Virtual World Design Guidelines Courtesy of Microsoft

Between 1995 and 2001, Microsoft developed and operated it's own social virtual world. Named V-Chat, the service allowed users to create their own text-based, 2D, or 3D environments in which they could chat and interact with other users. In it's six years of active service, V-Chat saw two major iterations, an active end-user community numbering in the 'thousands', and gave rise to an open-source spin off in the form of Microsoft's Virtual World Platform. In 2002, several Microsoft technicians (Cheng, Farnham, and Stone, 2002) collaborated on a book chapter which outlined nine design guidelines that they learnt as a result of their virtual world experience. In relation to Second Life, most of these have been adhered to, however quite a few remain elusive. It's these elusive few, that I'm going to talk about in this post. Headings come from the opening summary given by Cheng and colleagues.

"Provide persistent identity to encourage responsible behaviour, individual accountability, and the development of lasting relationships"

For Second Life, persistant identity both is and isn't a problem. Although by and large, most people have a primary user account and a small handful of alts without causing any problems at all - a lot of people take pleasure in creating account after account to perform illegal, or simply nuisance activities. Many papers make the point that much of this relates to an inability to penalise an individual, or even an invested identity, rather than just an account. As Cheng and colleagues pointed out, creating real-world links between an individual's avatar and real-life identity seemed to be very effective at reducing the amount of in-world griefing. Although Second Life sometimes ban accounts, or IP addresses, it's difficult to ban an actual person. Perhaps if rumoured Facebook integration goes far enough, this might change to some extent. Account verification for all could be another possibility.

"Support custom profile information that addresses the privacy concerns of individuals."

As V-Chat developed it became clear to the MS team that users were not filling in their profiles with accurate information. Some fields contained fake information, others were left blank. When developing their Virtual World Platform, they instead decided to implement, a permissions feature, not unlike the one that can be seen on Facebook. Specific profile items could be assigned "Private", "Friends Only", or "Public". What the team discovered was that not only did this result in both a greater amount of fields being filled and with accurate real life information, they also discovered that users were taking the time to read other people's profiles more often. Prior to this, profiles were largely ignored.

"Help people coordinate finding and meeting those they care about to increase the likelihood of positive interactions."

One of the major problems with Second Life is networking. You only need to look at how many SL users have signed up to Twitter, Plurk, and Facebook in order to socialise with other people. This had been identified early on by Cheng and colleagues who write "being unable to coordinate finding similar people or meeting friends in a virtual environment is a barrier to entry." Perhaps then, we can reflect on some of Second Life's recent bad press as a networking failure by the journalists involved.

"Different communities have different needs and require different user interfaces."

By integrating active scripting and DHTML, Microsoft enabled users to customise aspects of their user interface in order to better suit different purposes. Typically these were customised by the world builder themselves, so much like a Sim builder would create the virtual environment, so too would they have control over the user's client. The examples they give include custom user profiles, and side-bar bulletin boards. So popular was this functionality that the Cheng and colleagues report that almost all virtual builds included user interface customisation to some extent.

Although we see this to some extent with the inclusion of HUDs, Second Life builders or sim owners do not have such a major control over the user interface. Just imagine how different Sims would be if they did! You'd visit a shop and find a sidebar load up with their special offers, you'd visit a roleplaying sim to discover that you've got a dozen new fields on your profile to fill in character information, or an enterprise sim might give you access to minutes or documents. It would certainly be a different experience.

Summary

So there you have it, four design guidelines courtesy of Microsoft's Virtual Worlds Research team. As for the other five, well they were largely adhered to. Still it's strange to think how different Second Life would be if these extra few features were incorporated, particularly that last one - giving builders and sim owners control over the client could essentially be game changing - making virtual worlds customisable on every level. I live in hope!

References

  • Cheng, L., Farnham, S., & Stone, L. (2002). Lessons learned: Building and deploying shared virtual environments. In R. Schroeder (Ed.), The social life of avatars (pp. 90-111). London: Springer-Verlag. Amazon UK | US

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4 Comments, Tweets, Ping- or Trackbacks

  • This article was tweeted by Aaron:

    Les­sons for Vir­tual World Design Cour­tesy of #Microsoft http://a-res.info/?p=185 — quite a few inter­est­ing tips #SecondLife

     
  • This article was tweeted by azafter­thought:

    Les­sons for Vir­tual World Design Cour­tesy of #Microsoft http://a-res.info/?p=185 — quite a few inter­est­ing tips #SecondLife

     
  • Hello, I enjoyed your post. I am not famil­iar with Microsoft’s work on vir­tual worlds but I am curi­ous about the fol­low­ing recom­mend­a­tion: “Provide per­sist­ent iden­tity to encour­age respons­ible beha­viour, indi­vidual account­ab­il­ity, and the devel­op­ment of last­ing relationships”

    This is one of the first instances where I have come across research­ers lament­ing the oppor­tun­ity for mul­tiple, anonym­ous, accounts. I under­stand how link­ing alts to a global account might decrease bad beha­vior, but I am not con­vinced that such steps are called for.

    Might this impose an unfair lim­it­a­tion on those who use alts primar­ily as a means for the explor­a­tion of altern­ate self iden­tit­ies? Or to enjoy a vir­tual world without inter­ac­tion from other users? Research by Tom Boell­storff and T.L. Taylor sug­gest that these less objec­tion­able beha­vi­ors are a major draw to vir­tual worlds. Is the trade-off worth it?

     
  • Comment from:
    Aaron

    Hi Richard, thanks for your com­ment. Glad you liked the post!

    You make a good point, as someone who has alts for both of those pur­poses I’d prefer that they weren’t linked — at least not in a way that was pub­lic. How­ever, I do think bad beha­viour is becom­ing more and more of an issue, par­tic­u­larly in rela­tion to copy­right infringement.

    With regards to anonym­ity, V-Chat was one of the earlier pub­lic 3D vir­tual worlds and was well integ­rated with MSN. Although I’m not aware of the spe­cif­ics, the art­icle they wrote did men­tion that each account was tied to a hot­mail email address and MSN pro­file. Assum­ing that these ten­ded to be the user’s primary per­sonal address, divul­ging at least some per­sonal inform­a­tion to other users — and MSN itself — must have been expec­ted by most people. Fur­ther still, one of the major uses of their sub­sequent vir­tual world plat­form was to cre­ate sup­port com­munit­ies for indi­vidu­als with par­tic­u­lar ill­nesses — so the human, empathic, con­nec­tion would most likely have been a major draw. As a con­sequence of this, I feel the Microsoft team may have come to some slightly skewed con­clu­sions as to the degree to which people were pre­pared to link their vir­tual and real-life identities.

    Ulti­mately, the issue comes down to how you effect­ively pun­ish an avatar. I think MS were right to say that the best way to do this relates to tak­ing action against the user rather than just the avatar, but I don’t think it’s achiev­able in real­ity. Like you indic­ate, even if it was pos­sible, it would most likely come at a greater cost to the every­day user than to those who were enga­ging in objec­tion­able activities.

     

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