Change in Second Life

Hamlet posted a provocative piece yesterday, broadly stating that the reason that Second Life’s survival is threatened because we, the user base, are resistant to change – so much so, that we actively prevent Linden Lab from implementing the changes that could very well save Second Life.

I’ve already responded to the piece once highlighting the fact that it is far more rooted in Hamlet’s own perceptions of precisely what form SL’s future should take (closer FB integration), than on any objective review of Second Life, Linden Lab and the user base as a whole. But in doing so, I didn’t really touch on his core assertion that it is the user community who threaten SL with oblivion because we’re unwilling to accept that Things Must Change.

Before I delve too deep, let me say from the outset that, in terms of facing up to change, Hamlet is right; we are all resistant to change. Any change that is forced upon us and moves us outside our comfort zones of relationships, environment, knowledge, culture and so on, is going to generate resistance; it’s human nature, no matter what the environment; home, corporate or digital.

But resistance to change isn’t the issue. It’s how that resistance is managed.

The Corporate Angle

A frequent issue that occurs within the sphere of corporate change is that of the “implementation dip”. This is literally a dip in performance and confidence when any innovation or change is encountered that requires the acquisition of new skills and new understandings.

People experiencing the implementation dip are actually experiencing two kinds of problem that are interwoven: the social-psychological fear of change (being taken out of their comfort zone), and the lack of technical understanding or skills to either make the change work, or to work within the requirements predicated by the change. As a result, they resist.

For change to succeed, the leadership must understand and be sensitive to the implementation dip. Those championing change need to be able to switch between various leadership roles: they must be clear on the reasons for change, the goals that will be achieved and so on – and must present them concisely and openly (authoritative leadership). At the same time they need to listen and understand concerns, doubts and fears as they are fed back to them (democratic leadership) and seek to build good relationships within the workforce, even with those resistant to the idea the changes being proposed (affiliative leadership).

Embracing any resistance to change is crucial if the change is to succeed; by forging relationships with those resistant to change, good leaders can gain a clearer, deeper understanding of the potential impact the changes they are championing are liable to have. Thus, they can work not so much to define a structure – something that is actually quite secondary to successful change implementation – but a rather a culture wherein people may not fully agree with the changes, but they can appreciate the reasons why they are necessary. Further, they can themselves become stakeholders in the process of change who can further guide and inform both sides of the equation – management and workforce – to ensure that the programme is implemented successfully and that needs and concerns are properly addressed.

Say whut?

So what, precisely, does all this have to do with Second Life, Linden Lab and the user community?

This. There are strong parallels between Second Life and the corporate environment when it comes to change. Linden Lab are the management; they ultimately hold sway over the future direction of the platform. And while I’ve always loathed the term resident when referring to Second Life users, the fact of the matter is, we are more than “just” users; we have an “investment” in Second Life in much the same way as an employee has an investment in the company they work for. This “investment” comes in many forms: creatively, emotionally, culturally – and in many instances, financially. We put hundreds of hours a month into the platform, we give it form and substance. We are very much the engine of Second Life, in much the same way as the workforce is the engine of a corporate entity. As such, we are potential stakeholders when it comes to the matter of changes to the Second Life environment.

It’s a unique symbiosis. No other fully viable, commercially-strong virtual environment has such an symbiosis between platform owner and platform user – not yet, at least. Yet it is one that has been increasingly overlooked by Linden Lab itself; this in particularly true of the period between early 2008 and mid-2009,  marked as it was by three core changes driven by Linden Lab that did much to undermine the unique company / user community symbiosis. These changes were:

  • the Trademark Policy change
  • the OpenSpace  simulator policy switch
  • the Adult Policy changes and Zindra.

Each of these changes were handled almost entirely coercively: what the Lab says, the users will do. Period. Scant regard was given to the implementation dip. Consultative sessions, if held (and some were in the case of the latter two changes) were anything but. They were presided over either by the people who were given the task of implementing the changes specified more-or-less “as is”, or by employees who – with the greatest of respect – had little or no influence in matters. In the case of the former, there was an in-built inability to accept there being any issues with the plans they had developed; in the case of the latter, consultation was reduced to platitudes and promises to “get back” to people, a phrase that became synonymous with, “I’ve asked and the answer is ‘no'”.

Collectively, these three events, more than anything else in SL’s tumultuous history, lead to the creation of the gulf that now exists between the user community and Linden Lab. As Botgirl Questi notes in her own review of the Trademark Policy change in particular, these evens marked a shift in emphasis in how Linden Lab viewed Second Life.

Up until the Trademark Policy change, the Lab had encouraged the user community to think in terms of Second Life as being a creative partnership between users and Lab, with a shared responsibility for growing the platform. This paradigm shifted with the release of the Trademark Policy; it sent out a message that the Lab now looked upon Second Life in an entirely proprietary manner, that is was their product to do with as they saw fit. It was a message reinforced through the handling of both the OpenSpace / Homestead sims situation and the Adult Changes.

It was also an attitude underscored by Board member Mitch Kapor’s keynote presentation at SL5B in 2008, in which he suggested that while great things had been achieved in the first five years of Second Life’s history, the “pioneer phase” was drawing to a close and it was time for the early adopters (the user community) to stand aside and make way for the “pragmatists” (aka “big business”).

As a result of all of these events the wider perception of Linden Lab became one of a company that resented its users, and would in fact be happy to see them go elsewhere. It is highly doubtful that this is what was actually intended. Neither the Board nor the management of Linden Lab are malicious; out of contact, yes; but not malicious.

But in business, as the cliché goes, perception is everything.

By taking a coercive approach to the changes in particularly, Linden Lab demonstrated poor strategic thinking. While coercive management might be useful for certain, limited situations, it is one of the two most negative forms of recognised leadership techniques an individual or organisation could adopt. As a result, the bond of trust between the user community and Linden Lab was severely damaged – and has remained damaged ever since.

Who To Listen To?

Of course, no company can ever succeed in implementing change if it has to listen to and address the concerns of each and every employee. Similarly, LL can hardly be expected to listen to each and every user when it comes to matters of improving or changing Second Life.  In fact there are times when listening to the users simply isn’t that good an idea.

There are also times when we don’t do ourselves any favours because – in fairness – we exhibit the same faults as Linden Lab; we look upon Second Life as our property and as such, we can be prone to rants rather than constructive dialogue. We become outraged to the point where the context of our concerns is overwhelmed by the aggressiveness we use when facing Linden Lab.

But that said, neither of the above is reason for the Lab to entirely stop listening.

Major changes to Second Life, be they technology or policy related impact both Linden Lab and the users. And whether either side like it or not, as far as sustaining Second Life as a viable entity, both are still joined at the hip. So where change is liable to impact a sector of the user community – no matter how “small” that sector may be perceived to be – the onus is on Linden Lab to adopt a more authoritative / diplomatic approach to handling the change, and demonstrate more engagement and moderation when facing the inevitable implementation dip. They have absolutely nothing to lose in doing so – and quite possibly everything to gain.

Closing the Circle

In his article, Hamlet makes the assertion that “Second Life’s community resists and fears changing Second Life, even to save it from its current trajectory, which inevitably ends in oblivion.”

This isn’t true. The issue is not about the user community resisting change, it is about how Linden Lab communicate change to the community; how they engage with the community through the entire end-to-end process of implementing change.

The bond of trust is strained; some might say broken. The fault for this does not lie within the user community itself. Despite all that has happened, the community remains committed to the platform. One might even say that far from being an encumbrance to growth and development as Mitch Kapor suggested in 2008 and Hamlet would have us believe now, the user community is potentially the greatest asset Linden Lab has.

But until the matter of trust is addressed, until the Lab show a willingness to change their own approach to the matter of change and how change is to be communicated and implemented, their ability to leverage that asset  and build upon its goodwill and experience will remain detrimentally hamstrung, and all of us will lose as a result.

Further Reading

LL unveil the “Basic” Viewer

On the 16th March, Linden Lab pushed a new version of Viewer 2 into a Development release. Version 2.6.1.223988 has two modes associated with it: “Advanced” – the Viewer we are all now familiar with, and “Basic” – a version with a trimmed-down feature-set designed to get new users familiar with the Viewer and UI.

I downloaded a copy of the Viewer (thanks, Ann!), and took it for a spin. Here’s what I found.

Installation and Start-up

Installation is as you’d expect from a Second Life Viewer: simple and direct. Given this is a Development copy, it goes into its own folder, but be warned: the Viewer appears to use the same folders for caches, etc., as the Release version.

On starting the Viewer however, there is an immediate difference: the splash screen now has an additional button, which allows you to set the default mode of the Viewer – either BASIC or ADVANCED, with the former selected by default following installation.

The new Mode button

Toggling between the two modes is a little clumsy: you have to select the alternate mode, then quit the Viewer (you are prompted to do so) before manually re-starting. This shouldn’t be too much of an issue for those moving up from Basic to Advanced, but it would still be nice to see the re-start handled automatically: confirm your wish to quit and have the Viewer resume without you having to go find the icon and clicking on it once more.

The User Interface

Once the Viewer is started, things get interesting. For a start, there is no menu bar at the top of the screen, nor are there any options available to display one, or the Favourites bar by right-clicking up there. Instead, there is just the address bar and the media play / pause button and the volume control.

There is also no Sidebar.

The button bar at the bottom of the screen also demonstrates noticeable differences. The familiar chat box, Gesture and View buttons are there, everything else is somewhat different.

The Basic Mode Button bar

Replacing Speak (the Basic Mode does not support Voice), Move and Snapshot buttons, the new user has a range of function-specific buttons:

Destinations

Opens up a full-width window across the bottom of the UI, displaying all the major destination categories, thus:

The Destination window

Click on a category, and a new set of options is displayed, complete with a Browser-analogous “back” option to get back to preceding views. Clicking on an actual destination will teleport the user there – something that is potentially a little disconcerting the first time it happens, as there is no pop-up to warn the users as to what is about to happen; the screen simply blanks to the black teleport screen. Given there is no World Map or search function, the Destination button is pretty much the only way of getting around the Grid with the Basic mode.

My Avatar

Opens up a full-width window in much the same way as Destinations, but this one featuring a range of avatar looks, defined both in terms of ethnicity and dress style

The My Avatar window

Clicking on an avatar option will automatically drive the user’s appearance and clothing to change to the selected option – again, a very clean, easy way for new users to quickly change their look and style to something they are happier with. Given there is no way to edit appearance, or get to any form of Inventory, it is also the only way to change an avatar’s appearance.

People

Opens up a compact form of the People tab from the more familiar Viewer 2 sidebar.  Most of the functionality here is the same as for the full Viewer, other than the options found under the Tools “cogwheel” icon. This has been simplified to have only the View Profile,  Add Friend, IM, Teleport and Block, Report and Zoom In options.

Profile

Opens up the Viewer Browser to display the avatar’s profile.

How To

This is potentially the most useful button for new users, and is well-presented for what it does. As the name implies, it presents a series of what I’d call “cue cards” on how to perform basic tasks: walking, talking, starting an IM, flying, changing the user’s view, using the keyboard to change the view, and using the Destination and Avatar buttons.

Options can either be paged through using the intuitive “>” and “<” buttons, or by clicking on the top menu and selecting an option from the drop-down list.

Two of the How To button “cue cards”

In-world Interactions

In terms of in-world interactions, the Basic Mode of the Viewer functions pretty much as with the “full” Viewer, but with a reduced option set; as one might expect, there are no  options to build or edit objects, for example. However, there are also some nice touches: left-click on the centre of another avatar, for example, and a blue dot is displayed. Release the mouse button and your avatar walks directly to them (although this can cause a few bumps and shoves if the route is not clear between the two avatars!).

Right-clicking on another avatar displays a simplified menu, comprising View Profile, Add Friend and IM, and the Block, Report and Zoom In options. Simply pointing at another avatar displays the familiar name pop-up and “information” symbol that in turn leads to their “mini-Profile” and IM / Profile / options buttons.

Similarly, right-clicking on an object provides a four-function menu comprising: Sit Here, Stand Up, Zoom In and Touch. The last displays any menu associated with the object (providing the menu is contained in the root prim, obviously).

One further thing that is glaringly absent from the Basic mode UI and in-world interactions, is that the user has no ability to either purchase Linden Dollars or make purchases. Given this is designed to be a basic introduction to Second Life, one can understand why such options have been left out. However, while “Shopping” itself is not included as a category in the Destination options, the new user isn’t going to travel far before they do encounter opportunities to buy things – and the fact that they can’t using the Basic mode could see it being abandoned before it has served its purpose.

Impressions and Thoughts

As a first-cut “introductory” Viewer, the Basic mode is not that bad; it offers what is essentially a point-and-click approach to finding your way around in-world – something that pundits have been crying out for – while at the same time presenting a relatively clean and easy-to-follow user interface that will help the new user gain familiarity with the basic functionality of the Viewer as a whole.

The Destinations button is particularly useful in getting new users out and about, again given there is now search or world map; while the avatar button makes it relatively easy to change looks – albeit it with shape as well.

However, while the How To button and “cue cards” have been well laid-out, one cannot help but think they would benefit from a few more items: how to jump, a quick explanation of left and right clicking on objects, etc., just for those that are nervous about simply diving in and click all over the place. Similar, a brief overview of common terms would not go amiss: what is a Profile? What is the “cogwheel” button? What does “Report” mean? And “Block”? “How do I unblock someone I blocked by mistake?”

Another concern is that while the Basic mode is very good as a first look, the step up to the “full” version of the Viewer is nevertheless huge. It would be useful if, on first detecting the mode has been changed, the Viewer itself could direct the use to the Quick Start Guide and offer the new user a smoother transition from Basic to Advanced modes. This would be invaluable, given the fact that core elements of functioning in Second Life – inventory, search – are completely absent from the Basic mode, and as such, liable to leave the user somewhat confused.

Finally, and given the recent RedZone situation, and the fact that devices like it are still very much in operation in-world, one would prefer to see the Viewer start-up in either Basic or Advanced modes with the media turned off – together with a How To “cue card” on how to turn it on. It would also be nice to see the Media Filter included as a part of the Basic Viewer, again with a simple “cue card” guide.

These points aside, the Basic mode is a good first step for users entering Second Life for the first time. Even the lack of any ability to buy things can be forgiven, despite my earlier reservations; it provides enough impetus for people to find their feet in SL and get the basics under their belt. Certainly, given this is only a first look, there doubtless can and will be opportunities to tweak it as people coming into SL are exposed to it, in order to ensure it does adequately meet the needs of new users.

Kudos to the team who have been working on it!

If you wish to have a look yourself, the Development version can be found here.

Hamlet – out of touch?

Ann OToole tweeted a link to Hamlet Au’s latest article over on New World Notes. Now, I’ve always viewed a lot of Hamlet’s writing with a critical eye, I’ll admit. While there have been times I’ve agreed with him – there have been equal times when I’ve found his views overly biased and, well, wanting.

In the case of his latest post, I have to say I find him not so much wanting, as flat-out wrong.

It is Hamlet’s contention that the real reason that Second Life is flatlining in terms of growth is down to no other reason than – wait for it – we the users ourselves.  We are apparently so frightened by the concept of change, that we are in effect preventing Linden Lab from making the kind of changes that are needed to “save” the platform; that the Lab is somehow paralysed because any attempt at change is instantly met by a howling outcry that rules against ideas being implemented.

As evidence of this, Hamlet cites two of his recent posts – one of which was a contentious push of his own Facebook agenda.  Leaving aside his attempted change-of-focus of that article when he refers to it in his latest piece, Hamlet fails to appreciate that the perceived “backlash” against his post was not so much because it demonstrated a reluctance among users to accept and embrace change, but rather against his position that the only way for Second Life to survive is to get a lot closer to Facebook.

Arguably, the reverse is actually the case. While many might not agree with him at times, John Dvorak makes a reasonably good case for Second Life keeping away from Facebook.

In repeatedly calling for “closer ties” to Facebook, Hamlet seems unable to grasp something: Second Life IS already a social medium. It’s also something, in fairness, that is lost on some at Linden Lab.

Where else can one experience such a rich and diverse world of entertainment, interaction and culture in such a free-form, immersive manner? Facebook? Not likely. Second Life encourages more than yet another point-and-click, “do as we say” approach to digital interaction. It inspires creativity; it encourages a deeper social interaction – of actually making friends rather than simply forming a small, closed circle of (generally) family and close friends. It gives wings to the imagination for those who wish to soar – prims and (soon) Mesh give rise to magnificent and engrossing worlds and environments that go far beyond the two-dimensional point-and-click ethos of Facebook.

Almost a year ago, Philip Rosedale spoke about “breaking down the walls” around the Second Life garden. It was an impassioned address. While there may have been various nuances to his speech, I really don’t think he was talking about replacing one set of walls for another. And make no mistake, by comparison with the richness the depth that can be found in Second Life, Facebook is a constrained, restrictive world of glass walls. This is not to say it is without value for those who use it – far from it. But when compared to Second Life, it cannot come across as anything less than shallow by comparison.

Certainly, there are areas where links between Second Life and Facebook should be explored and accepted: while it is unlikely that Second Life is going to have a mass appeal with Facebook users, it is nevertheless true that some Facebook users could very well find Second Life attractive. As such, there is benefit in leveraging Facebook as a means of advertising Second Life and reaching out to a wider audience. But again, this is way different to (as has unfortunately been the case) – trying to drive Second Life users into the waiting arms of Facebook.

Leaving the Facebook issue aside, it is hard to see where Hamlet can definitively state the existing user base is stagnating Second Life. Yes, there are at times very vocal minorities. Yes, people do at time dig their heels in at changes. However, I’ve yet to see either of these actually stop Linden Lab for the most part from implementing changes. Outcry didn’t stop the OpenSpace farrago, the Adult Policy Changes debacle and the like. And in many instances, changes are actively being cried out for – like Mesh.

There are many issues with Second Life, sure. There is much to be sorted out, technically and in terms of policy and direction. But to suggest that the problems associated with moving SL forward start and end with the current user base is to shoot very, very wide of the mark.

Whether Hamlet likes it or not, the established user base is actually passionate about the platform. We care about it and its future. It’s why many of us are here after years of highs and lows that have seen us at times battered and cajoled. Fact is, we probably have a clearer idea of what could make Second Life swing than any single individual caught by his own bias and – dare I say – feeling a little hurt at the reaction to his repeated flogging of the Facebook pony.

I’m a Twit!

OK…ok.. so technically it’s “I’m a Tweeter”, but you get the message :).

Yes, I finally took the plunge and entered the world of Tweeting. You can catch me at @InaraPey. Hope to say “hi” to a few of you soon!

zFire Xue gone

The account belonging to zFire Xue, creator of RedZone, together with at least one of his alts, “theBoris Gothly”, has gone from Second Life.

So to have the contents of zFire’s store. The news came at around midnight, UK time with posts appearing both in the ever-Epic SLU Thread and people Tweeting on the matter as well.

As the news spread, people started heading for the sim where zFire had his shop – and sure enough, the place was empty.

So – is this a cause for celebration? Is the great hoo-haw over and done with?

Well…sadly, no.

Sure, there is some reason to celebrate; RedZone has been the focus of a lot of effort, and deserves a moment of celebration; but the fact remains that at the time of writing:

  • Certain locations across the grid were apparently still running RedZone
  • RedZone remained available on SL Marketplace
  • Others whom seem to be involved with zFire Xue remain active in Second Life – indeed, one such individual ejected the 30-or-so people checking over zFire’s shop…

That the product is still on the Marketplace could be down to nothing more than a delay in getting things sorted over at LL. That those associated with him have not gone could be down to just that – they are associated with him and his device, rather than clearly and unequivocally part and parcel of its creation or a part of selling it directly in-world or via the Marketplace (where zFire Xue used his “TheBoris Gothly” alt). That RedZone devices are still appear to be functioning in-world is again a little confusing: unless purging them from the LL servers is taking time as well.

Assuming that zFire has gone, and that RedZone is to be removed from the Grid and the Marketplace, than there is cause for celebration to a point. However, the media exploit still exists, there are other devices still out there, and so there is still more work to be done.

Addendum 16th March 16:45

A further quick tour of sims known to be using / hiding RedZone showed that none of them caused a media filter alert of any kind that pointed towards the RedZone URL, or anything of suspicious concern.

Elsewhere it is reported that RedZone devices have had scripts pulled from them. Given that RedZone users were previously instructed by zFire to move the scripts from his own device to prims of their own making, this would seem entirely logical: zapping the scripts would be more effective that simply pulling devices tagged with zFire Xue as the creator.

zFire Zue himself went on the warpath prior to his ban from SL (the interview took place on the Saturday prior to him being banned, but was published – ironically – on the day of his ban), and indicated a potential link between himself and the Knights of Mars, a vigilante group that can allegedly  – and for a fee – get any user banned from SL. Given his companions are still involved in world, some are speculating on whether this matter has entirely closed with regards to RedZone.

2011 SL Fantasy Faire

“From Saturday April 2nd to Sunday April 10th 2011, thousands of Second Life residents and creators are coming together to support the American Cancer Society’s vision of a world without cancer.  Friends Fighting Cancer (FFC) have transformed nine sims of Second Life into a fantasy wonderland:  the Fantasy Faire 2011 to benefit Relay for Life of Second Life (RFL of SL).

“The Fantasy Faire 2011 is the largest gathering of fantasy designers, enthusiasts, roleplayers and performers in the virtual world.  Ten days of commerce, special events, live music concerts, exclusive items auctions, RFL ribbon hunts and fundraising to benefit Relay for Life and the fight against cancer.  Avatars, clothing, furnishings, gadgets, goodies and exclusive items are available from top SL Fantasy Creators in stunning sims designed by builders creating some of the most noticeable fantasy spots on the SL destination guide.”

These are the opening pragraphs of the official 2011 Fantasy Faire press release.

It promises to be one of the largest user-organised events in Second Life, and it is all in a very good cause.

Find out more:

With thanks to Ciaran Laval.