Tag: virtual world
Virtual World Usability: Purpose
by azwaldo on Apr.21, 2009, under design, education, usability, virtualworlds
Many aspects of a user’s experience with software can be examined for usability. User interface (UI), accommodation for those with physical challenges or differing abilities, suitability of a technology to the audience…all of these are usability issues. However, they are not the focus here.
The purpose of this project is to explore a variety of virtual world spaces in Second Life®, to experience the effectiveness or utility of each design; and then, to identify the characteristics that shaped that result.
Anyone is welcome to participate; invitations are being made via the SLED listserv, a RezEd forum thread, and numerous emails to individuals. I have begun to organize some information at the SimTeach wiki; but, am also weighing the options of building at Wikispaces, or even by starting a Google Group. I would be interested to learn of your perspective regarding these sites, or others.
Usability gauges the degree to which an object is
- More efficient to use—it takes less time to accomplish a particular task
- Easier to learn—operation can be learned by observing the object
- More satisfying to use
(from Wikipedia )
Particular aspects of the user’s experience interest me. I aim to identify those characteristics of virtual world design that make for effective communication; or, find examples where the message gets fuzzy…then try to imagine alternatives.
I do not plan to evaluate entire builds.
I am not in this to throw stones. Rather, I will be observing discrete elements like instructional text displays, navigation elements, and media interfaces; any object a user engages to consume the content. I will be looking at the color of a sign, the shape of a prim, and the placement of objects in relation to one another. But, where my view of features is narrowed, my reference to the history of web design will be generalized. When reviewing the history of web design I will seek out the underlying principle of effective communication by looking past the device of any particular element (see references to Nielson, first post).
On review, my use of the term “standards” may be ambitious. Will any single principle apply in every case? Can a group of educators and designers agree on a set of criteria, enough to benefit a significant number of users? What can come from discussion about usability?
What I am imagining is a list of design criteria; a content creation checklist. But, since my ideas just scratch the surface, I will continue to contact folks who might have 2¢ to add.
You are already reading this…who have I left out?
Virtual World Usability: Two Examples
by azwaldo on Apr.16, 2009, under design, secondlife, usability
In the first post 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.
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.
The Particle Laboratory
Few instances of instructional design in Second Life® meet the standards set by The Ivory Tower of Primitives. However, at The Particle Laboratory, Jopsy Pendragon 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…please, log in and go there now. You do not have to be interested in scripting to enjoy the visit.
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…
Jopsy’s new option for reaching The Lab is a good example of an obvious and unambiguous navigation element. 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 thoroughly 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.
I am sure that I will still opt for the balloon ride, but this approach to navigation has taught me plenty.
RMB City
Top-shelf design. Slide your draw distance up a notch, because there is a lot to see.
At RMB City 1 (SLURL), the People’s Palace offers information about the project. However, the amount of information is most significant when one considers the effort required to read it.
Large cones inside the palace have text assigned to their surfaces. These objects are rotating, presenting a challenge to any user who tries to read their message. 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.
It looks like useful information; but the display is a moving target.
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?
Delivery of information requires a design be evaluated for user experience. Is the presentation clear? Is it apparent that an opportunity to receive information is even present? Does the user have to jump through a hoop or walk a high-wire to reach success?
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.
Many hands make light work.
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 you 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?

