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Accessing Second Life: Universal Design in a Virtual World

Jondan Lundquist, Caroline Keats and Atsuko Watanabe - Accessing Second Life - Universal Design in a Virtual World (Cross 1)I attended the Accessing Second Life: Universal Design in a Virtual World event, and even as the after meeting buzz continues I am writing this up.

Overall, I would have to say that this meeting was a stunning success - I say that because there was a lot of involved and informed discussion on a topic that is hardly mentioned in Second Life or other virtual worlds. It immediately made me think of other synthetic worlds and how usable they are in contrast - and how this could be improved in the future.

Jondan Lundquist kicked this off:

Today, we will explore the ways that accessibility and universal design principles can be applied to the Second Life experience. This virtual world has many inhabitants who have disabilities or impairments that challenge their experiences here. By being aware of these challenges and making adjustments in design of buildings, activities, and interface functions, the 'architects and builders' of Second Life can help ensure that as high a quality of experience is enjoyed by the most residents.

The Second Life experience is an exchange between the user, or resident, and the developers, builders, scripters, and others involved in making the 'world' what it is. There are several considerations on both sides of the equations that effect how the world is built and how the users experience the world, especially those users with disabilities.

On the user's side, there is, first and foremost, their perception of their own disability and how they wish it to be represented or not represented in Second Life. There are those who present themselves as they are in their First Life, with their avatars using mobility devices or other representations. There are those that appear 'able-bodied' in Second Life, yet make it known to others that they have a disability and ask for some accommodation, usually in the realm of communication.

There are those that have significant disabilities in First Life who present themselves without disability in Second Life, yet must deal with interface issues as they navigate and communicate. Each of these options is perfectly acceptable.

Similarly, the individual may perceive their Second Life experience in different ways. They may reveal their disability to a close friend or two, gaining assistance in certain areas of functioning. They may choose to be an 'activist' in Second Life, making their disability the focus of their experience. They may choose to seek assistance from one or more disability awareness groups within Second Life, but appearing and functioning in the rest of Second Life as not having a disability.

It was informative to have Atsuko Watanabe share her perspectives as someone who chooses to be perceived as she is in the real world - in a wheelchair. While some may wonder at her choice to portray herself this way, she poignantly noted that 'flying bunnies are ok' but a person in a wheelchair is typically not seen as OK. I was somewhat surprised at the reactions she seems to have had in her wheelchair, but then - I don't cruise around in Second Life as one either. She certainly has a point.

Jondan also spoke a little about Universal Design:

Universal Design is defined as: The design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design.

By considering the following principles of Universal Design when planning, designing, and building within the Second Life environment, the Second Life experience can be highly enhanced for a significant portion of the population, while not affecting the experience for others in a negative way.

PRINCIPLE ONE: Equitable Use: The design is useful and marketable to people with diverse abilities. Guidelines: 1a. Provide the same means of use for all users: identical whenever possible; equivalent when not. 1b. Avoid segregating or stigmatizing any users. 1c. Provisions for privacy, security, and safety should be equally available to all users. 1d. Make the design appealing to all users.

PRINCIPLE TWO: Flexibility in Use: The design accommodates a wide range of individual preferences and abilities. Guidelines: 2a. Provide choice in methods of use. 2b. Accommodate right- or left-handed access and use. 2c. Facilitate the user's accuracy and precision. 2d. Provide adaptability to the user's pace.

PRINCIPLE THREE: Simple and Intuitive Use: Use of the design is easy to understand, regardless of the user's experience, knowledge, language skills, or current concentration level. Guidelines: 3a. Eliminate unnecessary complexity. 3b. Be consistent with user expectations and intuition. 3c. Accommodate a wide range of literacy and language skills. 3d. Arrange information consistent with its importance. 3e. Provide effective prompting and feedback during and after task completion.

PRINCIPLE FOUR: Perceptible Information: The design communicates necessary information effectively to the user, regardless of ambient conditions or the user's sensory abilities. Guidelines: 4a. Use different modes (pictorial, verbal, tactile) for redundant presentation of essential information. 4b. Provide adequate contrast between essential information and its surroundings. 4c. Maximize "legibility" of essential information. 4d. Differentiate elements in ways that can be described (i.e., make it easy to give instructions or directions). 4e. Provide compatibility with a variety of techniques or devices used by people with sensory limitations.

PRINCIPLE FIVE: Tolerance for Error: The design minimizes hazards and the adverse consequences of accidental or unintended actions. Guidelines: 5a. Arrange elements to minimize hazards and errors: most used elements, most accessible; hazardous elements eliminated, isolated, or shielded. 5b. Provide warnings of hazards and errors. 5c. Provide fail safe features. 5d. Discourage unconscious action in tasks that require vigilance.

PRINCIPLE SIX: Low Physical Effort: The design can be used efficiently and comfortably and with a minimum of fatigue. Guidelines: 6a. Allow user to maintain a neutral body position. 6b. Use reasonable operating forces. 6c. Minimize repetitive actions. 6d. Minimize sustained physical effort.

PRINCIPLE SEVEN: Size and Space for Approach and Use: Appropriate size and space is provided for approach, reach, manipulation, and use regardless of user's body size, posture, or mobility. Guidelines: 7a. Provide a clear line of sight to important elements for any seated or standing user. 7b. Make reach to all components comfortable for any seated or standing user. 7c. Accommodate variations in hand and grip size. 7d. Provide adequate space for the use of assistive devices or personal assistance.

In Q&A, I was not too surprised that at least some of those who do not use the standard keyboard find the mouselook view of SecondLife to be less than pleasant (understatement), and building guidelines were suggested that will be found in the transcript. I was also surprised to find out that Atsuko Watanabe preferred it. As a software developer, though, she mentioned editing and debugging scripts is rather painful within the Second Life interface.

Also, Second Life voice came up as a topic - and I was surprised (and a little happy) to find out that charging money for transcripts is actually illegal, if transcripts were not available at the time of discussion. And is it really a discussion if everyone cannot participate?

Farley Scarborough tossed in an interesting tidbit: "The National Science Foundation has awarded a grant to develop an accessible SL client". He also provided me with the following links that reference this: http://www.nsf.gov/awardsearch/showAward.do?AwardNumber=0738921

And Farley also added, "The grant went to Eelke Folmer of the University of Nevada http://www.helpyouplay.com "

More pictures can be found here. There was much more discussed, and it will be available on or pointed at from the Health & Medicine in Second Life blog. I'll update when the transcript is available.

Special thanks to Atsuko Watanabe, Gentle Heron, Jondan Lundquist, Caroline Keats

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