Second Life Design? Or Usability?
I’ve written a lot in the past about Second Life and design, specifically the Second Life Design Notebook posts.
But the more I think about this, talk to people, and listen to my students’ experiences…I’m starting to think this has more to do with usability than design. My students constantly talk about being stuck in buildings with low ceilings, lots of objects, losing their camera behind walls, and other issues that really hinder the ability to navigate and move freely throughout the Second Life world.
Usability as it pertains to the web has been a very important area for web developers to concentrate on. People have authored entire books on usability and countless academic programs have entire classes dedicated to accessibility and usability. If a website isn’t usable, people get frustrated and leave. Second Life is no different.
A few examples:

This image was taken from a conference I attended in SL months ago. This looks like a typical conference room you’d see in the real world. In Second Life, it’s NOT very usable. At all. As people teleported into the room, we had bodies stacked 5-high. The teleporter eventually was blocked and stopped other avatars from entering the room. Moving in the room was brutal: the ceilings were low so flying was not a viable option and trying to find a chair (outside of the end chairs) was nearly impossible, because your avatar constantly rammed in to people or other objects.

This was also from a conference within Second Life. This arrangement doesn’t resemble any conference you would attend in the real world, but in second life it IS very usable. You can easily see everything, you can get in and out of a seat within seconds, plenty of room for everyone so people won’t be running in to one another or objects that are very close together.

This is an example of a museum in Second Life I recently visited. In this picture, it looks very good and similar to what you would see in the real world. But it took me many frustrating attempts to even GET INTO this room. I had to walk up two flights of stairs, which were very narrow with no guard rail. This led to my avatar falling off the stairs several times and starting over. I had to navigate a narrow hallway to get to the room, which I lost my camera several times behind walls as I moved my avatar around, making it very difficult to simply walk through a hallway. This is not usable. This is frustrating.

This doesn’t look like any museum you would find in the real world, but in Second Life it simply works. This is extremely usable because nothing hinders my avatar’s ability to navigate and view all the objects presented to me.
The difficult challenge is finding a balance between familiarity and usability when designing and developing objects that are meant to serve some sort of purpose within Second Life. Simply creating re-world replicas is not the answer, and is actually hurting Second Life more than helping it. Wired claimed that 86% of the Second Life population logged in once and never returned. If new users manage to get through the tutorials and off noobie island, it’s no wonder they leave because a lot of the places they might explore have terrible usability.
Imagine being stuck within a bad website, unable to get out. That’s often what it feels like within Second Life when you attempt to explore many of these areas.
