Advertisement

Abstract

In recent years virtual worlds left their origins driven by new technologies. As a consequence 3D-based environments moved into business related domains and are used e.g. to support virtual meetings or product presentations. However, enterprises have to consider that a large share of companies’ employees still fits to the definition of so-called digital immigrants. While younger employees are familiar with the usage of 3D-based environments, navigating in virtual rooms might be challenging for digital immigrants. This could limit the usage of virtual worlds for business related contexts. We therefore conducted usability tests with digital immigrants in virtual worlds and analyzed their experiences. Our results show that in fact digital immigrants face problems when using virtual worlds. Based upon our study we discuss how to improve the usability of virtual worlds for this group of users.

Keywords

Virtual worlds usability digital immigrants 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    O’Reilly, T.: What is Web 2.0: Design patterns and business models for the next generation of software. Communications & Strategies (2007)Google Scholar
  2. 2.
    McLoughlin, C., Lee, M.: Social software and participatory learning: Pedagogical choices with technology affordances in the Web 2.0 era. In: ascilite, Singapore (2007)Google Scholar
  3. 3.
    Poian, M., Cagnina, M.R.: Business Models and Virtual Worlds: The Second Life Lesson. SSRN Electronic Journal, 1–24 (2010)Google Scholar
  4. 4.
    Arora, V., Khazanchi, D.: Sense of Place in Virtual World Learning Environments: A Conceptual Exploration. In: MWAIS 2010 Proceedings (2010)Google Scholar
  5. 5.
    Warburton, S.: Second Life in higher education: Assessing the potential for and the barriers to deploying virtual worlds in learning and teaching. British Journal of Educational Technology 40, 14–426 (2009)MathSciNetCrossRefGoogle Scholar
  6. 6.
    Bartle, R.: Designing virtual worlds. New Riders (2004)Google Scholar
  7. 7.
    Castronova, E.: Synthetic worlds: The business and culture of online games. University of Chicago Press (2005)Google Scholar
  8. 8.
    Davis, A., Murphy, J.: Avatars, People, and Virtual Worlds: Foundations for Research in Metaverses. Journal of the Association for Information Systems 10, 1 (2009)CrossRefGoogle Scholar
  9. 9.
    Cahalane, M., Feller, J., Finnegan, P.: Investigating Collaborative Development Activities in a Virtual World: An Activity Theory Perspective Investigating Collaborative Development Activities in a Virtual World: An Activity Theory Perspective. In: ICIS 2010 Proceedings (2010)Google Scholar
  10. 10.
    Bell, M.: Virtual Worlds Research: Past, Present & Future. Journal of Virtual Worlds Research 1 (2008)Google Scholar
  11. 11.
    Messinger, P., Stroulia, E., Lyons, K.: Virtual worlds—past, present, and future: New directions in social computing. Decision Support Systems 47, 204–228 (2009)CrossRefGoogle Scholar
  12. 12.
    Stieglitz, S., Lattemann, C., Fohr, G.: Learning Arrangements in Virtual Worlds. In: 43rd Hawaii International Conference on System Sciences (2010)Google Scholar
  13. 13.
    Stieglitz, S., Brockmann, T.: Virtual Worlds as Environments for Virtual Customer Integration. In: 45th Hawaii International Conference on System Sciences, pp. 1013–1020 (2012)Google Scholar
  14. 14.
    Stieglitz, S., Lattemann, C.: Experiential Learning in Second Life. In: 17th Americas Conference on Information Systems, Paper 238, USA, Detroit (2011)Google Scholar
  15. 15.
    Lattemann, C., Stieglitz, S.: Challenges for Lecturers in Virtual Worlds. In: 20th European Conference on Information Systems, Paper 243, Barcelona, Spain (2012)Google Scholar
  16. 16.
    Zerfaß, A., Zimmermann, H.: Usability von Internet-Angeboten: Grundlagen und Fallstudien. Fachhochschule Stuttgart - Hochschule der Medien (2004)Google Scholar
  17. 17.
    Kaplan, A., Haenlein, M.: The fairyland of Second Life: Virtual social worlds and how to use them. Business Horizons 52, 563–572 (2009)CrossRefGoogle Scholar
  18. 18.
    Enright, A.: How the second half lives. Marketing news (2007)Google Scholar
  19. 19.
    Hemp, P.: Avatar-based marketing. Harvard Business Review 84, 48–57 (2006)Google Scholar
  20. 20.
    Prensky, M.: Digital natives, digital immigrants. On the Horizon 9 (2001)Google Scholar
  21. 21.
    Bennett, S., Maton, K., Kervin, L.: The ‘digital natives’ debate: A critical review of the evidence. British Journal of Educational  Technology 39, 775–786 (2008)CrossRefGoogle Scholar
  22. 22.
    Margaryan, A., Littlejohn, A., Vojt, G.: Are digital natives a myth or reality? University students’ use of digital technologies. Computers & Education 56, 429–440 (2011)CrossRefGoogle Scholar
  23. 23.
    White, D.S., Le Cornu, A.: Visitors and Residents: A new typology for online engagement. First Monday 16 (2011)Google Scholar
  24. 24.
    Oblinger, D., Oblinger, J.: Is It Age or IT: First Steps Toward Understanding the Net Generation. Educating the Net Generation 29 (2006)Google Scholar
  25. 25.
    Virvou, M., Katsionis, G.: On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 1–22 (2008)Google Scholar
  26. 26.
    Slone, D.: A methodology for measuring usability evaluation skills using the constructivist theory and the second life virtual world. Journal of Usability Studies 4, 178–188 (2009)Google Scholar
  27. 27.
    Nielsen, J.: Usability inspection methods. In: Conference Companion on Human Factors in Computing Systems, pp. 413–414 (1994)Google Scholar
  28. 28.
    Virzi, R.: Refining the test phase of usability evaluation: How many subjects is enough? Human Factors: The Journal of the Human Factors and Ergonomic Society 34, 457–468 (1992)Google Scholar
  29. 29.
    Nielsen, J.: The usability engineering life cycle. Computer (1992)Google Scholar
  30. 30.
    Sarodnick, F., Brau, H.: Methoden der Usability Evaluation. Verlag Hans Huber (2006)Google Scholar
  31. 31.
    Scheier, C., Heinsen, S.: Aufmerksamkeitsanalyse - Usability praktisch umsetzen, pp. 154–167. Carl Hanser, München (2003)Google Scholar
  32. 32.
    Dragg, C.M.: Usability Testing and Research. Longman Pub. Group, Barnum (2001)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Haind Lu
    • 1
  • Tobias Brockmann
    • 1
  • Stefan Stieglitz
    • 1
  1. 1.Department for Information SystemsUniversity of MuensterMuensterGermany

Personalised recommendations