secondlife
XiMP: A publish/subscribe model for media content
by azwaldo on Jan.06, 2010, under design, education, scripting, secondlife
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.
By using a website and database to index, describe and tag media files (such as podcasts or videos), we create a dataset that refers to 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…no need to open an external browser or teleport elsewhere to use a media display.
* 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.
XiMP = eXtending interactivity with Messaging and Presence
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 resources into content bundles…or XiMPs, as I have called them, for convenience. By subscribing to a particular type of content or to a particular author, users can be notified when content is available; in this way we are “pushing” content to users in SL.
Think RSS feeds…FeedBurner or Google Reader.
2) Website pushes data to the xHUD
3) xHUD sends request for media to local access server
4) Media access server assigns content to the local parcel media stream, and…
5) The user experiences the media remotely, individually, in the xHUD (or on a display in world)
6) Finally, in the demo, the media is displayed in the xHUD’s media display panel
The best way to understand this is to see the system in action. You are welcome to visit the demo at my parcel in Gyatso (SLURL). It only takes about five minutes; and, it is easy:
1) get HUD
2) step on green circles
Some rezidents are still “fuzzy” about what is happening, even after the demo. (Quoting a visitor, here.) Would you be interested in a personal demonstration? I would be glad to arrange to meet in world and discuss where this might lead, as well as how it works.
This project 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. Days later, I invited a few folks to kick the tires, and then posted an announcement in ISTE group chat. Six or seven rezidents showed up, all at once, and I noticed several problems with the design of the activity. I continue to refine that design.
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 “azwaldo” at gmail dot com) or by following the newly created Google Wave (wave link: http://bit.ly/5iW36s , only opens for Google Wave users. Need an invite? I have some.)
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 GroupNotePrim). 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…)
Self-paced, asynchronous presentation of content is something for which virtual worlds are particularly well suited. A system like XiMP might extend our ability to support a lesson with media content.
Google is waving, at us
by azwaldo on Dec.24, 2009, under Uncategorized, blahblahblah, design, secondlife, usability
already in
our hands?
Some interactions that are routine on the Internet or a computer are still missing in Second Life™ (SL). Yet, the amazing range of functionality in SL now seems to anticipate what we see in new web apps like Google Wave. Maybe we already have those capabilities in Second Life™.
This is a long post; but then, I have been hitting it hard for more than two weeks. To prepare for last Saturday’s Wave users’ event I poked around Google’s Wave API documentation, stalked XMPP through a daily reading regiment, and pestered quite a few rezidents with quite a few questions.
In my previous post, I reported some general impressions from hosting that event. Here, I present what I learned in the process about XMPP (the foundation on which Google Wave was built), make mention of a few milestones (both mine and the metaverse’s), and comment on what I see as lacking in SL…hoping to explain the change in perspective alluded to last time.

XMPP—the framework on which Google Wave was built—is an open protocol meant to facilitate near-real-time, extensible instant messaging (IM) and presence-data exchange. Let’s take that one letter at a time; and, in no particular order.
Protocol is a term that refers here to the “rules determining the format and transmission of data” (wordnetweb). XMPP gives us a set of guidelines within which to operate. This sounds a lot like a platfom on which to build; but, my use of terms like “platform” and “integration” does not always integrate with others. Let’s just call ‘em “rules.”
Messaging we are familiar with; we have seen instant messages in Yahoo! Messenger or AOL for years, then mobile text messaging spread, and now there is Twitter. To spot the trail cut by XMPP, remind yourself of the immediacy of these messaging applications, that seemingly instantaneous transfer of text (and text is data).
Presence (or what is referred to sometimes as presence data) has me scratching my head the most. It is said to refer to information about one’s availability. While writing this, I am reminded of something I just read: “Today, there is no central repository of virtual identities that associates email addresses, social network user names, and other identifies with a single real identity” (Maria Korolov, in “Metaplace closing…“). And Wikipedia gives us this:
“[We have] a rich choice of additional presence attributes that can be used for presence information, such as user mood, location, or free text status.”
(Notice one little word in there: “location”. Augmented reality finds purchase here, too.)
And yes, I saved the best for last…
XMPP is an open system; it is eXtensible. Anyone can create new applications by building up from this foundation, this platform, using rules to run their own XMPP server and talk to users on other servers. So, once you see that Google Wave is not the protocol, but just one example of a tool built up from an open framework (XMPP), then you begin to see how anyone can take this framework and create a new sort of “wave” application and host it on their own server (just like you can host your own virtual world, OpenSim).
This next extension raised my eyebrows…it might be new to you, too. Despite the buzz about Wave, the most interesting find in the last few days has been the extension of Maya, the 3D modeling, animation, rendering, and visual effects software. Imagine placing photoshop in Wave, or Qavimator.
Now, there is CoMaya (see video below), a real-time collaboration design tool. Using CoMaya, modelers can work together on the same design even if they are on different continents, seeing each other’s changes in near-real-time.
Yeah…I know! And there’s more…applications like CoWord and CoPowerpoint.
So, let’s sum it up: Where XMPP might let bloggers collaborate on a document in real-time, and CoMaya brings together designers from far apart to fashion a 3D model, we see the crossing of a divide; software bridging gaps in space and time. But, consider this:
That is what is happening every moment in Second Life™.
Right? We already get together to collaborate in the virtual world. We can co-create a document, prepare a slideshow, or create an architectural design by working together; and, everything we do is in real time.
That is how it happened.
Taking a look at another platform opened my eyes. Taking a few steps back helped me to see just how big it is…our Second Life™.
Let’s back up some more.
“…the IETF has formally sanctioned the creation of a working group in the area of virtual world interoperability protocols Virtual World Region Agent Protocol. This is ending of the beginning — or perhaps the ending of the prelude, and the start of a long road.”
—Zero Linden, in an office hours log from October ‘09
Zero Linden’s remarks about interoperability mark a point in time. Whatever principles guided Linden Lab previously, this news points to a wider metaverse…at least it does for Zero Linden. Since it is akin to an opening of doors, interoperability means more; more worlds to explore, more avatars coming ’round, more content to experience.
One day, despite having been totally consumed by XMPP and event planning, I might look back and remember last week for having finally joined the User Experience Interest Group (UXIG). I had been going to the meetings for months, when I could make it; and, I have read many of the chat logs when absent.
At first, I thought the UXIG was a Whine-and-Jeez party (”How come they don’t…” and “Jeez! Why didn’t they…?” and the like). Gradually, I began to see through the (constructive) criticism and sense passion behind the dialog: These are serious users, and many of the rezidents you meet there are serious developers. (It is not uncommon to sit at a meeting with three others who are actually constructing new client viewers, like Imprudence and Meerkat, and some you’ll find in the logs from Zero Linden’s office hours.)
The extension of applications is a strategy that I had not appreciated, up until now. The three-dimensional simulation—the server application that is Second Life™—is more than an environment, it is a platform; a serious developer’s platform. And, it is time for me to treat it with respect; so, it is with all due respect that I ask:
- Why can’t I drag and drop images for you to see?
- Why can’t I view any video I want, whenever I want, no matter where I am at?
- Why can’t I access an archival chat log for group instant messages? (All subsequent conversation is lost to me when I log out or close the group chat panel.)
I have designed a workaround for #1, actually (ad); and, given this new perspective, I have begun to tinker with a solution to #2.
But, in the last two weeks I have come to realize that SL already gives us the means to develop extensibility, implement messaging, and utilize presence data.
We don’t need no stinkin’ Protocol.
We just need to recognize the functional spaces where a new tool would fit, and set upon closing that gap. In some cases, the behavior might be similar to that demonstrated by Google’s Wave.
If we step back, we might see that we are already out in front, and…
Google is waving, at us.
Integrating Wave with Second Life: Lessons Learned
by azwaldo on Dec.22, 2009, under blahblahblah, design, secondlife

The Second Life Google Wave Users Meet-Up is over and appears to have been a success. A chat log is posted, and edited audio recordings will soon be uploaded. I plan to listen again, first, taking notes this time. Images have been uploaded to Flickr.
My nervousness in the last few days surprised me; this was my first time managing such an event in Second Life. For every item checked off of my planning list, two more tasks had been added. Many things were left undone, some could have been done much better, and—for the moment—I am simply ignoring those that I failed to consider.
image taken from far away to hide the fact that my
seats were floating. (Click for full size)
I plumb forgot to install a new visual effect created just for the live musical performance. Enough criticism, though, because there is much to celebrate. Rezidents began showing up before midnight (I was still rezzed at the event site; still lining up ducks.), and as many as thirty or more showed up throughout the demonstration and discussion.
In terms of the organization of the event, I had one sure measure of success; it came midway through the discussion. I noticed that I was attending to all manner of administrative tasks; paying very little attention to what was being said. I thought that it would be nice to be able to listen and read what was going on. In other words: I would like to attend an event like this.
Success.
event, be confident that a good time is had by all.
(Click for full size)
Several advances were made; this post was opened to share these achievements. Firstly, I had a powerful first lesson in virtual world event management…no small thing, I now understand. Next time I throw a party there will be a promoter, probably an event organizer, and I will likely hire out some of the content development. Maybe all of the above. At the very least, I know that my approach will be more confident, my manner emboldened.
Secondly, I learned that my skepticism is well founded in considering the integration of SL with XMPP—or wave technology. One of the reasons for having the discussion was I did not know what I did not know.
- Is my understanding of the SL simulator and XMPP insufficient so as to leave me ignorant of what is otherwise an obvious opportunity for development?
- Is there some facility of XMPP that can enhance the file sharing capabilities for my avatar?
I now have an answer to the first question, and few clues to help to track down the second.
Among the rezidents I hear talking about this, none of us describe a compelling scenario in which Wave-SL integration is a benefit. I just do not have a clear idea for extending Google Wave’s messaging and presence into the virtual world. Still, I am considering how Wave can supplement activities in world, supporting a process such as Studio Wikitecture’s collaborative design by providing a new tool for communication and documentation. Most importantly, perhaps, I have entered into a conversation with some who may help me to understand the potential.
As to XMPP file sharing being a boon to virtual world design? Do not look to drag and drop your OpenOffice document onto my avatar soon. But, the discussion has only just begun.
Thirdly, I am seeing the virtual world platform from a higher vantage point. The most encouraging result of the event came as a welcome surprise. The space occupied by virtual worlds such as SL or OpenSim has expanded for me. The boundaries distinguishing these virtual worlds from the larger Internet? They have become a bit more fuzzy. My experience with Google Wave and knowledge of what is “new” about XMPP suggest that more of the web will begin to seep into Second Life, adding even greater depth to that immersion.
The event brought people to an open forum, taught me a valuable lesson, and focused my own study of XMPP and the platform that is Second Life. I am dusting off my wish list, re-visiting features I feel are lacking in the platform. Virtual spaces that might be filled with new content have revealed themselves. In my next post, I will mention several; for each, I have either a solution, something in the works, or an idea worth pursuing.
Comment form is down below.
Design and inspiration
by azwaldo on Dec.16, 2009, under design, secondlife
Being away from Second Life™ was unexpected. It has happened before. First Life usually trumps SL. But, this time I was not sure when I would return. Now, each day rezzed feels like I’m in the bonus round.
Fortunately, I landed in mushROOM (SLurl) after that long hiatus. Scottius Polke’s “Interactive Illustration” is fresh. I was inspired in moments. Day-glo mirth poking me in the smile, whispering “no boundaries”, “no restrictions.”
There I was, playing again. Smiling wide when I found an easter egg; smiling wider as I watched someone find an egg I had missed…dancing on the electrical plug. Jump on the bed, Tary? Sure, but you gotta swim with the amoebas, I say!
Something elusive to be learned here; there is craft, and fun…but there is also engagement by design.
Soon after mushROOM, I was wandering around The Companion (SLurl, Flickr group). I will not describe this folktale/storytelling build, as it certainly is of gotta-see-it-for-yourself caliber. But, I mention it here because I was itching to build something minutes after arriving.
And today, SL Showcase led me to Force Planet (SLurl), with a custom Windlight setting. Design flowing around the build, here; out of the virtual space and into my viewer.
Excellent.
I’ll probably go back to Planet Force, tomorrow. And a return to The Companion is coming, for I have not gotten far on my first two visits there. I rarely do in such spaces. I end up staring in wonder, puzzling over the smallest design details (”I haven’t seen anything like that before.”)
When I go, I will probably still be trying to think of an educational build in SL with the same level of artistry, a space with a comparable sense of engagement. Surely I have seen them, I just cannot recall…
How ’bout you?
Google Wave as a tool for education
by azwaldo on Dec.11, 2009, under design, education, secondlife
As a teacher, I often thought that my best lessons were trapped inside insurmountable walls…the highest of those being time. So many students were not ready to learn, at least not at that moment we shared.
When the student is ready, the teacher will appear
Put me on wave watch, I say. Let me lurk until the questions arise.
- “What does the chloroplast do?”
- Blip! [The Wave-watcher posts a simple response within the context of the learner's question. And, after a quick search, pastes a diagram from Wikipedia, or MIT's Biology content.]
Finally, capture 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.

I did not begin to think about how an educational wave might work until I started to read about extensions, bots and gadgets. Now, for a wave to be used as an educational tool, I can imagine some of what will be needed behind the screen.
Instruction breaks down into any number of simple exchanges. Traditionally—and at a basic level of examination—those interactions include:
- Instructor states a learning objective
- Instructor presents introductory content
- Instructor leads group in an activity (lecture, discussion, exercise, investigation, guided learning, etc.)
- Instructor assigns an individual learning activity (to extend the learning)
- Student delivers finished product to instructor
This is a very simplistic description, of course; plenty takes place between each step above, and each step can have many variations. For example, the activity in #3 above might be “Write a summary”, “Read a chapter”, “Answer these questions”, “Build a model”, 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.
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’s HUD might become a wave participant…or client, allowing the conversation of a wave to seep into that virtual space.
What would be the requirements?
From the learner’s perspective, the tool should be:
- Easily attainable (pick one up in world, buy on XstreetSL or other merchant site)
- Easily enabled (worn as attachment or HUD, or rezzed as needed?)
- Easily engaged (i.e., ask question in public chat)
From the perspective of the mentor (instructor, guide?):
- All questions should be accessible (imagining question as blip, here)
- Newly submitted questions should be distinctly tagged or formatted (wave-bot employed here)
- Once a mentor’s response is submitted to a blip, that blip’s status (tag, tags?) should be modified
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…
That is enough to chew on, I reckon. Now, it is back to the Google Wave API and a bit of Python (nudge, nudge).
Google makes waves, let’s XMPParty!
by azwaldo on Dec.06, 2009, under design, secondlife

Soon after receiving my Google Wave invite, a quick search for “Second Life” led to SecondLife Wave (wave-link*). Frequent mention of a PARTY caught my attention there. Over a hundred users had joined the wave (think “thread”), with more than fifty responding “Yes” to a survey about a PARTY.
* Wave-links only work if you have a Wave account.
The discussion at that wave trailed off into…nothing. I returned again and again, only to find “I’m here” and “Just got my invite…” messages scrolling further and further down into the void. Nothing was happening to make it a reality.
Here was a chance to plan an event collaboratively, riding the wave of enthusiasm mentioned above while exploring the functionality of Wave itself. Event planning is actually one of the uses suggested by Google.
(Note: I am encouraged by the result. Contributions to the event planning wave (wave-link) occurred more rapidly than with any wiki that I have created.)

So, I am organizing an event in world. Initially, the plan was to develop content that would engage visitors over a 24 hour period; providing a space where they might dance, lounge, and learn. Since SL is a global community, it would be best for anyone to be able to visit…hence, a 24 hour event.
However, after a week there is not enough momentum to develop a 24 hour event. Still, planning continues, focusing on a discussion among developers.
XMPP: Extensible Messaging and Presence Party
Objective: Facilitate a discussion among content developers and programmers about the potential for integrating Second Life with XMPP applications.
As a scripter, I often chat with folks who are not familiar with the capabilities of the SL scripting language (LSL). It is my role to help them understand what is possible. They are unable to clearly envision an interaction or behaviour, and —as a consequence—are unable to effectively describe the effect they wish to achieve.
This is how I feel about XMPP and “wave” technology.
I also have the impression that few developers in SL are conversant in both SL design and XMPP. A discussion among a few rezidents would certainly help me to understand the possibilities. It might even spawn some new ideas.
Chatting with several content developers and career programmers suggested enough interest—in every case—to encourage me in moving ahead to organize this event. (This is not a Google Wave promotion.)
There is plenty to keep me busy: The location is not yet decided, (though a new offer has just come along); and, you can never have too many interactive objects in a design, can you? Today, I am working on a series of displays with information about XMPP, some of which will be interactive; and, I hope to attend an “Event Management” class tonight, at New Citizens Inc.
If you do not have a Google Wave account yet, check out the Silent Auction panel. I will be giving Google Wave Invites to the highest bidders. (This, to recoup some of the cost for entertainment. Hey! These invites are being sold on eBay!)
The main event will be a combination of
- The demonstration of an interactive bot that might be enhanced by XMPP integration; and,
- A discussion among developers and programmers
There will be music provided by several DJs, and live music from Friendly Fire who will perform immediately after the discussion. If you have not heard FF live, they bring some presence to the grid, themselves, rocking an alt/pop/punk style that is GLAMtastic.
Remaining challenges:
- How to capture the discussion; notes posted in a blog, or a wave? Is this worth recording an MP3? (New to me.)
- What kinds of content can be designed and developed just for this event? (Combination: social gathering and mini-conference.)
- What are the particulars of land management for an event? What sort of concierge activity takes place behind the scenes?
- How to get the word out, and target the demographics that will be likely to participate…
- Managing an event. Will I be able to have ducks lined up well enough to be ready for the discussion myself?
The Shield Quest
by azwaldo on Jun.12, 2009, under design, education, machinima, secondlife, usability
(First rezident to complete the quest)
In many ways, The Shield Quest (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.
The first machinima is embedded, below.
The biggest challenge 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.
Another aspect that is new to me is the activity’s combination of instruction with entertainment. Equal parts medieval quest and new-user education, the tagline is…
Orientation Island meets Legend of Zelda
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…maybe in a haunted house?
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?
Would they stay around longer?
A big build, an experiment in collaboration, an attempt to smooth the learning curve…yes, all of these. But primarily, this project is a laboratory; a proving ground for design criteria found during my own quest 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.
That dialog has already started. (Huzzah!)
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; The Shield Guild. (More about this group another time.)
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 the least possible amount of content that still creates the outline of an adventure, from start to finish. In this way, group members will have many opportunities to contribute.
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’s hide a riddle text-ure at the Cloud Oracle (see image). Want to incorporate use of the sound volume slider? Let’s stream clues into the Crystal Palace with sound clips, with some so low that the user has to pump up the volume.
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…with participants listed in gilded finery? Another display could offer a notecard with participants’ names, web address or grid location, and SLurls. This would be made available on touch, not given automatically.
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 “complete” and deemed ready for new users.
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.
A second quest has already been discussed.
Can an open, collaborative project successfully produce an interactive learning activity in SL? Would you like to see this happen? With the caution that this is a work in progress, I invite you to an adventure…and the quest is only the first step. If you are curious, please send an email, post a comment here, or contact Azwaldo Villota in world. The first introductory video is below. Until our paths cross…
…may fair winds find you.
An experiment in collaborative design
by azwaldo on May.29, 2009, under design, secondlife, usability
In my first post about usability, I invited folks to join the fray. Since then, several rezidents have contributed to the conversation. Already, there is enough material to keep this going for a while, and I figure that all of this might just be academic…
…unless some of the ideas are put to work.
So, a new project has begun. I am building an interactive space based on an idea that has been brewing for over a year. Having several different “scenes” and many scripted objects, this design is larger in scope than anything I have ever attempted. A learning activity that is meant for new users, it will also become a sandbox for some of the design elements that come to light in my study of usability.
The design is an exercise in instructional design, but the project will be an experiment in collaborative design. The initial design is incomplete, intentionally. Many gaps (including an entire scene) have been left undone to provide opportunities for collaboration. Invitations should go out in about a week. (If you are curious, just holler!)
Several design issues have surfaced already that are new to me. But, the most immediate problem is the selection of social media tools that will support a group. Will a wiki work? Or, maybe Google Documents? Is a forum the best tool for fostering collaboration, with its ability to thread topics?Can objects be created in world to provide the types of social interaction needed in a cooperative project? I have already created one tool for this reason, just today, and have an idea for another.
I could explain those new tools here…but, I need to get back to work.
You’ll just have to come ’round and see ‘em for yourself.
Usability: Signs, and another source
by azwaldo on May.08, 2009, under design, education, secondlife, usability
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 practical convention. Providing information, aiding in navigation; they inform users in a reliable manner. Without some consistency, these objects would not be as effective.
What can the design of an Interstate sign tell us about navigation in the virtual world?
Even the color communicates. If you are familiar with roadsigns in the U.S.A., then—like me—you might have to look twice at this picture. Without its standard colors, this sign is less effective.
I discovered another list of design criteria in Caleb Booker’s 11 Best Practices for Corporate Builds, and signage made his list, too. In fact, several items he mentions appear to apply in the design of educational content:
- Signs: Text is the enemy. Graphics are your friend.
- Don’t hand out text files (Notecards) expecting people will be grateful. Use video (machinima) or basic simplified signs to instruct.
- More on signs – use legible fonts, few words – similar guidelines as PPT slides
So, they have been added to the list of issues.
That is a new link. All of the notes posted at the SimTeach wiki have been sorted and moved into a new Wikispaces site. Also, a new page has been created in this domain to provide an overview; it is simply titled Usability.
Usability: Site maps (low hanging fruit)
by azwaldo on Apr.29, 2009, under design, secondlife, usability
I do not expect every item in every one of Jakob Nielson’s articles to bear fruit; still, it is a bit of a surprise…the extent to which those same problems apply in VW design.
In an earlier post, I found that reviewing Nielson’s very first point scored a hit. A web design mistake described in ‘96 still has meaning when looking at virtual world design. Today, I returned again to that first “Mistakes” article. Among other points mentioned in the article, he advised against
-
design bloat (gratuitous use of tech)
moving or blinking text
long download times
orphan pages
long scrolling pages
Each of these issues does have something to say about virtual content; so, they will be added to the list. They do not deal specifically with navigation or information display, so they may not be reviewed for a while.
One other nugget mentioned there is worth mining here:
Lack of Navigation Support
“Don’t assume that users know as much about your site as you do. They always have difficulty finding information, so they need support in the form of a strong sense of structure and place. Start your design with a good understanding of the structure of the information space and communicate this structure explicitly to the user. Provide a site map and let users know where they are and where they can go.”
Developers working in SL may read this and say “Duh! That’s obvious.” But, many of them have come from the web design field where these issues are standard fare. Site maps are now common elements in web design. I even found a couple of site maps in world (images below). And, since I still have not seen a comprehensive list of design criteria I will add this to the list and press on…
Are you building out an entire region? Does the design occupy enough space to warrant a site map? What features can a site map employ? What is the best example of a site map you have seen?






