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Does a cross-platform interface make Second Life a second-class application?

Is a cross platform application UI really all that good for users?If you’re a Mac user, you know you’ve got access to a whole slew of first-class applications. That is, apps that follow the user-interface style guidelines for the Mac. Painstakingly developed and tested over time, the guidelines ensure consistent layouts of menus, options and hotkeys, so that you don’t spend your time struggling to work out how to do the familiar, when you should be getting on with gaining expertise in the unfamiliar.

Windows also has it’s own user-interface conventions (though they are not so strongly adhered to), and Linux has its own body of user-interface conventions also (though mostly just a matter of custom).

The thing is, the applications that follow those local rules are quite simply easier on the user, and that gives them a popularity boost right there. You don’t have to think about the hotkeys for saving or quitting. You don’t have to search high and low to find preferences. Your first-class applications are all laid out in the same way, where they have anything in common.

Second Life, however, isn’t a native first-class application on any of the three supported platforms. It sports an interface that’s somewhat alien to all three. My contention here is that perhaps an attempt should be made to actually give the Second Life viewer an overhaul and actually give each platform a native-style first-class UI.

i.e: Have the Mac viewer follow the Mac UI conventions for menus, hot-keys, drag and drop. The whole nine-yards. Windows and Linux viewers should get their UI reworked to follow their local conventions, too.

Sure, there’s a downside to this. More limited opportunities for cross-platform tutorials and documentation, you’d need to triple-up in some cases. Plus extra work from developers and QA.

The question is, however, who are we supposed to be making the viewer UI easier for? Documenters, devs and QA staff, or the actual users? The unified cross-platform interface doesn’t do the user much in the way of favours, and frankly not many second-class applications ever really hit the heights of popularity on any platform. Without following native user-interface conventions, you’re ultimately deprecated somewhat by the very people you need to win over: the actual users.

Ultimately, though, this is something that needs to be proven out by experiment before you can say for certain that a first-class native-conformant UI will do a better job than the existing second-class UI.

With a variety of third-party Second Life viewers out there the question is, who will be the first to try the idea out? I don’t think it will be Linden Lab.

Popularity: 3% [?]

The Watch – virtual worlds in the news

1. Forbes (USA) – The Second Life Hype Has Fizzled—Is Twitter Next? “Second Life is still a vibrant virtual world—with over 12.2 million registered users and more than 54,000 online the last time I logged in—but you wouldn’t know it from the media coverage (or lack thereof) lately. It wasn’t always this way, as MediaShift’s Mark Glaser recounts, in a post covering how Second Life’s media hype has fizzled.”

2. Mediashift (USA) – Reuters Closes Second Life Bureau, but (Virtual) Life Goes On. “The sun shines brightly as I stroll along the curving pier above the water, looking out toward a beautiful island with trees swaying in the wind. There’s a looming ampitheater festooned with signs for Thomson Reuters, and a series of concrete buildings that appear ready to hold important meetings. I stride in confidently through the doorway… You might think I was describing a trip to visit Reuters in the UK, but really, I was strolling through the virtual world of Second Life (SL), visiting the Thomson Reuters island, now largely vacant. The island symbolizes the efforts of media companies not only to cover life in the virtual world of Second Life, but also to live there and set up virtual offices. Reuters made waves by setting up a bureau in SL, with reporters Adam Pasick and Eric Krangel covering stories about the virtual currency and the startup businesses springing up in-world.”

3. Computerworld (New Zealand) – Reality is broken so go virtual, says games developer. “Web developers and designers have a lot to gain by looking to the virtual world, because compared to the gaming world, reality is broken, says Jane McGonigal, game designer and director of game research and development at the Institute for the Future, a California-based non-profit research group. People are not as happy and fulfilled in reality as they are in online, virtual realities, such as World of Warcraft, McGonigal told the audience at developer and designer conference Webstock, which kicked off on yesterday in Wellington. ”

4. Telepresence Options (USA) – The Case for 4D Immersive Holographic Spaces. “The United States of America has steadily fallen further and further behind Asian and European nations with respect to broadband penetration and related services. This is impeding the development of new consumer applications (and related new industry and services) and limiting communications in an economy where knowledge exchange is vital in order to be to be a major player of the emerging , seamless and unobstructed global market. Reversing this trend may be of high interest to the incoming administration, but the viability of extending broadband is dependent on the deployment of new high bandwidth and high value applications that (a) will justify the investments required and (b) will contribute digital solutions to many of the key societal problems in this Energy-Climate Era (as recently identified by Thomas L. Friedman in his book Hot, Flat and Crowded) such as growing demand for ever scarcer energy supplies and natural energy, rapid and accelerating biodiversity loss, and disruptive climate change.”

5. Atlanta Journal Constitution (USA) – Gamers want to look rivals in eye. “he scene unfolding one recent Friday evening at Cyberdome in Easton, Pa., couldn’t be sweeter for a group of teenage boys poised for a night out with friends. Teens and tweens, ages 12 to 19, popped open cans of caffeine-loaded Liquid Lightning, slouched into the kind of swivel chairs executives use and centered themselves behind 20-inch screens, the windows into their virtual worlds for the night. “This is Disney World for them,” said Cyberdome’s owner Mark Dressel, who was hosting the all-night video game lock-in for nearly 20 area teens.”

6. Gameplanet (New Zealand) – The Sims 3 Q&A session. “With over a hundred million units shipped to date, you can’t deny that The Sims is one popular franchise.
Developers Maxis started the series nearly a decade ago, after venerable designer Will Wright insisted he could take their immensely popular SimCity series in a new direction and make a “people sim”. The concept of manipulating people sitting in their houses whilst you sat in yours was, perhaps surprisingly, a hit, and even after seven expansions the series is still going from strength to strength.”

7. The Malaysian Star (Malaysia) – Philips extends invitation to its virtual island. “PHILIPS is inviting Malaysians to take a peek at its virtual R&D island located in Linden Lab’s Second Life where virtual concepts are being tested and visitors can participate in co-designing the projects. The company called the island its collaborative working space for the real and virtual worlds, which provides the opportunity to research ideas with creative global early adaptors of new trends. “It fits with the company’s philosophy that design should be based around people and grounded in research,” said Dolf Wittkämper, senior director of Philips Design.”

8. Campus Technology (USA) – Real-Life Teaching in a Virtual World. “Few technologies have been subject to more hype and subsequent disappointment than Second Life. Corporations from shoe manufactures to cruise lines to news services set up shop with hopes this new frontier would bring soaring profits. Most evacuated shortly thereafter when the effort resulted in spaces devoid of audiences and buyers. A notable exception, though, is education. Education is thriving in Second Life. This enthusiastic subculture is abuzz within the Second Life realm, constantly interacting inside and outside Second Life. Educators are exploring every possible tool the 3D virtual world offers and establishing best practices along the way.”

9. Virtual Worlds News (USA) – Interoperability Gaining Steam Again? “In Fall 2007, interoperability was the buzz word surrounding our show in San Jose. IBM had organized a summit of leaders from the industry and announced plans with Linden Lab to work on avatar interoperability. Things died down a bit after that as individuals returned to their own projects, but IBM, Linden, and others continued to work to integrate OpenSim and Second Life, which OpenSim is based on. It looks like things are picking up again, at least for Linden and IBM, which are co-chairing the Internet Engineering Task Force’s Massive Multiplayer Online Experiences working group.”

10. RedOrbit (USA) – Microsoft To Study Educational Benefits Of Video Games. “Devin Krauter sits on the end of his bed, using his video game controller to shoot down aliens while taking with other players through a headset, all the while texting on his cell phone and chatting with a visitor. A video game Web site ranks the 17-year-old high school junior among the best players at “Gears of War 2,” a game in which soldiers fight their enemies using an assault rifle with a mounted chain saw bayonet. Krauter says the game teaches him to think on his feet, and that he thinks about succeeding, not slaying.”

Popularity: 3% [?]

NoviCraft: virtual world team building

novicraft NoviCraft is one of the more fascinating virtual world business offerings by Finnish company, TeamingStream. That fascination comes not from the platform itself, but the theoretical underpinnings of it. This is a world designed purely for business-related training and team-building purposes.

I took the opportunity to fire a few questions at TeamingStream’s CEO, Petri Ahokangas, about NoviCraft.

Lowell: What platform is the application built on?

Petri: NoviCraft is built on Epic’s Unreal Engine and it was officially launched in December last year. NoviCraft is off-the-shelf multiplayer teambuilding, collaboration, and leadership training game developed by a group of learning scientists, human resource development specialists, and serious game developers for the corporate learning industry. Our customers include top HRD consultancies, big and medium-sized companies, universities and other training organizations.

Lowell: Could you give more detail on the team building specifics that are encountered in the game?

Petri: The game is pedagogically scripted to make the participants aware of the different elements of collaboration, team learning, negotiation, and leadership through five team puzzles – and thus learning from the game experience. The first puzzle focuses on enhancing communication, building of psychological trust, and giving and receiving help among the participants. The second puzzle is about encouraging exploration, coordination of work, and establishing goal orientation. The third puzzle encourages
Thinking–out–loud as a team, sharing of information and helps to create an efficient problem-solving skills for the participants as a team. The fourth puzzle brings in risk taking and strategy creation as a team. The final puzzle is about joint planning and efficient execution of the plan.

In a nutshell, all major challenges of the modern workplace have been modeled to the game and can be practiced in a safe environment in a cost effective way. NoviCraft is not a simulation, it is real collaboration between people which makes it very effective as a learning tool. The learning process is theoretically grounded, supported by metrics, and the trainer or consultant (the game master) can monitor and control the performance of the playing team.

Lowell: So what have been some of the more common utilisations of NoviCraft to date?

Petri: Typical use cases for NoviCraft include leadership and management training, cross- and multi-cultural collaboration, virtual and distributed team collaboration training, team building, supervisor training, personnel evaluation/appraisal, and coaching boards of directors and management teams. Our customers have said that NoviCraft is a fun and efficient way to learn about their teamwork skills and it helps both individuals and teams to improve. After the game the participants can go through a workshop where they can analyze their performance, strengths and areas where they need improvement. The NoviCraft game experience can also greatly add the value of traditional management and leadership training.

Lowell: What level of expense is an enterprise looking at to deploy NoviCraft?

Petri: NoviCraft’s price depends on the number of users and the constellation of the software, but the typical limited license is between twenty and forty thousand Euros (20000-40000 €) depending on the case.

Serious games initiatives are nothing new, but Novicraft seems to be one of more fleshed out models for business. At close to forty-thousand dollars Australian to implement, only the larger enterprises would consider NoviCraft, but its breadth remains appealing. What will truly differentiate NoviCraft is its touted metrics: if tangible benefits for a business are realised, its implementation costs may suddenly seem less of a barrier.

Thanks to CyberTech News for the heads-up.

Popularity: 7% [?]

Weekend Whimsy

1. The Spy Who Lives Here

2. Hinterland Orkney: Scotland in Second Life

3. Mutiny in Second Life

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Popularity: 3% [?]

Relay for Life in Second Life: teams being formed

A yearly highlight in Second Life is the American Cancer Society’s Relay for Life. The 2007 and 2008 events were big successes, with more than 55 million Linden Dollars (approximately 200 thousand US dollars).

relay_2009

Teams have started forming and if any Australian or New Zealand teams are forming, do let us know and we’ll promote your fundraising efforts. The team registration form can be found here.

The Australian Relay for Life is a superb community event for a lot of towns and cities. The Second Life version achieves that same community vibe and it’s an opportunity to remember those lost to cancer, to support those currently fighting cancer and to help find more effective treatments for cancers.

Thanks to SL Entrepreneur Magazine for the heads-up.

Popularity: 6% [?]

While you’re dancing in the flames

The key to managing crises,
is to keep an eye on the long-term,
while you’re dancing in the flames

You may have heard of TED talks: some of the world’s best thinkers (and doers) speak on some consciousness expanding topics. At the 2009 TED Conference, Juan Enriquez made a fascinating presentation on how the convergence of cell engineering, tissue engineering and robots would lead to the next iteration of the human species. If you have a spare 18 minutes, do watch the following and read on afterwards:

The information provided by Enriquez is likely to have caused a mixture of emotions, including fear, amusement and excitement. The same emotions apply to the current economic situation and also to virtual worlds. To draw a longer bow, Enriquez’s vision is hard to imagine without virtual worlds playing an intrinsic role. They are already perceived as a key collaboration tool, and the same technological evolution Enriquez speaks of will ensure that collaboration becomes more productive. Full walk-throughs of organs are available now in Second Life – it’s reasonable to assume that the much more advanced modelling solutions employed by researchers will find their way online in coming years.

In 2009, the virtual worlds industry is talking about the momentum in virtual meeting spaces and the growing work on interoperability. The innovators Enriquez cites are are creating stem cells from skin or robots that can already pass the physical equivalent of a Turing Test. The latter are well and truly the most groundbreaking but the former will continue to play a pivotal supporting role.

Enriquez paints a bleak picture in his presentation of the economic wave that is currently causing so much distress worldwide. He rightly shows a much bigger second wave of technological change occurring. Innovation is undoubtedly key to surviving the first economic wave. The second wave contains a lot of promise but it may also drown a lot of people. Those that it doesn’t overpower may literally be another human sub-type. It throws a whole new light on the term ‘geek’. They may rule the earth after all.

Thanks to Caleb Booker for the YouTube video link.

Popularity: 3% [?]

Merged realities: events and issues for virtual worlds

1. Clever Zebra have made their Virtual Worlds for Business eBook a free download – all the details here.

2. ABC Island in Second Life sees the return of music trivia show Rockit this Friday night at 8.30pm AEDT. Everyone has a chance of being a contestant and it’s a lot of fun.

rockit-feb2009

3. It’s always a small world: research shows that people in MMOGs congregate with people geographically close to them:

“It’s not creating new networks. It’s reinforcing existing networks. You can talk to anyone anywhere, and yet individuals 10 kilometers away from each other are five times more likely to be partners than those who are 100 kilometers away from each other.”

4. We’re well and truly still running our Victorian Bushfire fundraiser – all the details here.

Popularity: 2% [?]