VW Intro: Real to Virtual; Virtual to Real: Capacity Building through 3D Virtual Worlds


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Featuring introductory information pertaining to "Real to Virtual; Virtual to Real": Capacity Building through 3D Virtual Worlds. The goal of the program is to provide the participants an opportunity to learn about using virtual worlds for capacity building, training, marketing, information sharing, and networking.

Created and Presented by Sally S. Cherry, MT(ASCP)
Avatars: SarVana Haalan (Second Life) ; SarVana Cherry (OpenSim); and Sally Cherry (Kitely).

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  • Real To Virtual; Virtual to Real The Usability of Virtual Worlds In Training, Business, Lab Science, Health, and NonProfits   1. About Cherry Consulting Network Social Media Consulting and Training Sally S. Cherry, MTASCP SarVana Haalan Sarvana Cherry   2. Objective:   To show how Virtual worlds can be used in training, marketing, networking, and information distribution in business, medical, public health, education, and retail settings.   To provide technical assistance, information, and professional services as related to the use of 3D virtual technology for businesses , nonprofits, faith-based groups, professional associations, government agencies, and  community groups   Delivery Method: Experience –Based – Basic “Show and Tell” Show rather than unclear or confusing instructions or explanations.. . Increase comfort zone Allows hands on or “test driving” (The Avatar's Virtual Experience)     3. Business Concept: “Real to Virtual; Virtual to Real”   Use virtual world to conduct project activities and tasks that are tangible and relevalent to real life activities and tasks. Project activities and tasks encourages real life and virtual world collaboration “ Real to Virtual; Virtual to Real” Cherry Consulting Network /SarVana Marketing Network     REAL Cherry Consulting Network   Where: Real Life   Who: Human   Services: Consulting, Training, Marketing, Networking   Social Media Tools: Twitter, Facebook, LinkedIn, Blog, Photosharing   Marketing Tools: Collaborative Partnerships, Contractual, Referrals       VIRTUAL SarVana Marketing Network   Where: Virtual Worlds   Who: Avatars   Services: Training, Marketing, Networking   Marketing Tools: Collaborative Partnerships Training Tools: Networking Tools   Services via Partnerships overall delivery of services necessary for total engagement in virtual worlds Example Our business is structured into three divisions which supplement each other but which deliver results independently from each other. Consulting ^ Development Services Consulting for (and before) using virtual worlds in real business Implementation of projects in/with virtual worlds; customers projects and our own Services and products in the realm of virtual worlds; B2C und B2B Inworld Advertising Network Since 2007 we are maintaining an advertising network for virtual worlds and conducted some high profile campaigns for companies like Deutsche Post, Funny Frisch, Axel Springer Verlag, EnBW, Gothaer Versicherungen or Festo AG. Together with nugg.ad AG we developed the first solution for “behavioral targeting“ in virtual worlds. Otherland Real Estate The real estate division of Otherland is the third-largest real estate developer in Second Life Pure premium / luxury segment 8 Mio. virtual sqm in stock 400 customers plus project business Additional services Procurement and development Facility management User support Security The Otherland Archipelago   Analytics Tools for measuring and controlling the performance of projects in virtual worlds simple log analysis (counter) premium analysis package behavioral analysis vCRM Suite Plus project-driven business But now ... Usability in Virtual Worlds Usability? Usability is a term used to denote the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal [efficiently, effectively w/ user satisfaction] > Ergonomics Ergonomics is the scientific discipline concerned with designing according to the human needs, and the profession that applies theory, principles, data and methods to design in order to optimize human well-being and overall system performance. > Human Factors Engineering But ... usability in virtual worlds? Isn't this for software and machines, only? No! Every system intended to fulfill a certain function or help users reach a certain goal ... ... should be designed with a maximum of usability Examples for functions Sell stuff Teach visitors something Keep people in my building Present a brand favorably to visitors Change their attitude etc. ... Examples for (users) goals Buy a pair of (virtual) high heels Learn how to ... Have a good time Meet other people etc. ... That‘s why this should be “usable“ ... and this should be “usable“, too ... and this What is the purpose here? Impress with ‘Sweden‘ The situation today, though: Cool Design rulez! (like on the web in the late 90s) This will (has to) change ... ... as soon as the focus is on business ROI Is this all about Second Life? No! Everything said is valid for all worlds. Including physical reality, of course ...       Problems in Second Life are similar wide-spread (1) User Generated Content - like in RL (2) Second Life itself is already a usability nightmare Let‘s have a look at the state of the art! Whoopsie Disclaimer I have no intention of dissing the competition. But I can’t avoid some examples of other guys works: It is hard to talk about usability without examples We can’t make all the mistakes ourselves That said ... besides the small mistakes I am showing here, all those guys are doing a great job and actually build some of the coolest projects in Metaverse. Where am I? What can I do here? What do I need a flight assistant for? Cool Architecture! Where to? What will a newbie find here? Is this what I am looking for? That‘s what the newbie sees on his screen Design scaled for a human Design for avatars Not for humans! Let‘s go party! The road to nowhere Where am I? This looks dangerous Whaaaaahhhhh Design for avatars And mind your target audience! Where am I? What am I supposed to do? Hmmmmm ? Great, an overview! Let‘s try ‘orientation‘ ... Ooops. Where is the Back button? But ... unquestionably cool design Some usability rules of thumb Always make clear: Where am I? What can I do here? Where can I go from here? Where have I been? (How do I get back?) Usability is not only about orientation What do these people want from me? Aaahh, a panel! Why don‘t they talk with me? Why should I do this? Fulfill users expectations Something that looks like an avatar ... ... should behave like an avatar Something that looks like a car ... You get the idea? And please don’t overdo “creativity” Make it simple Tell your users, what you want Tell your users, what they can expect Even successful projects can have issues Where to? Where is the stuff I am looking for? Sometimes the old ideas are the best Why not hand out a map? And, while we are at it ... why not quote prices, too? :=) There is always room for more usability! So, Usability in SL has ... „room for improvement“ How to improve it? Two Ways to Approach Usability Ask the experts Ask the users Ask the experts? Much better than letting designers or software developers anticipate users needs, expectations, thoughts ... It doesn‘t make the process any easier, though   Usability experts are from Mars, Designers are from Venus ... and software devs are from Jupiter Ask the Experts? Experts are people, too. So many websites suck today because of the hippo - as in the "highest paid person's opinion." Avinash Kaushik, Analytics Evangelist Google, Inc. Ask the Users! A much, much better idea! Enter User Centered Design User Centered Design. „ You are not the Audience“ Put the (future) users into the focus. Work open-endedly. Don’t have an expert design ready before you start and plan for one big test at the end. Basics UCD | ISO 13407 “ Human centered design processes for interactive systems” Principles: Actively involve the users in the design and development Iterative Evaluation of designs with the end users Multi-disciplinary staffed development teams Major goals: More effective, more efficient use of the system Improved working conditions More “Joy of Use” / Flow Process model UCD (simplified) User interviews (8 - 12) Mental Model Personas / Scenarios Paper models / wire frames User Testing Prototype User Testing Final Version Step 1: User interviews Developers and experts can never have the same attitude towards the end product as the real user . So ... Let us find out what the user thinks! We start with a series of intense user interviews. What we want to find out Needs What are the user’s needs (information, services, performance, features, ...) Desires What does the user want (rarely identical with the needs)? Abilities What can we expect about the user’s abilities and knowledge? In which situations / contexts are the using our systems? Methods How do users solve similar challenges today (without our system)? (steps, order of steps, breaks, phases ...) Resulting in a “mental model” Personas Mental models describe user’s thoughts, ideas and prerequisites on an abstract level. To really envision our users, we need something else one or more persona(s) Personas describe a ‘real’ (fictive) person from the systems target group. Personas A name An age A gender A picture A private situation A job A particular PC A specific reason for using the system A goal Individual needs/wants Individual fears Personas have Stereotypes are good! (“Nerd“, “Yuppie“, “old miser”). Political correctness is NOT the goal. Personas should help the development team, to understand the user maybe even impersonate him/her. An example: Holger This is Holger. age: 38 situation: married, one son small house, near Munich occupation: team leader development with a big electronics company web: spends > 3h/day on the web (job related) spends > 1h/day on the web (private) windows based notebook, 1GHz, 2GB income: 2.500 EUR etc. etc. Scenarios Little stories about the personas (no use cases), How and with what goals, in which perticular situation they use our system. Important: Something might go wrong Other people might join/get involved Typically 3 - 4 Scenarios per Persona. Testing with paper models VERY useful for web design ... not really relevant for virtual worlds today User tests All tests have to be run in a controlled environment - but not necessarily in a lab. Stay pragmatic. More important: Test often Document tests properly Analyze tests immediately Testing setup Raum 1 - Testdurchführung Raum 2 - Beobachtung Der „Rechner“ Moderator Proband Video Beobachter 1 Beobachter 2 Tight iteration cycles Test early Test often (weekly) Many tests (small groups) instead of few big ones Short cycles guarantee, that the project can’t run into the wrong direction for too long. Mental models, personas, scenarios. They are - besides the iterative approach - central for the growing success of UCD. The goal is a deep understanding for the real user . What do they want? What do they need? In what terms/concepts do they think about “the system”? What knowledge and abilities do they have? What knowledge and abilities are missing? In which situation/context are they using “the system”? etc. ... That is the state of the art ... for achieving better usability Yes, you can do all of this in virtual worlds! It doesn’t hurt It doesn’t cost you and arm and a leg It is actually helpful Principles You are Not the Audience! Test Test often Use real users for your tests Recruit them from your target audience Believe your test results Testing is not “prohibitively expensive“ Small tests are helpful 8 - 12 user tests usually find all the usability issues in a small system, usually “ No testing” is expensive! Unusable projects waste your money Fixing issues gets more and more expensive in later project stages Rules of Thumb Design for the Avatar, not for a human! Do walk-throughs often! Do fly-throughs, too! Always make clear: Where am I? What can I do here? Where can I go from here? Where have I been? Billboards are not necessarily evil Will this still lead to cool projects? You bet! Discuss ... The Fine Print The ideas and concepts presented herein have been created by and are the property of The Otherland Group GmbH. They are protected by Copyright laws in Europe, the USA and other countries. The reproduction of this document and/or distribution to third parties - as a whole or in part - is strictly prohibited. Kontakt: Markus Breuer markus.breuer@otherland-group.com +49 [ 170] 807 23 56 http://www.otherland-group.com http://otherland.blogs.com The Otherland Group Köpenicker Str. 48/49 (DAZ) 10179 Berlin-Mitte, Germany
  • VW Intro: Real to Virtual; Virtual to Real: Capacity Building through 3D Virtual Worlds

    1. 1. Real To Virtual…Click to edit Master subtitle style              Virtual to Real Copyright (c) 2010 Sally S. Cherry
    2. 2. REAL TO VIRTUAL; VIRTUAL TO REAL  Using Virtual Worlds In Business, Healthcare  And NonProfits     Cherry Consulting Network Social media Consulting and Training Website: http://cherryconsultingetwork.net Copyright (c) 2010 Sally S. Cherry
    3. 3. Cherry Consulting Network Social Media Consulting and Training Team                           Sally S. Cherry, MT (ASCP) - Consultant SarVana Haalan - Second Life (SL) Sarvana Cherry - OSGrid (OSG) Copyright (c) 2010 Sally S. Cherry
    4. 4. Objectives  To show how Virtual worlds can be used in  training, marketing, networking, and other tasks in  business, medical, public health, education, and  retail settings.  To provide technical assistance, information, and  linkage as related to the use of 3D virtual  technology . Copyright (c) 2010 Sally S. Cherry
    5. 5. The focus… UsabilityThe study of the ease with which people canemploy a particular tool in order to achieve aparticular goal. Thus, the need for... Training - Technical Assistance - Consultations “ Real to Virtual; Virtual to Real” Workshops Oral and Written Presentations One on One and Group Copyright (c) 2010 Sally S. Cherry
    6. 6. Potential Virtual World Users Businesses (home-based, small, corporate) Nonprofits Faith-based organizations Professional associations Government agencies Community groups Copyright (c) 2010 Sally S. Cherry
    7. 7. Experience-Based Delivery Delivery Method: Experience-Based Basic “Show and Tell” Show rather than provide confusing instructions Increase comfort zone (“ease with which…”) Allows hands on or “test driving” (The Avatars Virtual Experience) Copyright (c) 2010 Sally S. Cherry
    8. 8. Feedback from a VisitorCL to me Received on April 9, 2010Hello,The power of SL is definitely interaction with folks throughspace and time. XXXXXXX staff really wanted to employit as a place for self-paced trainings... I learned moreabout SL today in the time I spent with you and yourcolleague interacting than I did in any of my reading andlonely wanderings!Thank you again – you’re the best! Copyright (c) 2010 Sally S. Cherry
    9. 9. “Real to VirtualCherry Consulting Network Virtual to Real”SarVana Marketing Network Copyright (c) 2010 Sally S. Cherry
    10. 10. Real to Virtual; Virtual to Real REAL Life (RL) VIRTUAL World Cherry Consulting Network SarVana Marketing NetworkWho: Human Who: AvatarsServices: Consulting, Training, Marketing, Services: Training, Marketing, DesigningSocial Media Tools: Twitter, Facebook, Social Media Tools: Twitter, Facebook,LinkedIn, Blog, Photosharing, Websites Blog, PhotosharingTraining Tools: Lecture, Practicum, Training Tools: Lecture, Demonstrations,Demonstrations, Powerpoint presentations, Powerpoint presentations, Notecards,Handouts PostersNetwork: Individuals, Businesses,Nonprofits Network: Individuals, Businessess, NonProfits, Partners Copyright (c) 2010 Sally S. Cherry
    11. 11. Opportunity for Collaborations (Real Life and Virtual world) All necessary services provided for any engagement in virtualworlds via possible real life and virtual world partnershipsLocations: Virtual - Local - National - InternationalExamples: [SL] Pall Ariantho (United kingdom) Streaming conferences (http://www.thewalkinweb.com/slshowcase.htm) [OSG] Nolan Falworth (North Carolina) Building Partner, Co-Owner of OSG Group Copyright (c) 2010 Sally S. Cherry
    12. 12. Meet the AvatarsSarVana Haalan Sarvana Cherry(Second Life) (OSGrid) Copyright (c) 2010 Sally S. Cherry
    13. 13. Virtual Experience Second Life (SL)SarVana Business Centre Copyright (c) 2010 Sally S. Cherry
    14. 14. SL: SarVana BusinessCentre Training, Rentals, Event hosting Copyright (c) 2010 Sally S. Cherry
    15. 15. OpenSim Grid (OSGrid)Content Resource Center (CCRC) Copyright (c) 2010 Sally S. Cherry
    16. 16. ActivitiesOSG Collaborations Second Life NonProfits Meetings Live Streaming Copyright (c) 2010 Sally S. Cherry
    17. 17. Contact Us Cherry Consulting Network Consultant: Sally S. Cherry, MT(ASCP)Website: http://cherryconsultingnetwork.netEmail: cherryconsultingnetwork@gmail.com Copyright (c) 2010 Sally S. Cherry