Fwd: [sldev] Second Life User Experience

Bane Darrow banedarrow at gmail.com
Sun Mar 11 15:13:26 PDT 2007


Dangit, I meant to Big-R


---------- Forwarded message ----------
From: Bane Darrow <banedarrow at gmail.com>
Date: Mar 11, 2007 2:12 PM
Subject: Re: [sldev] Second Life User Experience
To: Jesse Nesbitt <mindtriggerz at gmail.com>


Hrm. I don't really want to get into a nitpick about every issue on this
large public list. I will in this case since you ask, but, this is the kinda
reply that makes me think that the answer is essentially, 'No, we got a few
bugs, but the experience is just fine'. And I think that's wrong.


On 3/11/07, Jesse Nesbitt <mindtriggerz at gmail.com> wrote:
>
> Alright, I'll try to address some of these concerns as I see them
>
> On 3/11/07, Bane Darrow <banedarrow at gmail.com > wrote:
>
> > * Too many things move or turn your character or camera by side-effect.
> >
>
> You're quite right, things do move your camera a bit too much
>
>
>       * Right click to edit something turns your avatar to face it. This
> > has gotten in my way many times
> >
>
> I haven't had trouble with this one in particular.
>

*Doesn't mean it's not a problem. It's bad design to have your state
(position, whatever) that you've put yourself in changed on you as a side
effect of some other action.*

       * Editing appearance does an excruciating slow camera movement before
> > the window opens. I cannot disable this.
> >
>
> Yeah, that's no good. A direct snap would be the best thing to do.
>

*No. Moving my camera away from where I have it placed is the wrong thing to
do. Snap or slow. If we're worried about newbies who need the camera to be
moved for them, fine. But it should be an option I can turn off. Leave my
camera where I put it. *

       * After editing appearance, your AV twists around on you.
> >
>
> That's a bit annoying, but I don't run into it too often.
>

*See my first answer. 'A bit annoying' is not okay. A bit annoying here, a
bit annoying there, and I hate using your program. These are BIG deals.*

       * I'm sure there are others. Any time my camera or avatar moves
> > without me explicitly instructing it, I think this is a BAD experience.
> >
>
> That's a pretty blanket statement. What about scripts moving your cam,
> etc?
>

*Ok, I'll re-phrase. Anytime my camera or AV moves as a side effect of
something, and I can't remove the script/option/whatever that is doing it to
me, it's a bad experience.*

  * Inventory becomes essentially unmanageable when you've been around a
> > while and collected a lot. We need better organizing besides Folders/Search
> >
>
> I really don't know what other way to display inventory aside from a
> straight tree structure.
>

*So there isn't any answer then? See other systems. Gmail uses labeling. I'm
sure there are others. This is not a unique problem.*

  * Make the console windows movable
> >
>
> They're debug consoles, they really don't need to move
>

*This answer gets me so angry, I'm going to resist a flame war here. :P I'm
not talking about 'need'. I'm talking about making a pleasant experience.
Debug Consoles are not.*

  * Clicking the menu a second time should close it... (Thought I saw this
> > in some patch notes)
> >
>
> I'm not sure what you mean by this, can you explain?
>

*Open your inventory. Click on one of the menus (File, Help, whatever), it
opens. Should be able to click the header again to close it. I believe this
was fixed, however, I still see oddness, at least in the inventory window in
relations to this. *

-- 
> --Jesse


*Don't explain my concerns away by saying they aren't a big deal as
individual items. It's why the overall experience sucks. It's why it will
continue to, if this is how we approach concerns. And I think, it's why OSS
does generally bad at UI design. :P *

Bane Darrow
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