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Visual SolSys Sim
Design Document
From the Contact Consortium Brainstorming Session of July 1-2, 1995
Version 1.1: July 9, 1995

Contents
I. Brainstorming Inputs to the Design
  1. Discussion with Dr. Reed Riner on his requirements and vision of a visual SolSys.
  2. Round of inputs from attendees on their vision for visual SolSys
  3. Creation of requirements matrix: social/cultural define the space/interface
  4. SolSys Dreams

II. Fundamental Decisions Regarding the Design

  1. Fundamental decision on a single interface metaphor
  2. The Shape of the Sim
  3. Goals of the Sim
  4. High Level Architecture
  5. Attributes of the Sim

I. Brainstorming Inputs to the Design

1. Discussion with Dr. Reed Riner on his requirements and vision of a visual SolSys.

a) Social Features of a Visual SolSys Sim

b) Technical Features of a Visual SolSys Sim

c) Administrative Issues of a Visual SolSys Sim

2. Round of inputs from attendees on their vision for visual SolSys

a) Socio-cultural

b) Technical

c) Administrative

3. Creation of requirements matrix: social/cultural define the space/interface

  • Free self expression
  • Avatar construction kit
  • Customizable rooms, personalized home-building kit
  • Who am I and what do I do?
  • Total list of jobs, bios
  • Personal resources (library, tools, money)

  • What is my relationship to the community?
  • Unique characters
  • Mechanism to limit anonymity
  • List matching R.L. to avatar names
  • History or biography that others can access
  • Groups and affiliations
  • Community rewards and punishments
  • Thank you notes that all admins know about
  • Acknowledgment for actions (praise or admonishment)

  • Uniqueness
  • Only one name and avatar available (no duplications)
  • Password
  • What spaces and services does my community provide?
  • Janitors
  • Bouncers
  • Complaint and Help desk
  • Mail
  • Media
  • Walls for public expression
  • Meeting spaces
  • Social spaces
  • Private spaces
  • Transportation
  • Customizable people-movers
  • Inter-colony communication

  • How do I tell time?
  • Sim clock
  • Real time clock
  • Task oriented "telescope" clock

  • How do I perceive my avatar's world?
  • Stay in the metaphor
  • No abstraction outside the avatar
  • See the room my avatar occupies at all times
  • Maps (scales) "you are here"
  • Mirror: see myself (avatar)
  • No "godlike" views
  • No disappearing: home is the only teleport
  • Are there metapeople (gods/wizards)?
  • Two characters for alums and admins (one with no power to be in the sim, and one with power who is invisible and voiceless)
  • Angels?

4. SolSys Dreams

Students should spend little time creating timeline because most of the timeline is given; then more social stuff can be added to the timeline like personality of colonies, rivalries, etc. upon which future interaction can be based.


II. Fundamental Decisions Regarding the Design

1. Fundamental decision on a single interface metaphor

Avatar-View of the world

No popping out to menus or use of arcane commands

A long term vision

2. The Shape of the Sim

a) The Off-Sim

time-out for emergencies

a sim within a sim

lab concept

off-sim meeting

b) The Under-Sim:

Artificial Intelligences, backups, programming, expert knowledge:

libraries

stories

mythos

c) The Over-Sim:

Roles for Admins, Alums, instructors, gods, Virtual Experts:

Goals for the Sim itself

3. Goals of the Sim

a) Educational Goals

Science, math, history, economics, politics, sociology, engineering, anthropology, etc.

Personal communication skills

Critical thinking skills

Research skills

Writing skills

Teamwork

Work in a multidisciplinary team

Multicultural

Distance learning

Computer and Internet skills

b) Socio-Cultural Goals

4. High Level Architecture

Plot line beforehand

Food shortages, etc. should be at the colony level, not the individual level

Checklist: if specific list of things is done, then everything is fine; if not, random things go wrong

There should be certain challenges to the individual and the colony as a whole in order to keep people from getting bored

5. Attributes of the Sim

See Requirements Matrix for additional attributes


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Please send any comments to Nancy Zuidema

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