
Megan discusses how the virtual world viewer user interface may be overly confusing - while a simpler one could be better for many applications.
Ever heard the question posed: Do virtual worlds come with
instructions? Virtual environments can present complex challenges
to those entering for the first time. A big barrier to entry for
training in virtual worlds is the belief that they are difficult
for the user to navigate. I have witnessed first-hand turning the
reins over to a virtual world newbie and observing their actions.
In observation it appears that some navigation actions are
intuitive, while others are not.
While Second Life may be one of the most complex virtual worlds
to figure out- potential virtual world adopters need to realize
that not all virtual worlds are made to have so many user options.
Although the option to "teleport" is quite fun- is it really
necessary in a serious virtual world for training? Probably not. So
what are the key functionalities needed to navigate within a
virtual world- obviously the arrow keys are high on the list and a
"jumping ability" might be fun- so let's add in the spacebar
function. For the most part "basic" avatar movement remains
consistent between virtual worlds while other movements are
exclusive to different virtual worlds. We won't even begin to
explore gamer interface expectations here. Let's save that digital
dumpster dive for a future post.

So does a new user really need training to navigate a virtual
world? Just like the learning curve of navigating the world wide
web- now users have a new learning curve- navigating virtual
worlds. Entering a virtual world can be perceived as a daunting
task for those unfamiliar with common navigation. Kind of like
driving to an unknown place without the benefit of a GPS. A roadmap
to the navigation of virtual world use may be helpful. I have seen
even well-versed virtual world users become lost when attending
Second Life events and tours- it always seems that the group looses
a few along the way- due to no clear path of navigation. The sooner
we can employ basic design principles and standards to virtual
worlds, the sooner we can attract a broad demographic.
We recommend that you discuss this article on Think, but if you really want to you can leave a comment right here as well: