Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
Résumé
Three-dimensional virtual worlds are multimedia,
simulated environments, often managed over the Web, which users can
'inhabit' and interact via their own graphical, self-representations
known as 'avatars'. 3D virtual worlds are being used in many
applications: education/training, gaming, social networking, marketing
and commerce. Second Life is the most widely used 3D virtual world in
education. However, problems associated with usability, navigation and
way finding in 3D virtual worlds may impact on student learning and
engagement. Based on empirical investigations of learning spaces in
Second Life, this paper presents design guidelines to improve the
usability and ease of navigation in 3D spaces. Methods of data
collection include semi-structured interviews with Second Life students,
educators and designers. The findings have revealed that design
principles from the fields of urban planning, Human- Computer
Interaction, Web usability, geography and psychology can influence the
design of spaces in 3D multi-user virtual environments.
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