Getting starting with sculpting and scripting in
an environment like Second Life is not too complex,
but achieving a professional look-and-feelwith usable
and reliable user interactions requires some degree of
sophistication. An audit of in-house skills may help
decide whether third-party developers should be em-
ployed. If the budget does not allow for a full devel-
opment to be contracted out, it is still possible to pur-
chase specific services from within the Second Life
market place, which includes a lively community of
skilled ‘scripters’. Some fixtures can simply be pur-
chased and installed, so, it is worth doing some virtual
shopping.
A long term view of how the technology fits
within a pedagogical program or institutional strat-
egy is also advisable as costs do not stop after the
initial software development. As well as the ongo-
ing maintenance fees to keep the virtual world sim-
ulations running, a serious amount of effort may be
required in order to reshape and repurpose the space
as new needs emerge, and to look after the virtual as-
sets. The ever changing underlying services and new
community trends are other factors to be taken into
account in long term planning. One also needs to con-
sider how to engage with users. It is highly likely for
user training and support to be needed, particularly for
adult users who may not have encountered this type
of technology before. Considerations of accessibility
are also paramount, as is the relation of this technol-
ogy with more traditional technologies which may be
available to users, and how such a relation may affect
the overall teaching and learning experience.
In setting up a virtual world development project,
it is worth choosing an appropriate development
method or philosophy which fits the needs of your
project and team culture, and adhering to its design
principles. The choice of POE on this project was par-
ticularly fruitful, especially the guidance it provides
to handle risk, validation and traceability of artefacts
and decisions.
When the development team is distributed, some
consideration should be given to which practical tools
should be used to track artefacts and decisions, as well
as which decision processes should be followed, with
a clear understanding of roles and responsibilities. In
case of contractual work, IP issues should be explored
and a formal agreement reached.
Finally, a successful team will have a good mix
of skills, including understanding pedagogy, soft-
ware design, and user-centred design: virtual worlds
are very graphical and interactive, so a major effort
should go into envisaging the 3D rendering of any
learning or teaching experience one may like to in-
clude in the simulation.
4 CONCLUSIONS
The paper has reported on our experience of devel-
oping a virtual world for higher education using Sec-
ond Life. The context was an innovation project in
which virtual worlds are used as one of the key tech-
nologies to support an eResearch programme. The
project is noteworthy as a case study due to its rela-
tively large-scale and the strategic significance of the
virtual worlds within the programme. By sharing our
experience on key development issues which we have
encountered, we hope to be of help to educators and
educational technologist wanting to embark in similar
enterprises.
From our personal perspective as Computer Sci-
entists, our experience has highlighted some chal-
lenges and opportunities arising from developing im-
mersive software, and has shown how some of the
basic assumptions and practices which characterise
more traditional forms of software development do
not always sit comfortably within this new paradigm,
while others are enhanced by it. Perhaps the most
striking effect of this paradigm on practice which we
have observed is the way it changes the nature of
the customer/user/developer relation, yielding more
participative forms of design and problem solving.
The effect is that customer and user validation be-
comes pervasive throughout the development pro-
cess, rather than a bolt-on activity towards the end
of the life-cycle. From our experience, it appears the
paradigm offers much potential for distributed collab-
orative problem solving and decision making, which
could be exploited within software engineering activ-
ities, particularly in the establishment and validation
of system requirements and early design. The project
has however also highlighted a number of shortcom-
ings, some that can be attributed to the immaturity of
the technology itself, e.g., the lack of proper repos-
itories, others which are intrinsic to the paradigm,
which is highly visual and does not afford any sophis-
ticated handling of, for instance, textual information.
The project, nevertheless, has illustrated how the use
of more traditional 2D social networking technology
could mitigate such shortcomings. Still an open ques-
tion remains as to the extent the two paradigms could
be blended and enhanced for best effect.
Also from a Computing perspective it was inter-
esting to notice how POE, a fully-fledged engineer-
ing design framework with a track record in high-
assurance systems, could still be employed effectively
on this project, albeit in a distilled form. From what
we have observed, a light version of POE appears to
be highly suitable for socio-technical projects, such as
that reported here, particularly when a large number
LESSONS LEARNED IN DEVELOPING A SECOND LIFE EDUCATIONAL ENVIRONMENT
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