Wednesday, May 23, 2007

Information Architecture in Second Life / Stacy Merrill Surla, Lori Bell, Andrew Hinton, Beth Kanter, Peter Allison, Josh Knauer

Sunday, March 25, 2007

Introduction
  • Online gaming can be goal oriented (World of War Craft) or social networking-oriented (Second Life). Second Life can include goals, but they are created by the users.
  • Examples of using Second Life other than a game include for simulations, commerce, meetings, presentations.
  • IA of Second Life--visitors find it difficult to wayfind within environment
  • High learning curve to use, but then also to make environments (CAD, scripting, etc)

Demo of virtual (public) library area:

  • Promote literature through discussions; exhibits; author visits; programs
  • Individual libraries can join in
  • Answering reference questions
  • Created 10 islands in a year
  • Can sometimes crash during busy times
  • Difficult to control the environment—can be interrupted by anyone/anything
  • Can present immersive information (ex: Walk-in books)

Possible Application to L&ET:

  • Span spatial divide by working on a project (any project) within Second Life.
  • Do we have information that can be inserted into Second Life for users to interact with in different ways? Ex: within Second Life, some has combined Google Maps, info feeds and cataclysmic events.
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