I have to say that i can not disagree with anything you said. These are all great ideas and we as the devs (well not me , i cant code my way out of a paper bag) need to push things like this to keep the users that we so value.
I love deadlines. I like the whooshing sound they make as they fly by Douglas Adams On Sat, Sep 11, 2010 at 11:49 AM, <mysticaldem...@xrgrid.com> wrote: > I think it goes further than that. The trick to making it simple is to > make it so intuitive that the user knows instinctively what to do. This > basically means creating things that we are already familiar with. It is > not intuitive to navigate, need a navigation HUD that is so obvious you know > what to do. The use of inventory is not intuitive and you have to figure > out how to wear stuff, how to take stuff off. What I am even wearing. I > can’t preview easy. Just as an example should be a changing room or > something. How do I know I can do animations, how do I see which ones do > what? The user interface is using a 2D solution that hasn’t evolved in 20 > years. Not intuitive to know where to go. Maps, other things need to be > more familiar. The grid map is so uninteresting and not intuitive. > Showcase and search are not clear. > > > > This whole problem of new user experience is more than viewer 1, or viewer > 2, it has to do with the whole concept of how users understand what they see > and relate that to what they know. Nothing about this interface, except the > actual 3D space is familiar in anyway. I think this is why I find the > viewer 2 UI so disappointing; it brought nothing new to the table on how to > do user-interfaces. > > > > A few things that could help is making the user interface more active, > meaning objects that can do something show they can do something when the > mouse if over them. A Tool tips area on the screen that gives you > information about the object your mouse is over some where on the screen. > Option for descriptive menus that explain option, or short menus. Wizards > that tell you what step you are on. > > > > People say it isn’t a game, but many games have made significant progress > in user interface design, I don’t see any of this being implemented. > > > > All I have heard about viewer 2 UI is it solved some of the technical > issues to maintain the complexity of the UI. I haven’t really heard how it > solves the use cases of the user or content designer. User wears clothes. > User navigates. User puts new object in world, User creates and object. > User finds an object in their inventory. User wants to find something to > do. > > > > Few other notes, is it is stressful to learn something new, need to reward > the user. Give them something, make it fun. Play videos that show them, > then they do it. Don’t know, but lots that can be done. > > > > M. > > > > > ------------------------------ > > *From:* opensource-dev-boun...@lists.secondlife.com [mailto: > opensource-dev-boun...@lists.secondlife.com] *On Behalf Of *Patnad Babii > *Sent:* Saturday, September 11, 2010 12:18 PM > *To:* opensource-dev@lists.secondlife.com > > *Subject:* Re: [opensource-dev] The Plan for Snowglobe > > > > I agree with you Dilly, what i’ve found over time, is that alot of people > just prefer to skip reading, they like things visually and orally. > > > > I’ve found a tutorial by googling quickly > http://www.mmocrunch.com/2010/07/16/microvolts-releases-tutorial-video/, > of what i think would work best for SL’s first exprience. Something built in > the viewer with animations and voice (or not) . > > > > I know they changed orientation island recently (in the last year) i think > it is a good step forward, but apparently it needs more. > > > > Its true that the MMO based tutorial seem to be the appropriate approach > for what SL is, the more guidance the better i would say and always allow > people to skip part of it (if they are ready, let them just go). > > > > I see the tutorial as some kind of a checklist, where you have the > different checkpoint, like Navigation, Inventory, Clothing, Purchasing and > if they are willing enought they could even try the building tutorial were > they are shown the first steps of building. > > > > > > > > > > > > *From:* dilly dobbs <dillydo...@gmail.com> > > *Sent:* Saturday, September 11, 2010 11:22 AM > > *To:* Tateru Nino <tateru.n...@gmail.com> > > *Cc:* opensource-dev@lists.secondlife.com > > *Subject:* Re: [opensource-dev] The Plan for Snowglobe > > > > Ok if its not the interface that is the issue, then i have an other idea > also, after speaking to a lot of mmo players they are lost when it comes to > second life. Why not have some "quests" to start the game for them. For > instance learn to tp to this location to get clothes and put them on. Make > it more like a game with a limited number of opening/learning the interface > 'quests' so to speak. There has to be some way to keep all of the sign ups. > > > > > I my self have tried to bring a lot of other mmo players into the grid and > there biggest humps is learning the interface and then finding something to > do. > > > > We have a very valuable mind trust in this group, we should be able to come > up with something to hook them so to speak. > > > > This would make it better for us all. > > > > Just my opinion. > > > I love deadlines. I like the whooshing sound they make as they fly by > > Douglas Adams > > On Sat, Sep 11, 2010 at 9:05 AM, Tateru Nino <tateru.n...@gmail.com> > wrote: > > On 11/09/2010 11:33 PM, Mike Dickson wrote: > > On 09/11/2010 08:03 AM, Tateru Nino wrote: > >> On 11/09/2010 10:25 AM, dilly dobbs wrote: > >>> Fair enough, but the simple fact is that the interface needs to be > >>> changed so that they can reclaim more of the sign ups to the grid. The > >>> last numbers i have read on the learning curve is something like 70% > >>> of the users that sign up leave because they have troubles with the > >>> interface. And we must also consider that this is a business and LL > >>> needs to make good to keep the grid alive. > > [snip] > >> When you read various responses to "Hey, have any of you tried this > >> Second Life thing?" there's usually quite a number of responses from > >> people who did and gave up. Hardly any of them mention the UI as the > >> problem that they had with it. > > I strongly disagree with you there. True its not scientific but I know > > of more than a few people personally who couldn't navigate with the old > > UI and gave up. They recently tried again with viewer 2 and are > > functional and happy. > > > > Which is fine, because I also didn't say that the UI *wasn't* a problem. > What I'm saying is that we don't have any trustworthy data about what the > problems are, how prevalent they are, or how the situation can be improved. > > > -- > Tateru Nino > http://dwellonit.taterunino.net/ > > _______________________________________________ > > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > > > ------------------------------ > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting > privileges >
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