SL Build UI

This is, literally, done in less than three hours (not including the interviews)... and still don't have the time to do storyboarding. Must stop reading the interwebs. Argh! Second LifeĀ® is a trademark of Linden Research, Inc., d/b/a Linden Lab Building in Second Life Types of users and goals Tasks Personae Conceptual Design Problems with the current build system Physical Design Appendix:Interview

Building in Second Life

Second Life is built by its users using primitives, or "prims" - small 3d objects (up to 10m) that are from either extruding or rotating preset 2D shapes, like triangle, trapizoid or ellipsis. Each face of the 3D shape can then be assigned a color and a texture. The object can also be set to be affected by physics, to flop, or to become a light source. "Scripts" that react to events can be used to add behaviour to objects.

Types of users and goals

Second Life has lots of users. By activity/goal large-scale builder (simulator-sized) terraformer small-scale builder (chairs, furnitures, etc.) avatar/accessories builder (heavy on prim manipulation) landowner scripter customizer By expertise 3d pros other kinds of pros (e.g. musicians) execs who (rightly or falsely) believe that SL will save meeting expenses and is the next greatest thing furries (and other counter-culture deculture alternative culture leisure users) eveyone is 18+.

Tasks

Existing tasks -- don't break any View or edit name/desc View owners Edit perms/sale info/etc Assign behaviour -- something only needs to be done once (hopefully) click behaviour Physical, temp, phantom locked Select prims or sets Edit params - pos, rot, size - rather important and well-covered prim manipulation on path: - everyone but Jill path cut/dimple skew hole size Y radius, revolutions on profile: hole , hole size hollow size, type profile cut Hole size X combo: shear taper Texturing rotate, zoom, offset set as Flexible, light source scripting and editing contents Terraforming - a distinct goal with normal building but lumped together currently nevertheless Wishlist - from interview alignment, distribute <-- highly wanted reflection/symmetry <- hard to do hierachical linking <- needs server support texture gizmos select a part of the texture to apply to face <- how? UV unwrap more bump maps

Personae

Ellen Primswitch Ellen's avatar dresses rather like how you would expect an enterprenuer to dress, but at the same time her large, purple ponytail hair and blinging silvery pendant with a moon-and-star design gives a otherworldly feeling. As the founder of M&P Metaverse Solutions, she creates Second Life presence for real-world brands like Abra-Cola and Mochisoft. She has a few years of experience with professional 3d packages, and is sometimes frustrated at the platform's limitations. Still, her clients are always satisified, and even sometimes awed, by her designs of whole 256m*256m islands. When she's not building, she sometimes attend live music concerts in Second Life. Zaneth Snowpaw Zaneth is a "furry" - that is, his avatar is an anthropomorphic animal. A toony arctic fox that wear shorts, is a bit timid and loves cake, to be exact. He sometimes draw cartoon critters. In second life he makes avatars and accessories and sometimes sell them under the PawPaw AvatarZ brand. He built and scripted the vending machine too. When he's not building, he hangs out with other furries and attends roleplay sessions. In real life, Zaneth is a 2nd-year university student in a computer science program. Jill Laurent Jill's avatar dresses casually in t-shirt and jeans, and looks like he's in his late 20s. He bought his jet black short hair, belt and running shoes from other users (who built them using primitives), though he had to fit them himself. A pair of cross-shaped charms hang from his belt. He builds for amusement. Sometimes he would attend building competitions. He likes the challenge of recreating things in primitives in a time limit. In real life, he's a mid-level manager for a small international company. He has only been using Second Life for two months, but he is already interested in the possibility to use Second Life for weekly meetings. Why are there three personae Least personae to cover the most use cases One for each "user level": Ellen is "professional", Zaneth is "hobbyist", Jill is "Casual".

Conceptual Design

Interaction style: direct manipulation in combination of form fill-out The current interaction style is mostly form-fill-out with a bit of direct manipulation. Many operations can only be done from numerical entrys, some of them not accessible from the interface at all. Since a lot of those operations normally would have the user looking at the 3D object after change anyway, using direct manipulation can speed them up. At the same time some operations are still more convinent with form fill-in. Some advanced options will be menu-based. Concept: A part of Second Life client interface, for creating and manipulating primitives in Second Life. To users, this would be a "mode" that is switched into. (Better make that more explicit) Users: About all users of Second Life would be interacting with this for at least a bit, so it's important that the interface is discoverable and learnable. But it's mostly geared towards people who do this a lot. Objective: provide direct interaction methods to minimize user madness from mismatched mental models. Increase effeciency. Include new functionalities. Objects: Prim, texture, script, camera

Problems with the current build system

*icons do not have suffecient contrast and identifiable sihouette. Either it's grey on grey or blue on blue. *professionals are used to working with mesh or NURBS, but not expecting primitives based on extruding/lathing (mental model disconnection) *hands-off apporach with lots of text boxes, but no sense of their meaning and/or valid ranges (complexity, mental model disconnection) *textboxes hard to hit *lacks many tools. alignment tools is a biggie! (functionality) *superflorious tools (camera, lifting) *some things are better left hidden * needs other camera tools (roll, preset angles) *HUEG amounts of artificial limits (object size, script delay/memory limit, bad LoD, etc.) making builders angry people!

Physical Design

Implement with C++/OpenGL as this is what the Open Source client uses Colors and Icons: use guidelines from Tango icon project (http://tango.freedesktop.org/) GUI components: use existing

Appendix:Interview

The first interview is with the User Experience Interest Group - about 4-5 people, who are interested in UI design and usability. Some are real-world designers using CAD software or CAD software designers. Others are client developers. Questions asked including their opinion towards the current build interface, most wanted feature, existing workflow. Also asked two other avatars about opinions. SL Build UI