Leaked test feedback offers insights into Linden Lab design processes
Filed under: Betas, News items, Opinion, Second Life, Virtual worlds
Back, just before Halloween, a Linden Lab staffer accidentally sent an email intended for internal circulation to a mailing list containing quite a number of Second Life users. We were sent a copy a few minutes later, and the email was widely circulated among developers of third-party Second Life viewers by Halloween.
What caught people's eye about the email was how harsh it was when it came to describing aspects of the upcoming Second Life Viewer 2.0 user-interface (the key feature of that software). It certainly didn't pull many punches leveling criticism at various design choices that were obviously in evidence in the evaluation version that had come up for testing.
And for just that reason we are, after a little thought, rather heartened by it.
The email represents a rather revealing (if accidental) look behind the scenes at the Lab's design and testing processes.
If you think the actual users are persnickety about the design decisions the Lab makes, well, the Lab seems to get there the first with the most.
Usually, we don't see any of the design and development process, where they hammer away on different designs and try to figure out the best way of doing things. We just see the results when they finally show them, and complain that they don't meet our needs.
We poked the Lab about it last week, and Tom Hale (Linden Lab's chief product officer) told us, "The email summarized some critical feedback from the external group of alpha testers our new Viewer project, and while the tone of the email doesn't fit its now broad audience, the feedback it summarizes is actually a key part of the design process."
"The new Viewer is currently in alpha, features are still in development, and the design for the communications tools and other features is not yet fully implemented. At this stage, the feedback from our alpha testers – Lindens and non-Lindens – helps us figure out the best way of doing things. Software development is an iterative process, and we'll continue to iterate and integrate feedback from our testers until the design meets our goals of making Second Life more intuitive to use. If you'd like to be included in the beta testing for the new Viewer, please email us at beta@lindenlab.com."
We think that this goes to show that the folks at the Lab really are thinking about this stuff, even when we think they aren't, and even when we don't see it. They may even be harsher critics of their own work at times than we are.
Of course, we'll know how much of this feedback has been taken on board once we get our first official look at Viewer 2.0.
The email in question is frankly fairly long, so we'll just bring you a thousand or so words from the heart of it. The Alphaville Herald has published the full, nearly 4,000 word email.
Perhaps the application that all instant messaging is based upon is Mirabilis ICQ. This application was really the first to organize chat tools in such a manner that an intuitive interface was produced. It includes a quick overview of friends and whether or not they are online, it clearly lists the friend's name/nickname and provides quick interactivity with any chosen friend by clicking on their name.
When a message is received, an ICQ message will flash or light up, you are given an option for the type of alert that you prefer to receive. The person sending the message can be found easily because their name is displayed clearly.
Does the current SL viewer do this? - Yes
Does Viewer 2.0 do this? - No.
========================================================
Viewer 2.0 reduces the easy to find name into an icon on a taskbar that takes up about 1/8th of the viewable area that should be made available for viewing the amazing 3d world that is Second Life. Even though it eats up all of that real estate, it does nothing to make finding the person you wish to speak with any easier, it forces you to hunt the icon your friend is hiding behind. Only displaying their name if the cursor is passed over the chiclet. Not even childrens video games attempt to personify others with icons. I know. For the past week I have watched a 4 year old enter several computer games for children that were totally new to her and instantly acclimate to instant messaging without being prompted to click on a ducky or a horsey or any other sort of cute icon to manage it.
Is this efficient? No.
Does this make the interface more intuitive? No.
Does this do anything to bolster the viewers usefulness to those that are vision impaired or possess other disabilities? No.
Are most people generally accustomed to using chat in this manner? No.
Is this graphical bloat? - Yes.
===========================================================
Mirabilis ICQ was one of the first to introduce file sharing via drag and drop.
Is this present in the current viewer? - Yes.
Is this present in viewer 2.0? - Yes
The current viewer is far more efficient at this since it is virtually impossible to do in 2.0 with both the inventory and profile screens residing in the sidebar.
Intuitive? Nope.
Efficient? Hardly.
==============================================================
Mirabilis ICQ and almost every other Instant Messaging program allows fonts to be resized in IM.
Is this present in the current viewer? No.
Is this present in 2.0? No.
If you want to make things easy for residents to understand, allow them to make the instructions and other functions of the interface easy to read.
They just might stay in SL given the opportunity that option lends them.
=================================================================
Many chat programs allow for tabbed Instant Messages.
Grouping IMs into the same window to make them more manageable via tabbing was and is insanely desirable in any other chat program I have ever used. Add ons were created for that specific purpose and people flocked to them. Software developed specifically around this much wanted feature was once produced by BPS Software ( http://www.bpssoft.com/ ) for AOL and AIM until finally AOL and AIM decided to incorporate this feature themselves. There are several add-ons for Yahoo Messenger that allow instant messages to be collected and organized into a tabbed window. YTunnelPro (http://www.ytunelpro.com/ )is an example of software that allows for that convenience as well as other security functions in Yahoo Messenger.
I saw those programs come into their own. I know and worked with some of the people that developed those products and they do very, very well with them.
I hope you can appreciate how difficult it is to be objective with regard to certain portions of the chat tools when I saw so many chat users rush to purchase these tools back when many people were still quite paranoid about using a credit card online. They did though and they did it in great numbers because tabbed instant messaging proved to be an acceptable and intuitive way to understand and organize chat.
Does the current viewer have tabbed IMs? Yes.
Does 2.0 have tabbed IMs? No.
================================================================
Conclusion.
There is a lot that ain't broke that could use a lil help but it don't need fixin'. There are new things that aren't making things easy to understand and they are showing themselves to be inefficient at this point. I want it to work, but there are 30 years of trial and error behind the psychologies and technologies that make IM and chat intuitive to the general population.
I think we may be able to build a stronger. more efficient mousetrap but it seems unlikely at this point that we are heading in the direction of a better one.
Personally I find the small, non-resizeable chat windows pretty unuseable and I find myself reverting to using the (Legacy) Communications window, can't wait to see the replacement for it. Also I
find on the People side panel, Friends tab, where it lists online friends at the top and then all friends on the bottom to be not very intuitive, most people are used to things like IM clients having online lists on top and offline lists below that.
Summary:
Our meeting on Tuesday was fun and very productive. We work well together.
A lot of this week was getting around to communications issues we have previously brought up at meetings, and in our last few week summaries. Cosmetic issues still plauge nearby chat, more then a handful of people talking at once is not readable. Nearby chat toasts for object's chat do not handle icons right, showing the last speaker's/a random users icon instead. And a handful of font issues.
Many group chat functions are not implimented yet. But we did manage to explore group chat as much as we could. One issue that occured to me is that many groups do not have an
insignia/picture, this makes their IM chicklets unidentifiable.
New users also have no profile picture, again making their chicklets unidentifiable.
"Share" is still a mystery to me...
I think with a bit of touching up the communications system will work out, most usability problems are cosmetic issues.
Summary of testing experience:
Major bugs prevent me from using the viewer full time (mostly non display of object IMs which is a show stopper for me, I see the issue is marked fixed in JIRA, but has not yet trickled down to our build).
I hope we get a new build soon that will allow for continuous daily use of the viewer 02.
This week we were testing the communication tools, while I reported the actual bugs that I was able to find, I think this is the right place to mention that still after 3 weeks of using the new interface that particular part feels like it would need a major design rethink.
As it stands now, it's a step back in usability compared to the current production viewer.
Major problems with it:
- Local chat breaks the feeling of immersion and conversation flow, it's too much in-your-face.
- Local chat log has maximal size, and cannot be re-sized beyond that.
- Local chat log does not become translucent when it loses focus
- IM/Group chat is not re-sizable and they don't remember their docked/undocked state and position
- No easy way to switch between conversations, such as with keyboard to cycle through local chat, IMs and Group IMs
- All incoming messages are treated the same, making it very easy to miss very important ones. For example, region restart message will disappear quickly if you have an active group IM chat going.
- Working with scripted objects while you are participating in an active Group chat becomes almost impossible. llDialog windows get moved around by incoming messages making you chaise them all over the screen in an attempt to click on the right button.
- Same goes for hitting permissions dialogs from scripted objects.
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Reader Comments (Page 1 of 1)
Nadine Neddings said on 5:56PM 11-10-2009
Thanks for reporting on this, Tateru. I'm glad we can continue to count on you to inform us of these obscure but relevant revelations.
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Couldbe Yue said on 6:05PM 11-10-2009
The viewer has been in third party development by Big Spaceship for something like 12 months now.
https://blogs.secondlife.com/community/features/blog/2008/11/03/transforming-the-second-life-experience
You even wrote a piece on the leaked prototype in June if you remember.
After all this time the viewer should not be in alpha and this email does not strike me as relating to a prototype build. If they are still prototyping then there are serious problems with their development methodology (i.e. they don't have one). The email states the testers don't have the design document (so how they can test is beyond me).
This was supposed to be delivered at the end of this year. If this is the current state of it either they're going to deliver something to the deadline (well, within 6 months) or they're not going to have this ready before the end of 2010.
The one thing that doesn't strike me about the email is anything to do with a commitment to quality or usability.
I'll say it again. This viewer was supposedly developed by a third party who, in theory, understand good design and usability.
"Q: Why did Linden Lab choose Big Spaceship for this project?
A: Big Spaceship has demonstrated excellence in the area of online interactive experience design. "
The fact that the viewer has been released internally for use and feedback leads me to believe that what you see from the email is what we're going to get. I cannot believe that after over 2 months of inhouse use by the employees of LL that this is considered an acceptable deliverable.
What that says about LL I'll leave you to speculate but to me it gives me no confidence that a) LL employees actually know what they're doing and b) care about the new user experience or the experience of current customers.
Just remember that this is the company that was also tasked with the redesign of the blog. Ask any user of it just how successful that has been.
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Tateru Nino said on 10:54PM 11-10-2009
We'll know for sure how effective the process is once we actually see it. In the past a number of awkward design decisions have made it through to public beta before being withdrawn or undone. Occasionally the shiny can be distractingly alluring, and user-interfaces can be a major blind-spot where the notion of shiny can obstruct the assessment of usability.
What I think is reassuring is that they have teams these days, testing and reviewing aspects of the viewer, who apparently feel comfortable providing some quite blunt feedback.
It likely won't be too long before we see what kind of fruit that process actually bears. Even as it is, any major overhaul to the UI will see a lot of existing users scramble for third-party alternatives. A lot of folks still refuse to move to Windlight, after all.
Prokofy Neva said on 1:06AM 11-11-2009
It doesn't matter if Alexa merely collated this -- her decision to leak it, or her carelessness in leaking it, and her pumping of this harsh language isn't a good thing for Linden Lab staff to be doing, and I wonder if she's going to get tossed overboard over this.
Tom Hale tries to do some quick tap-dancing on this, as he did before when viewer stuff was leaked, but it's not persuasive.
The nasty, geeky, arrogant tone in all of this is all wrong for a creative process. It cannot possibly lead to *user-friendly* as distinct from geek-politically-correct-friendly viewers.
Alexa and friends are all wrong when they say "even children" don't have icons with pictures in widely used communications tools.
Um, of course they do, as do adults. Look at Yahoo messanger, which has an avatar you decorate, and look at...Facebook. Duh. Where your own picture from RL is usually what becomes the little thumbnail that becomes that little icon next to every line you type as a status update in your long news feed filling up the page like chat in SL.
Or look at Twitter, where your picture is next to every line you type and read.
I marvel sometimes at how geeks can miss what is in plain sight, so overweening is their need to be right.
Uh, it's ok to personify others with icons in a virtual world where you have...avatars.
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chappaai said on 1:35PM 11-11-2009
First of all, I suppose geeky language in an email to developers is not wrong, but I don't see much geeky language there anyway. And I find your responses more arrogant than the text they adress (Duh!). All the examples you stated use names right beside the icons or at least in a form of mouse-over hovertext. Or give you the option to chose. The text hovering over avatar's head is there for a purpose. Try turning it off in your preference window and try to move between people who change their appearance often. Try to find a contact icon for a person you need to IM now, when they change their profile picture once a week. Even with hovertext... would you like to hover your mouse over 100 icons to find the person you want to interact with?
And yahoo also shows names next to user icons.
You use the word "geek" almost as an insult. Again, this is software developers' talk, they don't hire people who are not "geeks". I won't comment on "the weening need to be right". It's not about trying to convince you you should learn 136463552846452 commands and go Linux, because it's safe for your PC & your work. It's trying to tell you that placing stickers next to the phone numbers in the contact book that you keep next to your phone instead of writing down the names is not a very good idea. And it doesn't take a complete nerd to figure that out. It's in plain sight.
aliasisudonomo said on 10:41PM 11-10-2009
Prok, you miss the point. All of these programs give you an icon, true - as does this very comments page! - but none of them demand you identify a person through the icon alone. It sounds as though the 2.0 viewer currently shows an icon and only the icon, with the name in a hovertip... and that IS pretty awful design, done nowhere else I know of.
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Prokofy said on 1:24AM 11-11-2009
Yahoo is like that. And, actually, so is Second Life...now. The avatar appears inworld with only a name hovering over his head lol.
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TigroSpottystripes Katsu said on 2:39PM 11-17-2009
the name bubble is always there, it doesn't only pop up when you HOVER your mouse cursor over the avatar
MissQ said on 3:33AM 11-11-2009
No wonder they stopped calling it "Viewer 2009". There's no way this is going to be ready in 2009. And if they release it anyway, it's going to be a disaster.
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Alicia Stella said on 4:40AM 11-11-2009
Mid 2010 my guess for release. And good or not after paying someone a bunch of money to develop something, there will be great pressure to release it for better or for worse. Nobody likes wasting money. ;-)
A better way to sort friends in SL is worth completely re-learning the UI for me. When you have 300 friends and no sort or folder tools, you have only as many friends that are online at that moment and shown in bold as far as I am concerned.
And we could all use a better landmark and favorite location system starting with a simple back button like a web browser. OnRez viewer had it off the bat because it just makes sense. The local chat teleport slurl hack is lame and pretty much embarrassing at this point as a solution.
SL Viewer 2.0 is not to make SL more user friendly as much as it is meant to make virtual worlds feel more like the web. LL wants us to stop thinking of SL as a MMO and start looking at it as the new 3D web.
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Couldbe Yue said on 8:56AM 11-11-2009
Certainly I agree that it is refreshing to see thoughtful feedback. Unfortunately without a design document it carries no weight because it cannot be tied to the business objectives or the design to demonstrate failure and therefore is just one person's opinion rather than highlighting defects in the deliverable that can be used to assess the fitness for release.
Yes, there are a large proportion of users making use of third party viewers. In the end the poor quality of the 1.23 release pushed me to overcome my mistrust and move to a third party. However, there are still a lot of people who use the official viewers because they do not trust those third party providers and they will be impacted by the changes. Not all of them will overcome their distrust of the third parties enough to move, so consideration to the usage needs of the current customers should still be a part of the design.
The most important point here though is why the viewer is changing. The primary objective should be improving the new user experience. That experience has as its key both visuals and communication. I saw nothing in that email that gives me any confidence that these have been addressed. The comms sound like they've become overengineered and now deliver *less* ease of use and the cluttering of the screen with yet more windows will detract from the visuals. An example of this is the minor change to the edit window where the ability to minimise it that was removed in 1.23 reduced screenspace as the window is now permanently full size i.e 3x the size it was when minimised. It may have had technical benefits but reduced the user experience.
New users are the lifeblood of Second Life, without them it will stagnate. Ease of use has to become a priority and anything that stops that objective being met needs to be tackled well before public release. At the moment all I'm seeing, both with the blog delivery and now with this email is change for change sake, with the current trends in web design being delivered without any real thought to the appropriateness in light of the objectives of the release or how the users will use the space. All style and no substance if you like.
I admit that I find this incredibly frustrating. SL and its users deserve better than what we've been given in the past and if the plans to expand the 2D space as a mechanism to draw people into the 3D is going to work then the focus must be on facilitating a smooth entry into the world and that's what I'm not seeing.
I keep hearing that LL want us to hold their "feet to the fire" (the implication being that they aren't capable of objectively assessing their performance) so I'm quite prepared to accommodate them on that. I suggest it's time for the media to do so too, this is no longer a shoestring operation but a multi-million dollar corporation that crows about its profitability. The time for us making excuses for their poor/non delivery are over.
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Prokofy Neva said on 2:28PM 11-11-2009
I don't care how you find my tone: you have to fight fire with fire, and that's what I do. Live by the sword, die by the sword. You try geeky arrogant language on me? I push it right back.
I fail to see why THIS is the issue that is the deal breaker. Most people do not care and do not have this anal-retentive insistence on following 30 years of game guru design experience. I think Alexa and the Lindens in general have little curiosity about finding out what THE USERS really think who are NOT GAMERS.
I simply fail to see that this is the end of the world you imagine, as most people don't change their looks, and those that do are discoverable by...a hover text.
Geek is *intended to be* an insult because this class of people has ruled the roost far too long and needs to be pushed back.
The overweening need to be right is DEFINITELY what drives this ranting memo Alexa is putting around, with its brisk questions and curt knowier-than-thou "no" answers.
Nobody said it was not a good idea except this handful of geeks.
Meanwhile, they -- and you -- and Tateru -- overlook the really huge gaping problems in the viewer
LIKE THE REMOVAL OF LANDMARKS AS GIVEABLE INVENTORY WHICH WILL HAVE A HUGE NEGATIVE IMPACT ON EXPLORATION, SOCIALIZATION AND COMMERCE.
THAT sort of thing you give a pass to.
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