User interfaces for self and others in Croquet learning spaces

J. Lombardi, M. McCahill
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引用次数: 10

Abstract

Croquet-based learning environments should combine a rich media vocabulary with a distributed multi-user social experience. Such environments can provide unique opportunities for creating and delivering experiences that enhance online teaching and learning. Designing a user interface for such collaborative spaces presents several unique challenges. To enable productive interactions between users of such spaces requires that software designers choose what sorts of social interactions and cues to support such interactions within the collaborative space, and which to avoid. Design considerations are further complicated by the need to accommodate usability expectations created by users who are familiar with modern video game conventions while at the same time creating a user interface that provides an accessible path to the novice user of three-dimensional collaborative virtual environments. In this paper we examine how the user interface must explicitly address the boundary between private and public in a virtual collaborative social space, and propose a set of initial user interface conventions so that we can start the trial and error process of developing the optimal user interface for Croquet-based collaborative spaces to support learning and instruction.
用户界面为自己和他人在槌球学习空间
基于槌球的学习环境应该结合丰富的媒体词汇和分布式的多用户社交体验。这样的环境可以为创造和提供增强在线教学的体验提供独特的机会。为这样的协作空间设计用户界面提出了几个独特的挑战。为了在这些空间的用户之间实现富有成效的交互,需要软件设计师选择哪种类型的社会交互和线索来支持协作空间中的这种交互,以及避免哪些。由于需要适应熟悉现代电子游戏惯例的用户所产生的可用性期望,同时创建一个为三维协作虚拟环境的新手用户提供可访问路径的用户界面,因此设计考虑变得更加复杂。在本文中,我们研究了用户界面必须如何明确地解决虚拟协作社交空间中私有和公共之间的边界,并提出了一组初始用户界面约定,以便我们可以开始为基于槌球的协作空间开发最佳用户界面的试错过程,以支持学习和教学。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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