EIDVW Issues

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Contents

This page contains categorized lists of design issues. New issues are being added at the bottom. A simple classification system is being devised. The project is described at this page: Effective Instructional Design in Virtual Worlds.

Navigation

Navigation-Content

  1. Can avatars exercise choice in navigation? Nc
  2. Is it clear which path the avatar should take or the options that are available? Nc
  3. Do users have an appropriate level of control over teleporting and landmark creation?

Navigation-Distribution

  1. Is it easy to find the start again if appropriate? Nd,Np
  2. Is it easy to get between different parts of a build, e.g. via teleports? Nd,Nc
  3. If your cool architecture makes it had for avatars to navigate: offer them help. Nd

Navigation-Presentation

  1. Is navigation within the build obvious? Np

Information

Information-Content

  1. Help people get their processes straight: what can I do? Ic
  2. Tell users exactly what you need them to do Ic
  3. Price tags and orientation maps are cool, too Ic
  4. Is it clear for whom the build is intended? Ic
  5. How accurate and topical is the information provided? Ic
  6. Is there a stated list of objectives? Ic

Information-Distribution

  1. Is it clear where the avatar is supposed to go on arrival? Nd,Id,Ip,Ic

Information-Presentation

  1. Help people find orientation Ip
  2. Is the theme of the build made clear immediately on arrival? Ip
  3. Make signs readable from the point where people arrive when teleporting Ip


Descriptions can be found at this page for the categories indicated for each issue.

New Issues

The following are taken from Nielson's first Top 10 Mistakes article

  1. design bloat (gratuitous use of tech)
  2. moving or blinking text
  3. and Overly Long Download Times
  4. orphan pages
  5. long scrolling pages



This page contains material that supports a discussion being held in the SLED listserv, a RezEd discussion forum topic, and this weblog. Invitations are being sent to specific individuals by email, and anyone is welcome to participate. What examples of effective instructional design can you share? Or, is there an example of a location in SL where you puzzled over what you were supposed to do next? What principles of effective design might we discover?


Please add content directly; please add to the discussion about this content in the discussion page (tab, top of page) Azwaldo


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