Let's get this straight right away: I don't like vendors. No, not the fine people that sell things - I am talking about those Vending Machines one often encounters in Second Life. Often used by fine people. Why pick on vendors? Nightbird's comment on this post got me thinking about vendors and I couldn't resist.
Why don't I like them? Let's start with the good things:
Vending Machines are very prim-light. In fact, a good vendor may soak up only a single prim, whereas your for-sale object may yank hundreds of prims from your measly parcel limit. That's right, you can't easily place that 4,444 prim Naval Aircraft Carrier for sale without slightly blowing out your prim limit. You could put it inside a vendor and avoid the pain. Or, just put it in a box instead and avoid the vendor entirely.
Sophisticated vending machines might offer networking capability, where they can simultaneously update and contain consistent sets of objects regardless of the locations where your 720 vendors were dumped on the Grid. In addition, some sophisticated vendors might offer reporting capability so you can track your sales. However, I've found satellite stores and mall locations to be extremely ineffective, so I have no reason to employ vendors in distributed locations.
Payments may be split by a vendor into separate payments by multiple owners, where two or more people are to receive income from sales. However, this is often problematic, since a typical situation involves Maker A placing a vendor on Resident B's property. Who makes sure that the vendor's payment-splitting script actually does a fair split? A? or B? Who made the script? Who owns the script? Who can change the script? My enquiries about this scenario suggest that Resident B should simply rent space to Maker A by the week and avoid the problem entirely. So much for payment splitting.
And I think that's about it for the good things. But what about the bad?
Vendors suffer from rez-disease, that terrible affliction that occurs when you try to painfully page through each offering. The rezzing doesn't start until the new texture is exposed, which means you are constantly standing there waiting for the next pic to appear. "It's a bit blurry yet. I think it's a shirt. Yes! No. What does it say? Oh, it's a Moose. But I wanted a shirt! Argh, press the NEXT button... again!" So you give up and move on to avoid the tedium. After all, there are so many other great places to shop! This often happens because people are generally impatient, particularly when the Lag Demons are loose.
You are frequently required to flip through many pages before you (might) find the item you seek. I've seen vendors with 20+ items in them. Does anyone actually expect you to page through all of them? Again, people are impatient and simply go somewhere else where it's easier to shop. Am I being picky? Perhaps, but I've found that if there is a barrier to sales, even a small one, it will deter some portion of customers from proceeding. To be successful you must remove as many barriers as possible.
The manner in which you flip through buttons is usually inconsistent, since there are many species of vendors to choose from. Indeed, some sellers even create their own vendors with totally unique control mechanisms. This leads to the uncomfortable situation where the buttons are marked and placed differently from vendor to vendor. Sure, the vendor "works", but it's just more difficult for customers to figure out how they work. "Do I press the top button or the left one?" If you don't agree with me, consider the case where you are renting an automobile. Do you immediately drive off after getting in? Or do you take a few minutes to familiarize yourself the with alien controls? (especially if it's a Volkswagen.) Why make it difficult for customers at all?
While I mentioned that some vendors are networked and provide sophisticated functions, many vendors are in fact not networked at all and do not provide any such features.
Finally, in-world search scans objects marked as "For Sale" and "Include in Search". This simply doesn't work with vendors since the for-sale objects are hidden inside and don't get indexed by searchbots whizzing by.
Is there a case for using vendors? Certainly - I believe you must use vendors if you happen to be prim-starved. It may be your only option on a 512sm parcel or a 30 prim mall-stall. But don't ever expect a similar level of sales as you might have had if all objects were out on display for all those reasons above.
Vendor Bending
Wednesday, February 6, 2008 Wednesday, February 06, 2008
Filed Under: customer service, ergonomics, Ideas, shopping |0 commentsSL Ergonomics, Part II: Building Tips
Saturday, January 26, 2008 Saturday, January 26, 2008
Filed Under: Building, ergonomics, secondlife, tips |2 comments
In a previous article I described what I refer to as "Second Life Ergonomics". It's all about the appropriate design of virtual structures to make it easy for avatars to use and enjoy. My main complaint is that many builders tend to build virtual structures using real-life ergonomic considerations, and fewer realize that avatars have significantly different characteristics that must be accounted for.
Here are a few tips that I have learned during my brief virtual existence (well, brief except for last week when I was online for far too many hours!) This list is certainly not exhaustive - I am thinking of new ideas all the time, and I am positive there many great ideas I have yet to learn.
Phantom Objects - On those days when it's really hard to turn, walk and especially precisely navigate through a crowded area, it's really annoying to get hung up on items in your way. Yes, I know you should walk around them - but sometimes you just can't.
- TIP: Unless the object has some physical purpose make it phantom. That way the object cannot interfere with an avatar's motion, but still adds to the visual effect. Don't phantomize objects that require physical characteristics, such as furniture to sit on or ramps to walk up.
Solid Objects - I can't stand it when I am trying to walk along a narrow path and end up falling off the side, sometimes to my virtual death. Why does this happen? Because the builder didn't account for the sloppy avatar movements.
- TIP: When ever there is a danger of falling, place some kind of solid object to prevent disaster. Avatars need railings, walls or even a slight hump sometimes to channel their movement and overcome occasional inadequate navigation. Even a transparent barrier would be helpful and not interfere with the visual effect. It's quite simple, really - just assume all your visitors are drunk and stumbling around!
Head Space: All avatars by default have their camera position behind and above them. That way you can see exactly what your virtual counterpart is doing, and with whom. Unless, that is, there is a wall or roof in your way. Cramped quarters are really difficult to deal with, especially if the Grid is laggy.
- TIP: Building material is free in Second Life: you can afford to have taller rooms that accommodate the normal camera position. Make rooms with very tall ceilings. Or better yet, don't have any ceilings! In some cases, even walls aren't really necessary.
Curves: The last time I looked, my keyboard did not include a curved arrow. That's why I have a lot of trouble walking accurately along curved walkways. Avatars can most easily walk straight, but curves are harder to follow. Spiral staircases are the worst, and few can successfully navigate them without bumping into the walls or falling off.
- TIP: Don't build curves for avatars to traverse. Do build curves for avatars to admire.
Dexterity: While it is easy to click with a mouse, it's difficult to do so when you must do so precisely. A vending machine with tiny buttons is not good, since it becomes very easy for someone to push the wrong buttons. Misdirected clicks often happens on websites, and it happens in Second Life too.
- TIP: Click areas should be sufficiently large to avoid any confusion with neighboring buttons. This is especially important for buttons that perform actions that count - like paying money or ejecting that annoying person from your land. Use contrasting colors to ensure they stand out and are identifiable.
Smell and Taste: As I said in the previous ergonomic post, thankfully these senses are not yet implemented in Second Life. I can imagine what some people might do if they were. But how can you reasonably approximate these senses?
- TIP: Since smell and taste are absent, you must use a visual experience to hint or remind visitors of smells and tastes. Appropriate images, carefully chosen particle effects, sounds and textures can sometimes convey a message of smell and taste.
Item Layout: Upon entering a store or gallery, experienced avatars simply stay put and motor their camera around to check out the wares. Unfortunately, most younger avatars (and even some old ones) are poor camera drivers. Instead of camming they move their avatar around the area, turning and pausing to examine every item one by one. They walk, turn, tilt, examine. Then repeat. And again. How many times must they do this? Sometimes once for every item in the store or gallery. This is at least tedious and sometimes frustrating when the lag demons are prowling.
- TIP: Make items big enough to see clearly (especially product boxes or photo displays), but not so big as to cause enormous amounts of walking and turning.
- TIP2: Consider displaying items in a circle or semi-circle, where the avatar needs only rotate to easily view a lot of items. I use this technique at my store, and it has proven quite successful. Even better, it really isn't that difficult to build.
Wide Size: Yes, I know the diving board ladder looks realistic, but it is a huge pain in the a** to line up your avatar precisely so that when you go up, you don't fall off. Similarly, smaller doorways are often hard to get through, especially if you have a larger avatar.
- TIP: Assume that avatars are large and size things accordingly. Also assume that it is hard to navigate precisely, so don't make things very narrow if you expect avatars to use them. Use invisible railings or equivalent if there is danger of falling off.
Colors and Textures: Avatars have relatively poor eyesight. They often cannot see distances clearly and even up close they can't make out details unless they are able to zoom in. Also, sometimes poor graphics capability means they can see only a limited amount of textures.
- TIP: Try to minimize the number of textures in use, so that once a texture is loaded, it is rapidly displayed on all applied surfaces. If you use many different textures, visiting avatars will spend a long time rezzing all the textures and generally experience local slow downs.
And those are some ergonomic tips for you. As I learn more, I'll post a follow up article with new ones in the future. Good luck with your build!
An Introduction to Second Life Ergonomics
Wednesday, January 2, 2008 Wednesday, January 02, 2008
Filed Under: Building, ergonomics, Ideas, tips |4 comments
Ergonomics? Isn't that about how you place your hands on a keyboard? How you sit in front of your screen? Yes, but that's Human Ergonomics. Today I am talking about Second Life Ergonomics.
What exactly do I mean by "Second Life Ergonomics"? I mean that those little avatars that we control (or is it the other way around?) have needs just as their human owners do. They can't see as well as humans, they have restricted ways of moving around and have utterly terrible dexterity. Some of them are pretty ugly, too!
But seriously, these "physical" characteristics of avatars really do affect how we travel throughout the Second Life grid. Who hasn't been stuck trying to navigate to a precise spot, overshooting, and backing up? And repeating 0ver and over? Crashing into walls? Getting stuck in a rotating door? Falling off the edge of a ramp? Try moving while the grid is bagged out!
Frustrating, these be.
When I first built my Caso Milo store, I wanted to right some of these wrongs so that visitors would not encounter those issues. But immediately I had to realize that:
Real Life buildings are made to accommodate Real Life people with their physical capabilities
Therefore,
Second Life buildings should be made to accommodate Second Life avatars with their virtual capabilities
Often I encounter Second Life builds that replicate real life buildings, or incorporate real life building ideas. While these builds are not wrong, they may introduce problems for avatars who do not have the same physical capabilities as humans. Our quest to be realistic sometimes results in difficulties for visitors.
What are the characteristics of avatars that make them different than humans? Let's make a list:
- Sight is normally set to a specific view - from behind the avatar, not from its eyeballs
- Motion is normally in straight lines, and difficult to perform accurately in a curve
- Teleportation is possible
- Flight is possible, except in sims where flight is disabled. (FYI - there is a secret way around this, revealed to me late last night by Veyron Supercharge at her demonic industrial build site... but that's another story for another day)
- Dexterity sucks. It is very difficult to accurately touch or manipulate small items
- Smell and Taste are absent - thankfully!
And let's add one final one:
- Avatars can't always know how something is going to work, since Second Life objects can behave unlike anything in real life. In other words, humans have half a chance at guessing how something works or acts since physics is, well, universal. But Second Life doesn't operate with the same physics. Pink Elephants can fly, Hearts appear on arms or Particle Fog, Doves or even Cheese can flow out of your butt! It's just a bit harder to know what to do.
Knowing that avatars have differences from humans, do you think that buildings should be made differently to accommodate them? I do! I built my shop after considering these differences. You might be interested in knowing how you can build in an ergonomic way... but I will save those tips for another post.
virtual business, building virtual products and exploring the virtual world.