Resident Recommendations for Second Life | MHCI Capstone Project 2008
Project    Research    Design    Deliverables

To understand what is the current Second Life experience, we conducted user studies with four types of users:

Surveys were also distributed to all four types of users to measure how their opinions and practices differ from one another.

Surveys

Two hundred and ninety-three people responded to our survey. Among these respondents, 147 had experiences with Second Life, 117 had experience with virtual worlds, and 265 had experiences with social networking services. Within 147 Second Life users, 98 people identified their length of experiences: 64 people were in Second Life for more than one year, 12 people were on 6 months to a year, 13 people were on 1-6 months, and 8 people were on less than a month. The most important conclusions the surveys provided were:

Some major findings leading to these conclusions are detailed below:

While the majority of people left Second life early on, the people who remained began to use Second Life more frequently; after three years of experience with Second Life, 50% used it multiple times a day. In contrast, people who used other virtual worlds were increasingly likely to leave as time passed, and by three years or so, 75% of people no longer used the same virtual world.

Most Residents were less comfortable communicating outside of Second Life, while brand new users were not comfortable with keeping in touch with other Residents in general. Residents were not very comfortable with adding their contact information in their profile, and rarely do Residents include their real life name on their profile.

The overwhelmingly top reason Second Life Residents went in-world was to hang out with their friends. New users log on mainly to explore, make new friends, earn Linden Dollars and shop for their avatars. Expert users manage businesses and attend events.

Comfort talking with strangers on a 5-point Likert scale

While brand new and relatively new users responded that they go in-world to find new friends, they do not spend much time on this activity itself, with no relatively new respondents citing this and being the second to last popular activity amongst brand new users. However, by the time users reach 1-6 months of usage, they do not mind chatting with strangers, and this occurs most often when strangers are near them.

In addition to socializing, Second Life Residents enjoyed attending events as well. Yet nearly half of the people who had been using Second Life less than half a year said they had never attended an event. When we asked those who enjoy events who they find these events, we found that people with less experience used the search tool while people with a year or more experience mainly used groups and word of mouth.

Ease of finding a group and perceived group benefit

Being that those who had been Residents for an extended period of time preferred groups as a good source of event information, we looked into how accessible groups were for Residents. We found that new users do not find it easy to discover a group that interests them, nor do they find it beneficial to do so. An explanation of this is pursued in our interviews.

Interviews

We focused on exploring the opinions and specific experiences of users who left Second Life. We interviewed two expert users who left and two novice users who left. Some key similarities and differences between expert and novice users were:

Contextual Inquiry of Social Networking Experts

We conducted Contextual Inquiries with two social network experts to reveal how people use social networks to shape their virtual identity, how they manage their friends across different social networks, and what is attractive about additional social networks. An expert is defined as a person who uses multiple social network services actively. Some major findings were:

Contextual Inquiry of Second Life Experts

We conducted three Contextual Inquiries with four Second Life expert users to learn what motivates users to remain active in Second Life. We defined expert users as those who have been active in Second Life for more than a year and log on daily. Of our four participants, two performed music in Second Life on a regular basis, while the other two reported listening to music and dancing as their primary activities in Second Life. After consolidating the Workflow and Cultural models for all four experts, some common themes across all of the experts' usage of Second Life surfaced:

Contextual Inquiry and Think Alouds of Second Life Novices

We performed a Contextual Inquiry with a novice user by observing her in Second Life. In the one hour we observed, the user encountered 15 workflow breakdowns, 12 of which were identified as technical breakdowns. In terms of frequency, this averages to about one technical breakdown every five minutes. We found that the user simply accepted these issues as part of the Second Life experience. For this user, her benefits to using Second Life outweighed the cost of dealing with these technical issues because she was able to maintain a relationship on Second Life and felt strong emotional support from having this relationship.

Because of the difficulty gaining trust of novice users in Second Life, we were unable to conduct Contextual Inquiries with any other novice users. To supplement our knowledge of new users in Second Life, we conducted three Think Alouds with brand new users within Second Life.

We performed Think Aloud studies with three new Second Life users. We gave the users three tasks:

The Think Alouds allowed us to see an unbiased view of how new users experience Second Life:

Conclusions

An explanation of our combined findings from the user research phase can be found in the Findings page.