Virtual worlds (VWs) must take user experience seriously. Are these VWs usable? Let us look at Second Life. This is based on my experience and are only thoughts (not expert opinions). I wish Second life would relook at the following:
Navigation: Why does the user have to spend time learning how to use the controls? Why isn't the navigation intuitive enough? Why is the Search option so confusing? As a new user, what do I search for? How do I decide where I would like to go? How do I know how big the VW is?
Editing Appearance:
Privacy: What is the first thing a user does? Most users edit their appearance. Why is this visible to the rest? I can see another user editing the appearance. The stance is weird and the appearance and disappearance of clothing items is downright funny! Can't the user have the privacy to change their appearance?
Filtering: Like other social networks, I wish SL provided the option to view a user's profile. This helps understand more about the person. This may help avoid awkward conversations and situations.
Usability: The slider widgets used to readjust length of clothing are not efficient. Removing a part of clothing is tricky. I had trouble getting rid of a skirt my avatar had on on top of her jeans. I have also seen my friends struggle to with hair, clothing, shoes, and so on.
Conversation: Why should avatar's type as you type on your keyboard? Let's admit it looks very funny. Is there no other intuitive way of letting another user know that you are typing?
Actions: It is hilarious to watch a user master the art of sitting at SL. Most times, they face away from us or just run around the place. :) This is a usability issue. A user need not have to practice several times to sit to get it right.
In terms of SL for learning, I like the thought of letting the learner create something. But, most objects in SL (atleast those I have come across in my brief time there) are PPTs. SL also has virtual classrooms. When we avoid making the learner read lengthy notes and sit through lectures, why use it in SL? When the fancy of the VW wears off (as it did with me), learner motivation is bound to dwindle. What then? Is there no other interesting format? Check these posts by Karl Kapp on how VWs effectively. Examples of usaing virtual world 3d spaces learning Virtual Hospitals Protocol Three Virtual World Learning Best Practices
Ros Aini posed a question in my previous post, "Online learning environment can demotivate online learners. What do you think are the aspects that contribute to this matter?"
I am going to try an attempt answering this question based on my experience and what I have read/heard. If you think you disagree, please help me learn more by sharing your thoughts. If you agree and would like to add and give more clarity, please feel free to do so.
First let me clarify, online learning environment can demotivate online learners is a generalization. What aspects of online learning environment kill learner motivation?
1. Choosing the wrong learning environment for your learner Your research should help you identify which is the most suitable learning environment in which your learner will learn. A virtual world such as second life may not be suitable for all online learners. You may realize that your learner prefers to read/write than actually 'be' in an environment where they can explore. Tip: Always arrive at a solution (whether online or otherwise) based on research. You will be closer to getting it right.
2. When the learner control is zero When you opt for a learning environment, ensure that it is designed such that the learner can decide their own learning path. Most online learners prefer to decide what they learn and how they learn. Avoid forcing your learners down a structured learning path. Several clients insist that the Next button be disabled till they attempt a practice. Give them the choice. If the practice is challenging enough, they are going to want to take it. Tip: Give them several options such read, listen, do, experiment, share, and so on to learn.
3. When navigation is poor Navigation plays an important role. Think about this, you have used a virtual world (VW) to teach. Your learner spends ages learning how to navigate within this VW and is not comfortable with the controls. Finally, he gives up frustrated about the fact that he is not getting it right. Poor navigation makes the learners feel dumb. And, no one enjoys this feeling. Navigation can kill motivation even if the training material is really good. Tip: Ensure navigation is intuitive. The learner should spend minimum or no time learning how to navigate in the learning environment.
4. When system specifications are not shared upfront Imagine this. You have provided several hyperlinks to blogs and wikis. The organization in which your learner works provides restricted Internet access. The learner tries to click on the link, but gets a 404 error. How frustrating would this be for the learner? Tip: Always state the system and bandwidth requirements. Or design keeping the learner's bandwidth in mind.
Other than these, what else could demotivate an online learner? - A know-it-all-peer who makes the learner feel very small, thereby making him reluctant to share his thoughts online again - The learner may constantly doubt the authenticity of content and feel confused about what to internalize - No access or an opportunity to interact with 'true' experts - A learner may feel overwhelmed with the amount of information that is out there
I was reading some really interesting posts on Kern Learning Solutions Blog (authored by Vaishnavi). Vaishnavi's main interest is web 2.0. I am sure several people know what it is, yet there are others who think they know what it is, and further there are few who think it is just a fancy term. Anyway, if you wish to know more about it, read the KLS blog.
The posts on KLS blog had me thinking about how the role of an ID is constantly changing. Web 2.0 encourages learners to seek information for themselves. The learning is self-motivated. Does this mean that there will soon be no role for an ID? Who is an ID? An ID is a facilitator of learning. What we do is ensure that we understand our learner's needs and design instruction. So, if we are not designing elearning or ILT, what should we be doing?
I do not think ID is going to be out of the picture anytime soon. An ID should however be aware of what is happening around him/her and adapt to the changes. For example, if the learner's needs reflect a need to use a virtual world such as second life. The ID still needs to identify how information can be presented in the most learnable fashion in this medium. The ID needs to ensure that they understand what information the learner may need and make this available to the learner. Also, ID must keep in mind that the information should not be linear as they path the learner takes can not be predicted.
I think facilitating learning using Web 2.0 is going to be an extremely challenging task for an ID. I am waiting to increase my skill set by working on a web 2.0 project. Keeping my fingers crossed!
Let us look at the most popular educational MUVE. RiverCity is the most popular example of an educational MUVE. RiverCity Project was funded by National Science Foundation. RiverCity is designed for children in middle school. The theme is very interesting. River city is a city belonging to the 19th century. This city is suffering from health problems. The tasks for children (belonging to the 20th century) is that they need to travel back in time and use the 21st century knowledge, skills and technology to resolve 19th century problems. How do they do this?
I was not able to access the virtual tour and therefore, I have relied heavily on what others have written on River City. Students can enter the virtual city as a team. They use avatars (graphical representations of themselves) to enter RiverCity. They are welcomed by a man who gives them a tour of the city. Students need to form a hypotheses about the cause of the health problems. At the end of the project, teams get to compare their hypotheses.
This city has a river flowing through it and different types of terrains that influence the houses, water, industries, hospitals, and universities. At RiverCity, avatars can enter buildings, climb mountains, and swim across water. To gain information, they can click on an objective that contains a hyperlink. Webpages, images, simulations or web-based applications pop-up. Students can conduct several experiments in the virtual city. For example, they can check the pollution levels in water, the number of patients admitted in hospitals, and so on. They can change one factor or more to see how the consequences.
The city comprises of avatars, computer-based agents, digital objects, and avatars of instructors. It has around fifty digital objects and data collection stations provide detailed information on water samples across the world. I was able to view a screen grab of a lab at RiverCity. The left side showed a computer agent. The right side of the screen displayed the lab in which the learner could test samples. The learner got to see the consequences of their actions.
I was also able to see a screen grab that displayed a computer-based agent in conversation with the learner. Computer agents share information on the happening around the city. They provide subtle hints to the students. The dialogues are shown in the text box below the screen. The interface is supposedly designed carefully:
As an aid in their interactions, participants also have access to one-click interface features that enable the avatar to express (through stylized postures and gestures) emotions such as happiness, sadness, agreement, and disagreement.
- C. Dede, “Multi-User Virtual Environments,” New Horizons May/June 2003
Students share the data that they have acquired with other teams. They can also send ‘snapshots’ of their current situation (seen through their eyes) to their team members for a joint investigation.On the whole, 60 teachers and 4000 science students from US and Australia participated in this MUVE. Several reports suggest that students were really motivated. Their grades improved drastically.
MUVE is a very interesting topic. Several corporates are designing MUVEs for corporate training. They buy land on virtual world's such as Second Life and design elements that facilitate learning in it. MUVE is a fairly new teaching tool and it is definitely worth considering, researching, and studying.
Every Tuesdays and Fridays, we have learning sessions presented by each one of us. This week, it was my turn. I will be presenting on Multi-User Virtual Environments (will blog later on this). As for all presentations, I was reading up on this topic. During my coffee break, I picked up MetroPlus (Hindu) and read the first article, Trapped in the Net. This post talks about Internet addiction disorder (IAD), "...pathological use of computers, to engage in social interactivity."
"It is becoming common to know of someone, or have heard of someone, who has become obsessed with online activity to the point that their alternative online lives have masqueraded - and in some cases completely dominated - their identities. " "Broken marriages, lost jobs and plunging college grades are just some of the things that people who spend upto 18 hours per day in virtual reality face."
Interesting, isn't it? These quotes had me thinking of Second life. This is a multi-user virtual environment in which you can create an avtaar for yourself. This environment has its own economy (can you believe it?); the currency is Linden. You can buy and sell stuff in this environment. It must be so easy to dissolve yourself completely into this virtual environment that depicts real life through the eyes of the user. The avtaar is probably everything you want to be and are not. It is the ideal person that you want to be.
Now, coming to the point about IAD. So, would you start believing that the avtaar is actually the real you? It is upto to the user to realize their responsibilities and not let their avtaar become real.