About Orienting New Users to Virtual Worlds



There is a lot of discussion about the "learning curve" associated with entering a virtual environment such as Second Life. We frequently read about individuals and groups who are hesitant to explore the virtual world because it is so "difficult". Many orientation processes created for new Second Life users reinforce that belief in a large "learning curve", as they include a long list of skills & actions spread over a collection of signs to read, paths to follow and buttons to click.


I am the first to admit that there is a HUGE amount of learning that needs to take place to take advantage of the many features of a virtual environment. But...and this is the key...I think we make mistake when we view an "orientation" process as an opportunity to present the full range of skills that might be used in SL. My belief is that an initial "orientation" should provide the new user with just the few things they absolutely must know to successfully engage in their first activity, and leave the follow-up learning for later. The "learning curve" is replaced with something much less confusing.


From our quest for the "perfect orientation" for our activities, I have actually identified only six items that a new user needs to understand and "do", to have a successful first experience with an ImagiLearning program. You may absolutely have different needs...based upon what you are doing...but my guess those needs are actually a pretty small list compared to what we normally assume we must do. Here is my list of the six skills that are included in our initial, new user orientation to Second Life.


1. How to get in. This is the normal bit about how to create an account, name your avatar, download the software and click on the SLURL to get to one of my islands to get started. I might offer this in an email or simply on our website. Very basic...very simple.


2. How to move. This might be as simple as a sign saying, "Press your cursor keys to move", and might include "follow the arrow". If they don't need to fly as a part of that first experience, leave it out...no matter how cool you think it is. Short and sweet.


3. How to control the view through your "camera". This includes one or two very basic steps to change from 3rd to 1st person view, and to be able to use that "ALT" key trick to zoom your camera in on an object to see the content for the activity.


4. How to sit down and stand up. Most people feel a bit awkward standing up while others are sitting, even in the virtual world, so we add this to just make everyone feel a bit better.


5. How to communicate. This is just some very simple instructions on how to turn on SLVoice (if it will be used), how to use the CHAT and IM feature.


6. Basic inventory use (and this one is optional). When the initial event for the new user includes their receiving notecards or objects, I'll include a very brief instruction on how to use the Inventory. This usually consists of a box to click on that gives you a T-shirt, followed by the steps for how to find that T-shirt and wear it.


Yes, there is a lot more to learn, but for most activities we do with first time SL'ers, these six skills are all they really need to have a successful first experience...and THAT is our ultimate goal.


I recently created an orientation process for a group that will be bringing educators in-world for the first time. That orientation consists of about 9 signs and a couple of boxes to click on...each sign with very simple text instructions...no fancy images or screen shots. As I have shown it to long-term SL'ers, their reaction has been, "Is that it? Is that all you are doing?" The reaction from the first-time people coming in has been, "Hey, this makes sense." Since my goal for an orientation is focused on the newcomers...I'm happy.


The design of an orientation should focus on the specific goals you have for those new people who will be using it. If the goal of the process is to help new users have a successful "First Experience", then the process will probably be more successful if it focuses only on those skills required for that first experience.


Bottom line, there is a difference between preparing someone for that first experience, and providing them access to learning skills they will need if they choose to stay in-world and learn more. Give them a successful first experience, and they will find the internal motivation to learn more. Give them a poor first experience, and they will join the ranks of those others complaining about that big "learning curve".