
Who are the users?
· Anyone interested in a virtual experience: social users, educational users, merchants, thrill-seekers, escapists.
Information chunk (gestalt principle, amount information)
· Probably because of their audience, the introductory pages are very busy, with high-resolution graphics and lots of attention grabbing text. Once you are inside the game itself, the experience is very much like any video game. There's a great deal of stimulation, activity, and interactivity.
Relevance (graphics, content, reading level, text)
· The graphics and content are highly relevant to the audience. Second Life users expect a videogame like experience, and that's what they receive.
Labeling (visual with text)
· Because much of the virtual world itself is designed by users, there's a wide variety of styles and approaches for labeling. The only text, per se, is on signs and notices posted on buildings, etc. It is possible to speak to other avatars using text, the font of which is very small and, depending on the background colors, can be difficult to read.
Consistency (visual, text)
· See the above point. Areas are designed for different uses and put together by different designers, and thus display a variety of styles. Although this makes for an inconsistent feel at times, it also suits the nature of people seeking a virtual existence, by maximizing the variety of experience available.
Detail (too much on one page or one screen)
· On the introductory screens, before one enters the game, there is a lot of information, but it is well laid out and intuitively understandable. This I think suits the audience, which is comprised of people accustomed to being bombarded by information.
Interactivity
Orientation (Can you find the path, and know your way around?)
· The introductory screens are very well laid out. However it takes a while, once inside the game, to learn the navigational protocol. This is part of the attraction, and mimics the videogame experience.
Navigation (Branching)
· There really isn't branching, as such. Avatars move around inside the game according to their interests.
Functionality (Does it work?)
· It certainly works, as evidenced by the popularity of the site. It provides an experience pretty much as advertised.
Information access (Multiple entry and exit? Logical path?)
· You just go to the site, and log on. It couldn't be easier.
Screen Design
Attractive (first impression)
The introductory screens are well laid out and attractive. The experience, once inside the game itself, can be a little intimidating. This is mitigated by the inclusion of instructional videos, which give a good sense of how the game works.
Resolution and Color
Very colorful, good resolution.