During the Spring of 2008, we conducted background, industry, and user research to determine the benefits and problems of current practices in virtual worlds and social networks, particularly Second Life. Throughout this research, we have seen a recurring pattern: New users are unable to find a paired solution to their wants and needs, but these solutions already exist in some form in Second Life. This very connection, this bridge to the community, needs to be brought to new users.
Focus Setting - the focus of the project
Background Research - background and industry research to understand current practices
User Research - user studies conducted to understand the current user experience in Second Life
Findings - conclusions of the research phase