Usability consultants have golden opportunities in Second Life
Posted on: July 29, 2008When I hear “usability” and “Second Life”, it’s usually applied to work Linden Lab needs to do in order to smooth out the inworld experience, whether it’s tweaks to the viewer user interface or changing the layout of registration pages on our website.
Usability consultants for products and services within Second Life are scarce; I’ve done various searches but found no one’s who’s really made a big splash improving a variety of Residents’ creations. Let’s use a simple example: say you’re a brilliant scripter who’s come up with a HUD gadget that fulfills many needs, but “how to work it” sucks — you know this because you ask some friends to try it, but they can’t figure it out. Even worse, you’re not much of a manual-writer either.
When you can’t do it yourself, trusted help and sage wisdom is the way to go, and so, you’d consult an expert — not a self-proclaimed blowhard but someone who knows doing this will build word of mouth and is passionate about making inworld creations more usefun (useful + fun). They’d give you actionable advice which you can apply, including a few simple steps to make your HUD much more user-friendly. They might be able to make hands-on changes too. The end result is a win for all: the usability consultant gets paid his/her/its worth, you’re more proud of your offering, and your customers can enjoy it more, too.
The lack of inworld usability consultants is a key example of where grand openings are going overlooked, and where there may be some genuine talents who either haven’t sniffed this out yet, or haven’t considered it seriously enough. It’d be a challenge to get rolling, but with some proven improvements under your belt, establishing credentials and a solid track history is a straightforward matter of experience.
I’ve used 100s of SL products/services firsthand, and continue to do so because it’s important to understand what’s happening. Here are some key painful areas that I’ve noticed are common problems, and which we could all benefit from bettering:
Hard-to-search for object names
And missing descriptions! Some vendors are great about creating a unique tag for their products so that everything they make can be searched for via Inventory, e.g., “*TAW*” . (Since we can’t search by creator name yet.) But if you make a wonderful new type of sculpted footwear branded “Lucidique”, don’t just call it that: helps to also add “shoe” or “high heels” or whatever’s appropriate. This isn’t as much of an issue as it used to be because creators have lifted fine inspiration from each other (quality copycatting), but it still calls for much improvement.
Chairs/seats not using sit-click actions
OH, THE PAIN! Why bother right-clicking and selecting from the pie menu when a simple left click can do? This video illustrates it clearly, and until we have an even better system-implemented method in place, every chairmaker can benefit from this. It only takes less than 5 seconds.
I’ll make a similar case for opening boxes and click actions in general — watch how marvelous it can be:
Ugly typography
When people refer to “ugly signs”, this is often because of poor font choice and design. As neutral as I try to be about this, unless you have an exceptional gift for meta-satire, Comic Sans MS isn’t going to cut it! And neither will poorly-kerned Helvetica. Ads and product packaging can be made much more effective by changing the typeface and paying attention to the optical flow of the letters. Learn from Smashing Magazine and be wowed; some of SL’s brightest designers weave first life sources into their own tapestry, e.g., Detect Surface’s signwork which is reminiscent of collectives like Designers Republic:
Too many prims
I coined the term “primficient” as a portmanteau of “proficient” and “efficient” with “prim” referring to a Second Life object. To this day, prims are wasted when they need not be: careful shaping of some prims can reduce the usage of 2, or even 3 into 1 — this is especially important with vehicles and physical objects which must be 31 prims or less. And also since prims are tied to parcel size and also relate to geometric complexity (viewer-side lag), there are other factors which should be considered. You can make a barstool with a single prim!
Furthermore, since the advent of sculpties and sculptie clip art, there are further avenues to explore in terms of making your creations look better with less prims. A knowledgeable usability consultant could tap you into this stream of non-bloated, primmy goodness.
Shiny objects that lack textures
While more nitpicky than a sticking point, and more about aesthetics than usability, think about brushed aluminum and other real-world metallic surfaces which have grit, however subtle, and aren’t totally perfect. A light grain, as I’ve shown, can add new depth. Don’t let your shiny objects be stuck on “Blank” unless you’re absolutely sure. Similarly, the old proverb of “don’t overdo it” comes to mind: don’t add 0.10 worth of glow when 0.02 is enough to provide a shimmering, vibrant accent.
Scripted objects that look like ass (and similar cases)
I’ve known great scripters who lacked building skills. Or builders who can’t script, because it goes both ways. Some learned, others couldn’t find it in themselves. Don’t be ashamed or shy, there’s an opportunity to collaborate. To this day, there’s a disconnect between builders, scripters, and social hosts — which is why gorgeous clubs continue to be rare. I suspect they’ll always be a rarity, and the people who can connect and bridge the gaps will create winning experiences. It’s true many people don’t appreciate quality design, but if you can, you can lift up others so they never want to go back down. It should be part of your mission to enlighten others and raise the standards.
Dialog menus from hell
I wish we had more ways to customize them. But since we don’t and since touch dialogs and their brethren can add a lot of functionality, one of the first things you could and should do is draw out a visual map of their structure: what the first palette of choices will look like when someone clicks on your gadget, and where further hierarchies will lead. Too many choices? Trim them and/or bury the lesser-used. Reward someone early on and they’ll be more tempted to dig in deeper after they’ve attained the confident to use your stuff and even show it off to friends they invite over. Demonic touch dialogs are a fiendish problem for certain beds with animations and movie players, because they try to stuff in as many poses or films as possible… at the sad expense of usefulness. Strip your design down to the bone and focus on what’s essential. Make sure you never lose sight of the core, and only then you can add supporting flourish.
An instance from my own Second Life are the movie players on Here island made by Geaven Gall. I requested a dialog reorg so the movie choices are shown first instead of after the options. Being able to select a movie to play is the most important, and primary function of a movie player. Come visit and try ‘em out, they look like this:
(My neon handwritten signs are an intriguing usability point for another day.)
Poor manuals
Documentation counts for a lot. A LOT. It’s one thing to have a manual that doesn’t get read, and another thing to have a manual which can’t be read because it’s error-prone, shoddily-formatted, and a tragic eyesore. This is a great opportunity for a consultant with type & graphic design skills to polish up the docs, even within the limited confines of notecards. Or better yet, as with Clever Zebra’s Presenter and some other products I’ve been seeing, why not make a video tutorial or tour? There are a lot of visual learners inworld, and since SL is visual, by showing your goods as they are, it gets the message across a lot clearer. And saves time. I know this many times over!
Don’t forget internationalization either: the market for linguists is a ripe one. See Damien Fate’s Loco Pocos for an excellent example of a product that has localized documentation, and is well-put-together in just about every other way you can make of.
I reiterate it’s true that some things can only be fixed by Lindens behind-the-scenes, or as I’m glad to see continue, welcoming open source contributions into the fold. But right here, now, in the present, there are so many opportunities to reduce what I term “ambient suffering” and make the inworld experience more enjoyable.
In case I missed you, I’m eager to hear from you if you’re finding success as a usability consultant for Second Life content. Drop me a line or leave a comment.



July 30th, 2008 at 1:30 AM PDT
I absolutely underline the internationalization aspect! My own company (Babel Translations and Text Creation) offers this service for over a year now in SL, and the reference list reads like a who is who of successful SL businesses like Blaze, Breach or Calla.
A warning though: look at quality! Loco Pocos DID provide internationalization, the quality is sometimes poor though as they did not use professionals for it. Better start out slow, with one one or two languages, but have them at the best possible quality. Your internationalized materials have to match the quality you aspire to have everyhing else in. You can't have stunning products, and the localization makes you a laughingstock!
I'd be happy to provide feedback and quotes - more information on Babel Translations can be found here: 1 year Babel Translations
(Torley, feel free to delete the last paragraph when you think it's too much advertising)
July 30th, 2008 at 6:23 AM PDT
This is a massively important point (or series of points) and a massive challenge for virtual worlds where the marriage of game and software user interfaces combined with mashable user generated content leads to the "fruit salad" effect of features and content of all shapes and sizes conflicting to destroy the user experience.
This will become ever more crucial as open transport protocols enable transit between different VWs and users will have to navigate between different UIs and display layers.
Add to this accessibility which truly is a lost horizon in this field and we have, yes, a potential goldmine for usability and accessibility experts.
But before we drown under a deluge of overcharging and over here consultants auditing us to death, let's remember two important points:
1. Usability is rooted in standards and standards should be rooted in common sense. The first victory will be the establishment of Metaverse usability standards - good start in this post Torley!
2. Usability is in itself an accessibility issue. usability as ultimately an accessibility issue – bad usability makes a product inaccessible to even normally abled users and leads to a “useless” human experience. We’ve all been there.
Bearing these two points in mind and reacting intelligently to them will create a virtuous circle of good practice along a standards model, much like what's gradually happened on the web in the last 10 years. Fingers crossed!
Thanks for this post Torley and *wave* we never talk no more
Kei x
July 30th, 2008 at 7:25 AM PDT
Regarding EVRYTHING you've said in this article:
ditto.
I am a builder… not a scripter. So I use aftermarket scripts (those that are sold to builders) or hire-out. But one thing I am nit-pickity on is usability.
Need to send you one of my thrones - just to get your feedback on my menu design. Because you're nit-pickity as I am, your feedback would be awesome. Same for the others who replied here. IM me in World
So, T - will drop you one tonight, heh - and I don't just drop stuff on people - I'll IM you first, let you know it's coming. Though I know how THAT goes. heheh
July 30th, 2008 at 8:17 AM PDT
Documentation counts for a lot. A LOT. It’s one thing to have a manual that doesn’t get read, and another thing to have a manual which can’t be read because it’s error-prone, shoddily-formatted, and a tragic eyesore.
So very very VERY true! Many's the time I would have KILLED for good and efficient documentation.
I actually wrote the documentation for early versions of Babbler because at the time I didn't know the text file was inside the object. (Hey, it was my early days… now I know to look!) and for a couple versions it was actually shipped out WITH the product. So I feel good about that.
It's just a shame there doesn't seem to be much activity for about a year.
I actually was doing a documentation service for a while, before RL got in the way and I had to cut back. The trick is getting the people with the bad documentation to realize that it's BAD.
July 30th, 2008 at 2:49 PM PDT
As someone who used to do work for hire in SL, I'd have to say not enough people take it seriously enough to make it worth it.
Most objects are put together on a non-existent budget.
Without the money to lubricate things, you get the idea of "a business partnership".
And that devolves into "WOW I HAVE THIS GREAT IDEA, WHY DON'T YOU BUILD IT, SCRIPT IT, MARKET IT, SUPPORT IT AND GIVE ME HALF THE MONEY!!!?!!"… too often.
So yeah, there's a lot of barriers facing real collaboration in SL right now, and they aren't all technological.
July 30th, 2008 at 4:03 PM PDT
I just read your article on useability. Though I don't bill myself as a useability consultant, more as a project manager and sim/building/script consultant, much of what I do is about useability. Your article hit on much of what I believe and talk about. The idea of primficiency is something I'm very interested in as well, in fact I think I use techniques for it that almost nobody uses. my bulds are low lag, beautiful and ultimately I try very hard to make it right for the client. If you'd like to take a look I'd love your input. You can find my store and designs at Natalis and there is a demo rezzer there with some of my designs. Also I'm running a contest right now, that ends tomorrow, challenging people to build a home they'd like to live in without using more then 25 prims. So I'm putting my money where my mouth is. The link to that is: http://www.ingmanndesign.com/2008/07/build-contest-efficient-design.html
Thanks for what you do Torley, great points.
August 3rd, 2008 at 6:15 AM PDT
What thoughtful comments here. And as a note — self-promotion is fine here as long as it's not obnoxious or useless.
@Peter: I didn't realize that about the Loco Pocos internationalizations, and I guess it's really hard to know unless you speak those languages. I hope Damien knows! Very good point, and it reminds me of the unintentional embarrassments from Engrish.com. I'll also check out Babel Translations soon!
@Miss K: Aw! It's good to see you! One thing that I immediately recalled upon reading your comment is, having had experience with various virtual worlds, it's both intriguing and awkward to have to switch control schemes between them. It reminds me of some friends who did competitive gamer and got very frustrated by small changes to balance between editions of Street Fighter II (and there many).
Some, like Aza Raskin, suggest "usability" isn't enough… and we should be "humane". I think that is more semantically involved than many would care for, but I'm interested in seeing how things will diverge/converge as there are more flavors of Second Life viewer and Open Grid opens up…
@Ari: Thanks, I hope to check it out soon!
@Alexandra: I've found there's a stubbornness around "Hey, why do I need to make my product better?" and they can't appreciate the higher levels. But popular bombardment of quality is a double-edged sword: it's like when The Matrix came out, a lot of copycat movies wanted to have the same effects, but few used it as a learning base to venture further (even into budget-friendly but radical techniques).
@Gigs: It can be tough finding the right key people to work social magic with.
@Noelyci: Thanks for your thoughts, and for your email as well! *checks out your webpage*
August 3rd, 2008 at 7:26 AM PDT
Yes, Damian knows and I am in discussion with Washu about the best strategy for localization. That is something I often have with clients - they did put localization cost into their budget (if there is a budget at all) and then have to settle for less simply because it would cause additional cost not accounted for.
Another point is that even when the client has a budget for localization, often the source texts are not very optimal, either because the author had little writing skills or because it was writting from an engineer point of view and not from the user's perspective. In this case I often offered to rewrite the English text from scratch and sometimes for the sake of the project did not even charge for that.