Authoring for Navigation in 3D Worlds
By Susan Lynn Kropf

Let's face it: navigating a 3D world using many of the current VRML browsers is a difficult proposition at best. Users often wind up upside-down, staring off into space, or miles from where they intended to be. And frustrated users are unlikely to come back for repeat performances. Much of the difficulty can and is being addressed by browser writers. As developers do user testing, learn from the gaming and research communities, and iterate on designs, the browsers will get more usable. But until then, there are plenty of things you, as a VRML author, can do to help users have a good experience.

One, one thousand, two one thousand...

The first three things to think about when designing worlds for good navigation are frame rate, frame rate, and frame rate. As the frame rate drops below about 5-7 frames per second, navigation gets increasingly difficult. If the user is moving at all quickly, there will be large jumps in position between each frame. First you're here, then *poing*, you're 30 meters ahead. This is disconcerting, to say the least, and makes both quick movement and fine positioning very hard to do.

Solutions:

Help, I'm blind! (or Nobody told me this thing had feet.)

Try this: take a piece of posterboard and cut a six-inch by three-inch rectangle out of the middle of it. Now, hold it up in front of you and (ignoring all the funny looks you will get) try walking around, looking only through the rectangular hole. You will probably trip over a few things and bang your knuckles on a doorframe before you get very far. That's the experience that we're all having in 3D worlds. Users can't see or feel their feet, so when they hit their shins on something, it's difficult to understand what is happening.

Solutions:

The first step to a cure is recognizing the problem...

"Yesh, ossifer, I can walk a straight line if I could just get this browser to do what I want..." In many browsers, it's rather tough to make fine corrections. Getting from here to there often involves a few swings back and forth as the user corrects, then overcorrects, then corrects again, etc.

Solutions:

Where am I? Where was I?

We can learn from folks who have been studying the problem of people navigating for a long time. It turns out that there are a few basic ways that people divide up the world when they're thinking about navigating [1,2]:

Solutions:

Now what?

You've gotten the user to click on your very snazzy world, they've waited for the inlines to appear, they're all ready to have a great experience, and ..... How does a user know what there is to do and to see??

Solutions:

How do I get off this crazy ride?

You click down, give the mouse a confident sweep.....and suddenly end up feeling like a bird who smacked into a window. The world revolved around you, and you're up-side down and backwards. What happened?? You thought you were in "Walk" mode, but you were actually in "Examine". Ooops.

Solution:

References

[1] Lynch, K. (1960). The Image of the City. Cambridge: MIT Press.

[2] Darken, R.P. and J.L Sibert, A Toolset for Navigation in Virtual Environments, in UIST '93. Atlanta, GA: ACM Press.

Susan Lynn Kropf is an Interaction Designer for Silicon Graphics.

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