After visiting some more current corporate projects in virtual worlds in the last week, I had to recap my presentation about usability at Metavers08 (see the slides here) I wrote about the topic nearly one year ago, but the situation hasn't improved much: Usability is still an aspect that is considered low priority with many projects in virtual worlds - if it is considered at all. The situation is a bit similar to that on the web in the mid 90s: developers and their clients are much more excited about the new possibilities (if they are still excited) or about spectacular design.
When I am writing this, I don't mean the user experience of the virtual world platforms. Granted, especially Second Life IS a usability nightmare and the new user experience is so "well thought out", that many users who would like to give this virtual world a try, simple run away screaming - or at least shaking their heads. The company behind Second Life seems to have realized this lately, though. While I don't know what they will actually do to improve this sad situation, they at least announced a newly found focus on user experience. And other virtual worlds are much more usable right from the start - sometimes because the platforms are a lot less feature-rich, of course. The little "worldlets", for example, the 3D scenes you can embed into web pages, are very simple, rather limited and you don't need to know (or learn) a lot, to be able to use them.
Better usability is good for your business
Sometimes, the new virtual worlds are significantly more user-friendly, though, because their designers realized that it makes sense to offer an easy entrance, early on. The reason is usually not an altruistic one but simple greed: when you want to create a business with/in a virtual world, you better not make it unnecessarily hard for your (potential) customers!
Many companies "trying out the potential of virtual worlds" these days, still don't seem to think this way. If you look at some of the projects from very well know brands in Second Life for example, it is still not uncommon to appear on their sites and not find the slightest clue about what to expect here and where to find it. Some other projects often are not "designed for the avatar" (avatars don't move and don't "see" like humans). The example to the right comes from an early phase of one of our own projects .
This is not limited to Second Life (and Second Life's basic shortcomings are responsible for these faults). And this can't be excused with "we are just experimenting with marketing/sales/training/conferencing in virtual worlds". Simply because a badly designed experiment is not very useful for evaluating the "potential usefulness" of virtual worlds. ...
Interesting enough ... it isn't too hard to do better. Some 25 years with software design (plus some additional 12 years with web design) have told us, how ...
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