovery and insight.</dd>
<dt>Second Project</dt>
<dd>This could be a more complex assignment, requiring several skills or design elements (exhibits and displays are suitable goals at this stage).  This project <em>should</em> be related to the subject area.</dd>
<dt>Second Field Trip</dt>
<dd>Visit another region/grid and report on experience.  This destination should be related to the subject area, if possible.  Here, students could be given the option to produce a report in the virtual world.  Reports could vary from simple oral presentations to VW exhibits, and on to collaborative multimedia blog/forum/wiki projects.</dd>
</dl>
<p>Finally, the year should culminate in the implementation of what may be SL&#8217;s most subtly seductive feature:  <strong>We are in it together.</strong>  The social aspects of Second Life&reg; continue to surprise me.  In fact, after just two years in SL, I have already collaborated with more people than I did in a decade with HTML, JavaScript, CSS and Flash Animation.</p>
<dt>Third Project</dt>
<dd>This could be a collaborative project; design an exhibit, produce a video, tell a story, host a live event&#8230; (what else?)</dd>
<dt>Final Project</dt>
<dd>This would be the most complex assignment; content specific, with the option to collaborate.</dt>
</dl>
<p>Confession: I have winced at least once while writing this post.  All of this <u>assumes</u> that virtual world design and development are suitable goals for <em>all</em> students.  Well, maybe not every student should be expected to succeed at every level, attain every skill.  Perhaps it is enough that they be given the chance to explore this technology.  After all, a virtual world is a different beast than the Internet browser.  These students will be experiencing much more than what I attempted to teach secondary students in the late &#8217;90s.</p>
<p>We might just find that Jane does not like to build, but has a penchant for leading a group.  And Johnny might not get the hang of prim torture, but if he is resourceful in finding images or sound clips&#8230;then his group moves forward.  Sally might write an <em>excellent</em> account of her group&#8217;s work, even though she did not contribute much during the project&#8217;s development.</p>
<p>There are other issues, to be sure.  Bandwidth?  Hardware requirements?  Concurrency?  <em>Don&#8217;t ask.</em>  Those issues are yet to play out in Boston.  And, since the Boston experiment is not yet finished, I will stop here.  Well, maybe a few more questions&#8230;</p>
<p>Are some parts of a project better suited as asynchronous activities?  Could any of this year&#8217;s students be recruited to assist in orientation next year?  Can learners from other classes be recruited as ambassadors&#8230;seed students for the school population?</p>
<p>If we can make it through 2009-10, then <a href="http://gwynethllewelyn.net/2009/01/01/opensimulator-the-choice-for-2010/">we should see</a> OpenSim performing like the space shuttle in the 2010-11 school year!</p>
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		<title>Usability: Signs, and another source</title>
		<link>http://instructionalalchemy.com/blog/2009/05/08/usability-signs-and-another-source/</link>
		<comments>http://instructionalalchemy.com/blog/2009/05/08/usability-signs-and-another-source/#comments</comments>
		<pubDate>Fri, 08 May 2009 18:05:11 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=614</guid>
		<description><![CDATA[Street sign design is the best example I can find for a practical convention. Providing information, aiding in navigation; they inform users in a reliable manner. Without some consistency, these objects would not be as effective.]]></description>
			<content:encoded><![CDATA[<div class="insertRight"><a href="http://www.flickr.com/photos/tmac0381/432525829/" title="I-285 from I-20 Image page at Flickr"><img src="http://farm1.static.flickr.com/159/432525829_cc38f884af.jpg" width=340 height=255></a>
<div class="imagecaption"><a href="http://www.flickr.com/photos/tmac0381/432525829/" title="I-285 from I-20 Image page at Flickr">I-285 from I-20</a> image by <a href="http://www.flickr.com/photos/tmac0381/">tmac0381</a></div>
</div>
<p>While considering the elements of effective design in virtual worlds, I am frequently reminded of street signs; their design is the best example I can find for a <em>practical</em> convention.  Providing information, aiding in navigation; they inform users in a reliable manner.  Without some consistency, these objects would not be as effective.</p>
<p class="cleared">
<div class="insertLeft"><img src="http://farm4.static.flickr.com/3044/2972325006_f65a5f8563.jpg" width=295 height=300>
<div class="imagecaption">A sign like any other?</div>
</div>
<p><strong>What can the design of an Interstate sign tell us about navigation in the virtual world?</strong></p>
<p>Even the color communicates.  If you are familiar with roadsigns in the U.S.A., then&mdash;like me&mdash;you might have to look twice at this picture.  Without its standard colors, this sign is less effective.</p>
<p class="cleared">I discovered another list of design criteria in Caleb Booker&#8217;s <a href="http://www.calebbooker.com/blog/2009/04/02/11-best-practices-for-corporate-builds/">11 Best Practices for Corporate Builds</a>, and signage made his list, too.  In fact, several items he mentions appear to apply in the design of educational content:</p>
<ul>
<li>Signs: Text is the enemy. Graphics are your friend.</li>
<li>Don’t hand out text files (Notecards) expecting people will be grateful. Use video (machinima) or basic simplified signs to instruct.</li>
<li>More on signs &#8211; use legible fonts, few words &#8211; similar guidelines as PPT slides</li>
</ul>
<p>So, they have been added to the <a href="http://virtualworldusability.wikispaces.com/Issues">list of issues</a>. </p>
<p>That is a new link.  All of the notes posted at the SimTeach wiki have been sorted and moved into a <a href="http://virtualworldusability.wikispaces.com/">new Wikispaces site</a>.  Also, a new page has been created in this domain to provide an overview; it is simply titled <a href="http://instructionalalchemy.com/blog/usability/">Usability</a>.</p>
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		<title>Virtual World Usability: Simple design issues</title>
		<link>http://instructionalalchemy.com/blog/2009/04/26/virtual-world-usability-simple-design-issues/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/26/virtual-world-usability-simple-design-issues/#comments</comments>
		<pubDate>Sun, 26 Apr 2009 15:31:14 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=541</guid>
		<description><![CDATA[This list is not exhaustive, the design issues given here are examples. Yet, 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.]]></description>
			<content:encoded><![CDATA[<p>In the <a href="http://instructionalalchemy.com/blog/2009/04/25/virtual-world-usability-convention-and-categories/">last post</a> 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.</p>
<p>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 <strong>simple design issues</strong> remain.</p>
<dl>
<dt>Navigation-Content</dt>
<dd>This category pertains to the <em>purpose</em> 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?</dd>
<dt>Navigation-Distribution</dt>
<dd>This category pertains to the <em>placement</em> 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?</dd>
<dt>Navigation-Presentation</dt>
<dd>This category pertains to the <em>appearance</em> 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?</dd>
<dt>Information-Content</dt>
<dd>This category pertains to the <em>purpose</em> of informational displays.  What descriptions are necessary to explain the elements within the actual build?  What information is implied by&mdash;or, can be extrapolated from&mdash;the design, or from specific parts the design?</dd>
<dt>Information-Distribution</dt>
<dd>This category pertains to the <em>placement</em> of informational displays.  Is the information pertinent to the immediate location within the build?  (Don&#8217;t tell me <em>about</em> the lions at the landing zone.  Perhaps just tell me that there <em>are</em> 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?</dd>
<dt>Information-Presentation</dt>
<dd>This category pertains to the <em>appearance</em> 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?</dd>
</dl>
<p>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.</p>
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		<title>Virtual World Usability: Convention and categories</title>
		<link>http://instructionalalchemy.com/blog/2009/04/25/virtual-world-usability-convention-and-categories/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/25/virtual-world-usability-convention-and-categories/#comments</comments>
		<pubDate>Sat, 25 Apr 2009 03:31:40 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[design criteria]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=517</guid>
		<description><![CDATA[Before a design principle becomes a standard, it is likely to exist as a convention.  This project does not need to devise new strategies and then work for their adoption. It should simply identify solutions that are already in place, and recognize where repetition has proven their effectiveness.]]></description>
			<content:encoded><![CDATA[<p>For much of the day, I struggled to fill the gap left on removing the term &#8220;standard&#8221; from this process.  It was one <em>heady</em> moment of confidence that saw me insert that word into the introduction.   But then again, if this project does not deliver solutions, then I have produced nothing.  I kept wondering: What is a solution that is not quite a <em>standard.</em>  Then, during my evening constitutional, it occured to me&#8230;
<div style="text-align:center;font-weight:bold;color:#bbb;">Issue => Guidelines => Conventions</div>
</p>
<p>Before a design principle becomes a standard, it is likely to exist as a <span style="font-weight:bold;color:#aaa;font-size:110%;">convention</span>. </p>
<p>Whew!</p>
<p>This project does not need to devise new strategies and then work for their adoption.  It should simply identify solutions that are already in place, and recognize where repetition has proven their effectiveness.  So, the process that is emerging looks like this:</p>
<ol>
<li />Identify the stumbling blocks
<li />Deduce  sensible guidlines for each case
<li />Search for instances where solutions already exist
</ol>
</p>
<p>Moving right along&#8230;</p>
<p>In an earlier post, I suggested the goal of developing a checklist for content creation.  Two such lists have been discovered.  One is short; but ample, given the context of its delivery (an interview).  It is a list of design criteria offered by Markus Breuer in the blog post titled <a href="http://otherland.blogs.com/group/2008/05/usability-in-se.html">METAVERSE08 Usability in Second Life</a>.  The other list is provided by <a href="http://educationaldesigns.eloisepasteur.net/">Eloise Pasteur</a> in the form of three web documents (<a href="http://skills.eloisepasteur.net/assessment.php" title="Assessing student work">1</a>, <a href="http://skills.eloisepasteur.net/projectassess.php" title="Assessing a project">2</a>, <a href="http://skills.eloisepasteur.net/learningassess.php" title="Assessing Learning">3</a>).   These criteria apply in the evaluation of learners&#8217; projects; but, since the lesson was about <em>building in SL</em>, they provide a practical set of design issues.</p>
<p>A review of design and assessment criteria provided by these two sources has resulted in a classification scheme for design elements.  I will post the categories here.  Then, you will find the bulk of the issues raised by the two sources mentioned above, along with designated categories.  </p>
<h3>Categories of design elements</h3>
<ul style="list-style-type:none;" >
<li /><strong>Nc</strong> = Navigation (Content) &#8211; addresses the purpose of navigational aids
<li /><strong>Nd</strong> = Navigation (Distribution) &#8211; addresses the placement of navigational aids
<li /><strong>Np</strong> = Navigation (Presentation) &#8211; addresses the appearance of navigational aids
<li /><strong>Ic</strong> = Information (Content) &#8211; addresses the purpose of instructional text
<li /><strong>Id</strong> = Information (Distribution) &#8211; addresses the placement of instructional text
<li /><strong>Ip</strong> = Information (Presentation) &#8211; addresses the appearance of instructional text
<li /><strong>B*</strong> = Design of Buildings &#8211; addresses the need to consider interiors, tight spaces, thematic continuity and distinction
<li /><strong>Q*</strong> = Quality of design &#8211; addresses the overall quality of the content
</ul>
<h3>User-dependent Issues</h3>
<ul style="list-style-type:none;" >
<li /><strong>UI*</strong> = User Interface &#8211; addresses the need to adjust viewer settings, preferences
<li /><strong>UE*</strong> = User Experience &#8211; addresses the level of expertise required
</ul>
<p>* These categories represent design issues that may fall beyond the scope of this study.  They are included here due to their appearance in the original source materials.</p>
<p><span style="color:#aaa;font-size:large;">Design Issues </span> <span style="color:green;font-size:large;">[category]</span></p>
<ul>
<li />Make signs readable from the point where people arrive when teleporting <span style="font-weight:bold;color:green;">[Ip]</span>
<li />If your cool architecture makes it had for avatars to navigate: offer them help. <span style="font-weight:bold;color:green;">[Nd]</span>
<li />Design for avatars that have a cam 2m behind and 1m above them. <span style="font-weight:bold;color:green;">[B]</span>
<li />Don&#8217;t lead people into dead ends or hide access points. <span style="font-weight:bold;color:green;">[B]</span>
<li />Help people find orientation <span style="font-weight:bold;color:green;">[Ip]</span>
<li />Help people get their processes straight: what can I do? <span style="font-weight:bold;color:green;">[Ic]</span>
<li />Bot that give cryptic instructions are not helpful <span style="font-weight:bold;color:green;">[Misc.]</span>
<li />Tell users exactly what you need them to do <span style="font-weight:bold;color:green;">[Ic]</span>
<li />Price tags and orientation maps are cool, too  <span style="font-weight:bold;color:green;">[Ic]</span>
</ul>
<p>This list was suggested by Markus Breuer (link above).  The following list was compiled from the rubrics offered by Eloise Pasteur (links above).</p>
<ul>
<li />Is it clear where the avatar is supposed to go on arrival? <span style="font-weight:bold;color:green;">[Nd,Id,Ip,Ic]</span>
<li />Is the theme of the build made clear immediately on arrival? <span style="font-weight:bold;color:green;">[Ip]</span>
<li />Is it clear for whom the build is intended? <span style="font-weight:bold;color:green;">[Ic]</span>
<li />Is there a stated list of objectives? <span style="font-weight:bold;color:green;">[Ic]</span>
</ul>
<p />
<ul>
<li>Is it clear which path the avatar should take or the options that are available? <span style="font-weight:bold;color:green;">[Nc]</span></li>
<li>Are avatars encouraged to change environment settings to make the most of the build? <span style="font-weight:bold;color:green;">[UI]</span></li>
<li>Is navigation within the build obvious? <span style="font-weight:bold;color:green;">[Np]</span></li>
<li>Is it easy to find the start again if appropriate? <span style="font-weight:bold;color:green;">[Nd,Np]</span></li>
<li>Is it easy to get between different parts of a build, e.g. via teleports? <span style="font-weight:bold;color:green;">[Nd,Nc]</span></li>
<li>Can avatars exercise choice in navigation? <span style="font-weight:bold;color:green;">[Nc]</span></li>
<li>Are the different parts of the build adequately distinguished? <span style="font-weight:bold;color:green;">[B]</span></li>
<li>Does the build cater satisfactorily for different avatar sizes? <span style="font-weight:bold;color:green;">[B]</span></li>
<li>Does the build cater for social use, e.g. by pairs or groups of avatars? <span style="font-weight:bold;color:green;">[B]</span></li>
<li>Is the build camera-friendly, i.e. the avatar camera stays within walls and isn&#8217;t subject to &#8220;bounce&#8221; and newbies aren&#8217;t forced to use complex camera movements? <span style="font-weight:bold;color:green;">[B]</span></li>
<li>Is the build interactive? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Is interactivity related to the topic? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Is interactivity varied? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Does the build exploit the potential to provide an alternative to real-life experiences? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Does the build make use of the third, z dimension? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Is the build &#8220;kinetic&#8221;, i.e. does it encourage movement and navigation? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Do the structural elements used have relevance to the topic? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Is there sufficient variety to the build? <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>How accurate and topical is the information provided? <span style="font-weight:bold;color:green;">[Ic]</span></li>
<li>Are there any accidental examples of cognitive dissonance, e.g. fluids appearing to flow uphill. <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Is there use of humour where appropriate? <span style="font-weight:bold;color:green;">[Q]</span></li>
</ul>
<p />
<ul>
<li>Avatar skills: Can the objectives be mastered with students having their current level of avatar SL skills, or is there time and significant justification to spend time to develop said skills? <span style="font-weight:bold;color:green;">[UE]</span></li>
<li>Attention: How easy or difficult is it for you to stay focused in this environment? To the material being presented? Is something creating distraction or intellectual “noise?” <span style="font-weight:bold;color:green;">[Q]</span></li>
<li>Comprehension: Are the messages, visual or linguistic, comprehensible? Is the vocabulary too complex to follow? Do the communication forms (IM, chat, and voice) adequately facilitate needed communication? Is it clear how the visuals relate to the subject and do they help to understand it? <span style="font-weight:bold;color:green;">[Q]</span></li>
</ul>
<p>Each one of these issues may be addressed later, or it may not; and, any one may lead to a specific guideline (as part of the &#8220;process&#8221; mentioned earlier).  All of this is now <a href="http://www.simteach.com/wiki/index.php?title=EIDVW#Design_Issues">open for discussion</a>, too.</p>
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		<title>Virtual World Usability: A test case</title>
		<link>http://instructionalalchemy.com/blog/2009/04/24/virtual-world-usability-a-test-case/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/24/virtual-world-usability-a-test-case/#comments</comments>
		<pubDate>Fri, 24 Apr 2009 05:59:11 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=306</guid>
		<description><![CDATA[In this post I will test the premise that VW design can be informed by the study of usability in early web page design.  By jumping into an article by Jakob Nielson, then finding and dissecting a web design issue, I hope to get at the heart of effective communication.]]></description>
			<content:encoded><![CDATA[<div style="float:left;margin:0 2em 1em 0;"><a href="http://www.flickr.com/photos/azwaldo/3429277255/" title="Cafe 101 - Usability by azwaldo, on Flickr"><img src="http://farm4.static.flickr.com/3388/3429277255_08270f9d9c.jpg" width="340" height="255" alt="Cafe 101 - Usability" /></a><br />How do we evaluate usable spaces?</div>
<p>In the <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/">first post</a> in this series, I shared the basic hunch driving this project by asking the question:<br />
<blockquote>Can VW design be informed by the study of usability in early web page design?</p></blockquote>
<p style="clear:both;">In this post, I will test that premise by jumping into an early article by Jakob Nielson, then finding and dissecting a web page issue.  I hope to get at the heart of effective design, potentially putting my pointer on a pulsating principle of effective communication.</p>
<p>Mr. Nielson is &#8220;a leading web usability consultant&#8221; who holds 79 patents in the United States, primarily for making the Internet easier to use (<a href="http://en.wikipedia.org/wiki/Jakob_Nielsen_(usability_consultant)" title="Wikipedia entry for Jakob Nielson">Wikipedia</a>).  <a href="http://www.useit.com/" title="useit.com, Jakob Nielson's website">His site</a> appears to be focused on corporate web design (tag line: <strong>usable information technology</strong>); but, corporate web pages need to communicate, so what was learned there should also apply in the design of educational content.</p>
<p>And so, in I go&#8230;</p>
<p>As his first point in the seminal <a href="http://www.useit.com/alertbox/9605a.html">Top Ten Mistakes in Web Design</a> (1996), Nielson chose to advise against using <a href="http://www.w3schools.com/HTML/html_frames.asp" title="W3Schools entry describing frames">frames</a> in a website.  But wait, we&#8217;re talking about Second Life&reg;, and <em>we don&#8217;t got no stinkin&#8217; frames.</em></p>
<p>Or do we?</p>
<p>Reading that first point in the article, one learns that the problem was how frames &#8220;break the fundamental user model of the web page.&#8221;<br />
<blockquote>&#8220;All of a sudden, you cannot bookmark the current page and return to it.&#8221;</p></blockquote>
<p>Sound familiar?</p>
<p>This is a navigation issue, and it <em>does</em> speak to one aspect of design in our virtual world.</p>
<div class="insertRight"><img src="http://farm4.static.flickr.com/3611/3470291520_a77c157310_o.jpg" width="327" height="415" alt="ssAboutLand" />
<div class="caption">About Land window in Second Life&reg;</div>
</div>
<p>Breaking the user model with frames is the result of disregarding the user&#8217;s prerogative to control access.  In Second Life, I can uncheck a checkbox in the <a href="https://support.secondlife.com/ics/support/default.asp?deptID=4417" title="Second Life Knowledge Base entry for About Land window">About Land window</a> and prevent you from creating a Landmark (see image).  A landmark for a SL location is the virtual world equivalent to a bookmark.  It is even a drop-down menu, just like in my browser.  If I want to return to a location later, what do I do?  Select Menu > World > Create Landmark Here.  I can also assign a landing point for teleporting into the sim.  This is another way to affect navigation.  So, in a remote sense, SL has given us frames with which to work. </p>
<p>But, we can generalize this navigation issue further; and, this is where I find paydirt&#8230;</p>
<p>The usability exception for Nielson was that <em>frames break the user model&#8230;you cannot bookmark the current page.</em>  More basically, this is saying that we should <strong>consider the users and provide them with an appropriate level of navigational control.</strong>  <u>That</u> could be important; something to think about during planning. </p>
<p>Consider the following scenario&#8230;</p>
<p>You are strolling through my virtual zoo.  You come to the Lion&#8217;s Den, and notice that the lion is so well crafted and realistic that you want to send a landmark to everyone in your contact list.  So, you pull down &#8220;Menu &gt; World &gt; Create Landmark Here&#8221; only to learn that I have disabled this option.  Why would I do that?  Perhaps the lion&#8217;s den is the final step in a sequence, a scavenger hunt or a puzzle to be solved.  Maybe the lion&#8217;s den is the <em>pièce de résistance</em>, and seeing that first would spoil a visitor for the rest of the tour.</p>
<p>Maybe I just want you to rezz near the Gift Shop.</p>
<p>The point is this: depending on the context of the build, you may&mdash;or may not&mdash;want to restrict a user&#8217;s ability to create a landmark.</p>
<p>What if I do not restrict teleporting to a landing point in my zoo?  A user might rezz in the Lion&#8217;s Den where he will become dinner (and immediately end up at his home location, bloody and confused, because I have scripted my lion with a <strong>PounceOnDetect</strong> function and buiilt my zoo in a <a href="http://wiki.secondlife.com/wiki/Combat">combat</a> sim).</p>
<p>Now, with this navigation-control issue stirred up, other usability questions arise:
<ul>
<li />What criteria lead one to see landmark or teleport restriction as an effective design strategy?
<li />Should a user be informed about the restriction, and how?
<li />Should an alternative be explained?  (&#8221;To return to this location, enter at the Landing Zone and look for the Lions Den teleporter at the landing zone.&#8221;  Or, more simply, reinforce the meaning of the link at the landing zone by repeating the graphic icon at the lion&#8217;s den display.)</ul>
</p>
<p>I am optimistic that comparison with the Internet <em>can</em> inform the analysis of usability in virtual worlds; the purpose of this exercise was not to elaborate on land access.  By considering a single design issue that was first raised <em>thirteen years ago</em>, I have identified another aspect of virtual world design that affects a learner&#8217;s experience.</p>
<p>Still, I do think I will open <a href="http://www.simteach.com/wiki/index.php?title=EIDVW">the wiki</a> and add that point above.</p>
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		<title>Virtual World Usability: Purpose</title>
		<link>http://instructionalalchemy.com/blog/2009/04/21/virtual-world-usability-purpose/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/21/virtual-world-usability-purpose/#comments</comments>
		<pubDate>Tue, 21 Apr 2009 04:05:30 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[virtualworlds]]></category>
		<category><![CDATA[virtual world]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.wordpress.com/?p=228</guid>
		<description><![CDATA[The purpose of this project is to explore a variety of virtual world spaces, to experience the effectiveness or utility of each design; and then, to identify the characteristics that shaped that result.]]></description>
			<content:encoded><![CDATA[<p>Many aspects of a user&#8217;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&#8230;all of these are usability issues.  However, they are not the focus here.</p>
<p><strong>The purpose of this project</strong> is to explore a variety of virtual world spaces in Second Life&reg;, to experience the effectiveness or utility of each design; and then, to identify the characteristics that shaped that result.</p>
<p>Anyone is welcome to participate; invitations are being made via the <a href="http://www.simteach.com/forum/">SLED listserv</a>, a <a href="http://www.rezed.org/forum/topics/usability-and-virtual-world">RezEd forum thread</a>, and numerous emails to individuals.  I have begun to organize some information at the <a href="http://www.simteach.com/wiki/index.php?title=EIDVW" title="New page at SimTeach wiki, named EIDVW for Effective Instructional Design in Virtual Worlds">SimTeach wiki</a>; but, am also weighing the options of building at <a href="http://virtualworldusability.wikispaces.com/">Wikispaces</a>, or even by starting a Google Group.  I would be interested to learn of your perspective regarding these sites, or others.</p>
<p><strong>Usability</strong> gauges the degree to which an object is</p>
<ul>
<li>More efficient to use—it takes less time to accomplish a particular task</li>
<li>Easier to learn—operation can be learned by observing the object</li>
<li>More satisfying to use</li>
</ul>
<p>(from <a href="http://en.wikipedia.org/wiki/Usability" title="Wikipedia entry for usability">Wikipedia </a>)</p>
<p>Particular aspects of the user&#8217;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&#8230;then try to imagine alternatives.</p>
<p>I do not plan to evaluate entire builds.</p>
<p>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 <em>device</em> of any particular element (see references to Nielson, <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/">first post</a>).</p>
<p>On review, <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/" title="first post in this series">my use</a> of the term &#8220;standards&#8221; 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?  <em>What can come from discussion about usability?</em></p>
<p>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&cent; to add.</p>
<p>You are already reading this&#8230;who have I left out?</p>
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