<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>InstructionalAlchemy &#187; usability</title>
	<atom:link href="http://instructionalalchemy.com/blog/tag/usability/feed/" rel="self" type="application/rss+xml" />
	<link>http://instructionalalchemy.com/blog</link>
	<description>Dynamic Educational Content for Virtual Worlds</description>
	<lastBuildDate>Wed, 06 Jan 2010 19:01:38 +0000</lastBuildDate>
	<generator>http://wordpress.org/?v=2.8.6</generator>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
			<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/06/12/the-shield-quest/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/06/03/delivering-information-effectively/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>An experiment in collaborative design</title>
		<link>http://instructionalalchemy.com/blog/2009/05/29/an-experiment-in-collaborative-design/</link>
		<comments>http://instructionalalchemy.com/blog/2009/05/29/an-experiment-in-collaborative-design/#comments</comments>
		<pubDate>Fri, 29 May 2009 01:03:33 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=678</guid>
		<description><![CDATA[A new project has begun. I am building an interactive space based on an idea that has been brewing for over a year. This 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.]]></description>
			<content:encoded><![CDATA[<p>
<div class="insertRight"><a href="http://picasaweb.google.com/lh/photo/pfv4C01Z00sG3J5V31wnyg?feat=directlink"><img src="http://lh6.ggpht.com/_NtPGBWxsiAw/Se6hbq2dREI/AAAAAAAABWY/_y2_YKlAfWA/s400/Snapshot_013.jpg" width=300 height=225></a>
<div class="imagecaption">Evidence of Magic</div>
</div>
<p>In my <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/">first post</a> about usability, I invited folks to <em>join the fray</em>.  Since then, several rezidents have <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/#comments">contributed</a> to the conversation.  Already, there is <a href="http://virtualworldusability.wikispaces.com/">enough material</a> to keep this going for a while, and I figure that all of this might just be academic&#8230;</p>
<p>&#8230;unless some of the ideas are put to work.</p>
<p>  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 &#8220;scenes&#8221; 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 <a href="http://instructionalalchemy.com/blog/category/usability/">my study of usability</a>.</p>
<p>The design is an exercise in instructional design, but the <em>project</em> 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!)</p>
<p>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.  <em>Will a wiki work?  Or, maybe Google Documents?  Is a forum the best tool for fostering collaboration, with its ability to thread topics?</em>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.</p>
<p>I could explain those new tools here&#8230;but, I need to get back to work.</p>
<p>You&#8217;ll just have to come &#8217;round and see &#8216;em for yourself.</p>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/05/29/an-experiment-in-collaborative-design/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/05/08/usability-signs-and-another-source/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Usability: Site maps (low hanging fruit)</title>
		<link>http://instructionalalchemy.com/blog/2009/04/29/usability-site-maps-low-hanging-fruit/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/29/usability-site-maps-low-hanging-fruit/#comments</comments>
		<pubDate>Wed, 29 Apr 2009 18:33:55 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[sitemaps]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.com/blog/?p=578</guid>
		<description><![CDATA[Site maps are now common elements in web design.  I even found a couple of site maps in world (images below).  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.]]></description>
			<content:encoded><![CDATA[<div class="insertRight"><a href="http://www.flickr.com/photos/azwaldo/3274895297/" title="Elucian Islands by azwaldo, on Flickr"><img src="http://farm4.static.flickr.com/3323/3274895297_706e956648.jpg" width=340 height=255></a>
<div class="imagecaption">Elucian Islands (SLURL at Flickr page)</div>
</div>
<p>I do not expect every item in every one of <a href="http://www.useit.com/alertbox/">Jakob Nielson&#8217;s articles</a> to bear fruit; still, it is a bit of a surprise&#8230;the extent to which those same problems apply in VW design.</p>
<p>In an <a href="http://instructionalalchemy.com/blog/2009/04/24/virtual-world-usability-a-test-case/">earlier post</a>, I found that reviewing Nielson&#8217;s <em>very first point</em> scored a hit.  A web design mistake described in &#8216;96 still has meaning when looking at virtual world design.  Today, I returned again to that <a href="http://www.useit.com/alertbox/9605a.html">first &#8220;Mistakes&#8221; article</a>.  Among other points mentioned in the article, he advised against</p>
<ul>
<li />design bloat (gratuitous use of tech)
<li />moving or blinking text
<li />long download times
<li />orphan pages
<li />long scrolling pages
</ul>
<p>Each of these issues does have something to say about virtual content; so, they will be added to <a href="http://www.simteach.com/wiki/index.php?title=User:Azwaldo#Known_Issues">the list</a>.  They do not deal specifically with navigation or information display, so they may not be reviewed for a while.</p>
<p>One other nugget mentioned there is worth mining here:</p>
<blockquote><h5>Lack of Navigation Support</h5>
<p>&#8220;Don&#8217;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.&#8221;
<div class="source">&mdash;&nbsp;<a href="http://www.useit.com/alertbox/9605a.html">Top Ten Mistakes in Web Design (&#8217;96)</a> by <a href="http://en.wikipedia.org/wiki/Jakob_Nielsen_(usability_consultant)" title="Wikipedia entry for Jakob Nielson">Jakob Nielsen</a></div>
</blockquote>
<p>Developers working in SL may read this and say <strong>&#8220;Duh! That&#8217;s obvious.&#8221;</strong>  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&#8230;</p>
<blockquote><p>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?</p></blockquote>
<div style="text-align:center;margin-top:30px;"><a href="http://www.flickr.com/photos/azwaldo/3275712702/" title="Elucian Islands by azwaldo, on Flickr"><img src="http://farm4.static.flickr.com/3422/3275712702_329c79e2a1.jpg" width="500" height="375" alt="Elucian Islands" /></a>
<div class="imagecaption">Site map provided for visitors to Elucian Islands (<a href="http://slurl.com/secondlife/Elucian Islands/144/90/28">SLURL</a>)</div>
</div>
<div style="text-align:center;margin-top:30px;"><a href="http://www.flickr.com/photos/azwaldo/3280313412/" title="Tata Indicom 5 by azwaldo, on Flickr"><img src="http://farm4.static.flickr.com/3417/3280313412_513668ef3c.jpg" width="500" height="375" alt="Image of Tata Indicom 5" /></a>
<div class="imagecaption">Site map provided for visitors to Tata Indicom; (<a href="http://slurl.com/secondlife/Bombay/35/142/85">SLURL</a>)</div>
</div>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/04/29/usability-site-maps-low-hanging-fruit/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/04/26/virtual-world-usability-simple-design-issues/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/04/25/virtual-world-usability-convention-and-categories/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/04/21/virtual-world-usability-purpose/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Virtual World Usability: Two Examples</title>
		<link>http://instructionalalchemy.com/blog/2009/04/16/virtual-world-usability-two-examples/</link>
		<comments>http://instructionalalchemy.com/blog/2009/04/16/virtual-world-usability-two-examples/#comments</comments>
		<pubDate>Thu, 16 Apr 2009 18:12:42 +0000</pubDate>
		<dc:creator>azwaldo</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[secondlife]]></category>
		<category><![CDATA[usability]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[virtual world]]></category>

		<guid isPermaLink="false">http://instructionalalchemy.wordpress.com/?p=230</guid>
		<description><![CDATA[...communication in virtual world design; these examples represent two types of design element which may have the clearest contract to communicate; navigation and the presentation of information.]]></description>
			<content:encoded><![CDATA[<p>In <a href="http://instructionalalchemy.com/blog/2009/04/16/usability-and-virtual-world-design/">the first post</a> in this category, I described how I have begun to study the history of web design as a means to approach instructional design in virtual worlds.  An hour and a half with Google, and I have enough material on web design, instructional design theory, and distance learning to keep me thinking about usability for weeks.</p>
<p>But first, before diving in to all of that, I will describe two examples of communication in virtual world design; one is very effective, and the other leaves me scratching my head.  And, as it happens, they represent two types of design element which may have the most obvious need to communicate; navigation and the presentation of information.</p>
<h3>The Particle Laboratory</h3>
<p>Few instances of instructional design in Second Life&reg; meet the standards set by <strong>The Ivory Tower of Primitives</strong>.  However, at <a href="http://world.secondlife.com/place/815b225b-23d8-a087-3ee6-6120b07876d0">The Particle Laboratory</a>, <a href="http://jopsy.com/" alt="Link to Jopsy's website">Jopsy Pendragon</a> may actually push the bar.  Particle effects are produced with scripts.  So, it is scripting that Jopsy is teaching us; and he does it well.  If you have never been to The Lab&#8230;please, log in and <a href="http://slurl.com/secondlife/Teal/128/128/0">go there now</a>.  You do not have to be interested in scripting to enjoy the visit.</p>
<p>
<div class="insertRight"><a href="http://www.flickr.com/photos/torley/2366823069/"><img src="http://farm3.static.flickr.com/2290/2366823069_2ddcb49b46.jpg" alt="Image of balloon at The Particle Laboratory by Torley" width=300 height=184/></a>
<div class="imagecaption">Balloon-avator at Teal, Image by <a href="http://www.flickr.com/people/torley/">Torley</a></div>
</div>
<p>But, it is not The Lab itself that serves to make a point here.  On arrival, you will find a balloon that can take you where you want to go; and, there are quite a few destinations in Teal that are worth the trip, other than The Lab.  I have stumbled over this balloon ride more than once.  And, I must not be the only clumsy avatar around, as Mr. Pendragon has recently installed a new navigational element&#8230;</p>
<p style="clear:both;">
<div class="insertRight"><a title="Usability - The Particle Lab by azwaldo, on Flickr" href="http://www.flickr.com/photos/azwaldo/3376319693/"><img src="http://farm4.static.flickr.com/3655/3376319693_6ec2253808_o.jpg" alt="Usability - The Particle Lab" width="300" height="225" /></a>
<div class="imagecaption">Sit-target teleporter</div>
</div>
<p>Jopsy&#8217;s new option for reaching The Lab is a good example of an <strong>obvious and unambiguous navigation element</strong>. The first time I saw it, what struck me was not its size (it is huge) or how noticeable it is (bright red with a particle beam).  What impressed me was how <em>thoroughly</em> it solved a problem and improved the user-experience.  For me, there was no mistake about the purpose of this object.  A first-time visitor might not understand its use immediately, much less appreciate the utility; but then, the object also has floating text, just in case.</p>
<p>I am sure that I will still opt for the balloon ride, but this approach to navigation has taught me plenty.</p>
<p style="clear:both;">
<h3>RMB City</h3>
<div class="insertRight"><a title="RMB City People's Palace by Daniel Voyager, on Flickr" href="http://www.flickr.com/photos/danielvoyager/3214905455/"><img src="http://farm4.static.flickr.com/3504/3214905455_f72a7766d7.jpg" alt="Usability - RMB City" width="300" height="176" /></a>
<div class="imagecaption">Image by <a href="http://www.flickr.com/people/danielvoyager/">Daniel Voyager</a></div>
</div>
<p>Top-shelf design.  Slide your draw distance up a notch, because there is a lot to see.</p>
<p>At RMB City 1 (<a href="http://slurl.com/secondlife/RMB%20City%201/128/128/5" alt="SLURL - a hyperlink to RMB City 1 region in Second Life">SLURL</a>), the People&#8217;s Palace offers information about the project.  However, the amount of information is most significant when one considers <em>the effort required to read it.</em></p>
<p><br clear=both></p>
<p>
<div class="insertRight"><a href="http://www.flickr.com/photos/azwaldo/3354907351/" title="Usability - RMB City Info by azwaldo, on Flickr"><img src="http://farm4.static.flickr.com/3591/3354907351_6f4442b852.jpg" width="300" height="225" alt="Usability - RMB City Info" /></a>
<div class="imagecaption">Info displayed on rotating prims</div>
</div>
<p>Large cones inside the palace have text assigned to their surfaces.  These objects are rotating, presenting <strong>a challenge to any user who tries to read their message</strong>.  I have returned several times now.  So far, I am unable to find a way to stop the rotation, and am unwilling to continue adjusting my camera long enough to read any one display.</p>
<p>It looks like useful information; but the display is a moving target.</p>
<p style="clear:both;">What are the lessons here?  Do they only apply in these situations, with these particular circumstances?  Or, can the nature of these experiences be generalized into principles that have value?</p>
<p>Delivery of information requires a design be evaluated for user experience.  <em>Is the presentation clear?  Is it apparent that an opportunity to receive information is even present?</em>  Does the user have to jump through a hoop or walk a high-wire to reach success?</p>
<p>Navigation elements should be obvious.  They should stand out as being interactive objects, inviting users to touch and teleport.  They should be clearly labeled, explaining (somehow) exactly where they lead.</p>
<blockquote><p>Many hands make light work.</p></blockquote>
<p>My study of virtual world usability has a goal of identifying the principles of effective design for myself.  The reason for sharing what I find is selfish.  If I can stir up a conversation about design in virtual worlds, I can learn more, and probably learn it more quickly.  Hopefully, these examples demonstrate two extremes in the effectiveness of communication. What have <strong>you</strong> seen in world?  What examples of navigation strike you as both effective and unique (so not as well-known)? What examples of informational displays stand out in your mind as particularly user-friendly? </p>
]]></content:encoded>
			<wfw:commentRss>http://instructionalalchemy.com/blog/2009/04/16/virtual-world-usability-two-examples/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
	</channel>
</rss>
