North American Web Developers Conference, October 1998:

Moo in Your Face: Researching, Designing, and Programming a User-friendly Interface

Mark Haas/Clinton Gardner
Dakota State University/Salt Lake Community College


ABSTRACT

The use of MOOs in composition classes has spawned an often rancorous debate on their effectiveness between zealous promoters and zealous detractors of MOOs. Among the issues, the promoters point to the capability for student collaboration and conversation throughout the writing process as a valuable feature of MOOs. The detractors draw attention to the difficulty for users to negotiate the somewhat arcane, text-based interface. The standard method of logging into a MOO (a no-frills Telnet client) affords no easy, intuitive way for users to learn how to exist in that virtual world, and conversations through such an interface are often very confusing. To become comfortable with a MOO, students have to use the MOO for several days if not weeks and become competent with a series of complex commands, all the while building a conceptual idea of the virtual space. The learning curve of the MOO, as well as its confusing interface, the detractors insist, blockades effective use.

Since we were aware of those concerns, and, in many ways, shared them, we attempted to implement or to create a variety of interfaces that are easy for novices to access, use, and understand. As our main goal, we did not wish to limit access to our sites to people only owning specific types of computers. At this point we have programmed an IBM PC compatible interface using Pueblo from Chaco Communications, Inc., a Java based interface using CupOMud by Alex Stewart, and a "WOO" interface developed by Charles Willgren, and the authors. To ensure that users with Macintosh computers have access, we have implemented Amy Bruckman's MacMOOse client and Juggler by Andreas Dieberger.

We have noted that these interfaces allow users to access and function in the MOO more quickly than a purely textual-based client did. We have created a sense of presence for the virtual environment through a point-and-click menubar, and navigational features (point-and-click exits and graphical maps, and images for various rooms). Through these elements we have given users something real to compare the virtual with, giving the MOOs an air of familiarity and the user a feeling of proximity.

In this presentation we will demonstrate how our work in programming a variety of interfaces for our MOOs lead to a more intuitive environment for students and instructors who use our MOOs. The ultimate goal of the paper is to explore the benefits of developing graphical interfaces for use in educational MOOs. Through this exploration we will discuss the future of MOOs in educational settings.

Keywords: computer-mediated communication, telnet, MOO, interface design, sense of presence, Pueblo, Java


Introduction

Since computers were first used in composition classrooms, there have been consistent difficulties in training student users in how to make use of the technology while accomplishing the goals of the class. This training difficulty is no more evident than in computer mediated communication (CMC) environments like MOOs. Promoters of such environments point to collaboration and empowerment as their most valuable feature. Detractors draw attention to the difficulty for users to learn the intricacies of computer-based environments without a great deal of training. For MOOs in particular, detractors indicate that many users find the somewhat arcane, text-based interface extremely difficult to negotiate. For example, the standard method of working on a MOO (a no-frills telnet client) afforded no easy way for users to learn how to participate in the world. To become comfortable with a MOO, users have to use it for several days, and become comfortable with a series of commands, all the while building a conceptual idea of the virtual space. The learning curve of the MOO, as well as its confusing interface, detractors insist, blockades effective use.

In this presentation we will explore the effects interfaces can have on users of MOOs. In order to establish a context for MOOs in CMC, we will first review relevant research on the value of CMC to composition studies, linking that research with an overview of two important CMC communications systems: Daedalus Integrated Writing Environment, and the environment that carries such a system even farther: MOO. After an overview of the successes we have attained in using MOO, we focus on the problems that using a MOO as a communications environment presents. Determining that the textual interface of the MOO is the source of the difficulties, we demonstrate how the development of a graphical interface is more intuitive and allows users to share in a MOO more readily than with the non-graphical interface. Throughout the paper we will clearly demonstrate the effects of the research we have conducted, and the programming we completed to address our audience's needs and desires. In all, our purpose for designing the interface is to ensure that MOO continues to be used and be on the forefront of CMC environments.

Composition Theory and the Value of CMC

Because of the simultaneous influences of social constructivism and computer-mediated communication’s potential for collaborative work, much scholarly discussion of the value of CMC for writing instruction has occurred in the past decade. To illustrate, several articles in the 1990 collection Computers and Community highlight typical arguments. Thomas T. Barker and Fred Kemp conclude that an understanding of the educational environment from the context of "network theory" empowers students and transforms the classroom into a social community of learning. What Barker and Kemp see as CMC’s impact on students and teachers echoes throughout the majority of the essays. Kathleen Skubikowski and John Elder, in their contribution "Computers and the Social Contexts of Writing" discuss the student construction of a writing community through "networked corresponding." Several others focus on political and pedagogical issues, such as feminism, teacher decentering, student collaboration, and student authority (Selfe; Langston and Batson; Handa). Carolyn Handa, editor of the collection and writer of the final essay, provides a key to the social constructivist use of the computer in composition. Acknowledging that computers are changing the dynamics of the classroom and larger educational contexts, she calls for the use of computer-mediated communication (CMC) over computer-aided instruction (CAI):

The pedagogical effect of [CMC] is that we remove ourselves from the position of authority in order to challenge the traditional classroom dynamic . . . . Computers can in this [CMC] context demarginalize students traditionally excluded at the boundaries of discourse, validate the contributions of students, . . . and allow more creative invention to occur. (170) Handa thus theoretically grounds further integration of CMC in the composition community. The publication of further collections that focus on issues involved with computer use (Hawisher and Selfe 1991; Selfe and Hilligoss 1994) seem to indicate that investigating and using computer-mediated communication (CMC) is appropriate for students of composition and rhetoric.

CMC of Daedalus and MOO

Many writing instructors cut their CMC teeth on the Daedalus Integrated Writing Environment (DIWE), which provides LAN support representative of Barker and Kemp’s "networked environment". In one module of the environment, InterChange, Students log into the DIWE server and communicate synchronously with each other by typing in their message and sending it. The Daedalus Group, Inc., producers of the package, explains InterChange as follows:

InterChange facilitates synchronous, or "real-time," discussions for whole classes, small groups, or both simultaneously. Students compose private messages and send them to all the members of a discussion group for immediate viewing. Transcripts of these discussions are automatically saved to your fileserver, and can be saved to disk or printed and reviewed at any time. (Daedalus) The result is a scrolling screen of messages identified by each student/sender’s name. This textual conversation is typically used for a variety of purposes, including: helping writers gather ideas and start their papers; sharing student texts and encouraging peer feedback; and, bringing all students into class discussions.

While DIWE provided a great introduction to networked environments, it soon grew limiting. Another, often neglected domain of CMC became popular, the Multi-User Domain (MUD). A MUD is a network-accessible, multi-participant, virtual reality which is primarily text-based (Bruckman 1992; Curtis 1993). Originally produced in 1978 as multi-user adventure games based upon the popular "Dungeons and Dragons," MUD environments have proliferated and diversified around the world. Unlike DIWE, which was limited to local area networks, MUDS allowed access from any telnet program from anywhere around the world. Also, one variety of MUDs, termed MOO, became object-oriented, allowing interaction in and with the environment beyond conversation: students could move between virtual spaces, interact with other objects, and enhance the environment through constructing and programming objects.


Integration of MOO into English courses – A success story

The Salt Lake Community College (SLCC) English Department began using a MOO server in 1994 as a means of supporting distance education composition classes, and to offer an alternative means of communication for in-person composition courses, peer-response tutoring, instructional development, and writer to writer collaboration. SLCC’s "Virtual Writing Center MOO" (VWCMOO) (bessie.englab.slcc.edu port 7777) was developed in part through a State of Utah Higher Education Technology Initiative (HETI) grant that was obtained to create online composition courses such as SLCC’s Online English 101 (see http://www.slcc.edu/wc/online.htm) (Bown 1996).

Success at SLCC

Along with Louise Bown and Stephen Ruffus, the coordinators of the "Online English 101" grant, many other instructors were interested in the possibilities of using the MOO as an alternative to traditional classroom activities. SLCC instructor Elisa Stone, for example, saw the MOO as a possible way to lessen the gender bias of the traditional classroom where she saw that male students tend to dominate conversations and group activities, and women students are often stifled (Stone 1996). Like Handa (1990), Louise Bown, who was using the MOO in both her traditional classes and in the online composition course, saw the MOO as a means of decentering the traditional classroom. On the MOO, she believed, the power structure of the in-person classroom is dissipated. Instead of just "being in charge," the instructor becomes more of a participant in the class. Elisa, who taught the Online English 101 course after the initial developmental stages, came to similar conclusions:

For one thing, the traditional classroom is set up to privilege the teacher’s authority as a central figure by granting a special desk and chair, front and center, a board, podium, etc., to this privileged leader. In the Moo classroom I’m just a name, visually, like anyone else. Of course my comments on the Moo were given more weight than they would have been if I weren’t the teacher, but clearly the power distribution was more subject to challenge in the online atmosphere. (Bown and Ruffus 1998) Like other scholars who study CMC, Elisa concluded that students take on more responsibility and develop more successful strategies of negotiating discussion and collaborative idea building/writing.

Success at DSU

As at SLCC, "The Virtual Trojan Center MOO" (VTCMOO) (telnet://alpha.dsu.edu:7777) grew out of a desire to provide on-line education at Dakota State University. Started in the Spring of 1997, the VTCMOO was originally conceived as a virtual space station (Deep Space University MOO telnet://alpha.dsu.edu:4444), but was redesigned as a counterpart to the "bricks and mortar" of the Madison, South Dakota campus. VTCMOO initially gave distance education students a means to interact with other students in non-academic situations similar to hallway chat and dorm interactions. However, through a grant from DSU’s Office of Distance Education, the MOO administrator developed instructional methods and materials and now uses the MOO in composition and technical writing courses, both on-line and in the classroom.

One interesting development that occurred during the grant project was the increased involvement of students beyond mere MOO chat. Because of DSU’s unique mission to integrate computer technology into every discipline (DSU’s English degree is in English for Information Systems, for example), students are often intrigued and excited about digging into the technology. One student, Joe Kepley, had some background in the adventure gaming side of MUDs, so naturally became involved in the project. He worked to produce 3D images that were actually VRML-ready. Working within the space station environment, he envisioned large scale projects for different departments, including the design of Cartesian space and space craft that operated in that space; the possibility of moving beyond Cartesian space to relative Einsteinian space; the construction of planets with ecosystems and social systems for conceptual study in the physical and social sciences; and the development of economic simulations for business applications. Another student, Stacey Peters-Walters, became involved in the VTCMOO. In order to help students and teachers communicate, act, and enhance the MOO, she aided in writing a MOO manual (Haas & Peters-Walters 1997), including information for accessing the MOO, getting a telnet client, and how to build and edit objects for teaching purposes. Both Joe and Stacey illustrate the potential for student involvement in MOO and interface development.

Success Outside SLCC and DSU

Interest in VWCMOO was not limited to SLCC and DSU students and faculty, however. Students, scholars, and other people from around the world interested in writing, distance education, or educational uses of MOOs were working on VWCMOO and VTCMOO. Through these efforts the MOOs users shaped them to be places "...on the Internet where people get together to take online writing courses, to talk about writing, or just to create spaces for and about writing" (Gardner 1998). In fact, the writers of this paper initially met each other on VWCMOO since we were both interested in discussing computers mediated communications, and in developing the MOO for educational purposes.


Problems with MOO

Aside from these successes, however, everyone involved in the developing MOOs immediately saw problems with MOOs as a communications environment. We saw difficulties in

Difficulty of multiple threads

The most common initial concern was the "party atmosphere" of the MOO: real-time online class discussions through a MOO is like being in a room of 20 people and hearing absolutely everything that everyone says. Threads of conversations flow across the screen in quick succession, often bewildering the novice MOO user. As Stephen Ruffus and Louise Bown later concluded in their report on the HETI grant:

[Conversation on the] MOO can be distracting and difficult to follow. Multiple comments appear on the screen and continually scroll up as a new comment is added. The original comments eventually disappear off the top of the screen, although students can scroll up and read comments they may have missed. If the comments move quickly, students can become frustrated. This is one of the reasons why we put them in small groups. The MOO creates a new discourse unlike any other, a hybrid of speaking and writing. Therefore, discussions are not always as well developed as are typically achieved in a face-to-face interaction. (Bown and Ruffus 1998) Since MOO conversations are inherently different from other modes of communication, we determined that it was very important that students be comfortable with the environment in which such complex conversations would take place. Otherwise students would continue to be confused by the conversation as well as overwhelmed by MOO complexity.

Orientation – getting lost

One of the benefits of the MOO also became a problem: the virtual space became confusing for students, often resulting in their becoming "lost" in the MOO. To illustrate, the Dakota State University MOO was first built to resemble a space station with the name Deep Space University (DSUMOO). However, people often became confused about where they were in the MOO, not understanding "port" and "starboard", or how to move between rooms. For example, students would often "wander off" or get "stuck" in a room when first entering the MOO and the teacher would have to spend time instructing them on how to get back with the class. As a result, class time was spent off-task, and students often missed out on the discussion going on.

To navigate the virtual world, students and instructors had to be comfortable with the "virtual space" of the place, as well as with several non-intuitive MOO commands. For instance, exits are listed in the description of the room, and students often overlooked their names. Also, the parsing of commands, such as "look note on board" was somewhat daunting.

Likewise, the first time that SLCC offered the "Online English 101," the instructors spent two weeks training the students on the use of the technology, and getting them familiar with the MOO virtual environment. At that time, students had a difficult time remembering commands to navigate VWCMOO, and were not easily able to visualize their "position" in the virtual world. Many students became frustrated since they had to learn so much about the technology and an "imaginary world" at the expense of the content of the course.


Textual interfaces – the source of the problems

In listening to students and instructors, we noticed a common element in discussions of problems: learning to operate in the MOO was very difficult since it was a "text-only environment" and required a "bare Telnet client" computer application that did little for making the MOO easier to use. Telnet clients are programs that run on the user's computer and allow her to connect to a server using the Internet protocol called "Telnet." Unlike a web browser, for instance, all "bare" Telnet clients are text only (see figure 1). Their obvious benefit, nevertheless, is that they allow the user to interact in real time. Overall, so-called "bare" Telnet clients require a great deal more experience to operate than simple web surfing.

An analogy between MOO text-only Telnet interfaces and DOS-like command line interfaces helps to explain the difficulties that novice users faced. Both interfaces presuppose that the user will learn a number of commands and concepts in order to function competently within the "system." Albeit the command line does allow the user perhaps to learn a rudimentary programming language that may lead to a future ability to program in a more complex code, this benefit seems outweighed by the "learning curve" that goes along with not only gaining a command vocabulary, but also gaining an understanding of the broad and here-to-for unfamiliar concepts of "files", "directories", "programs", and how such things are stored or accessed on a computer.

Overall, for the user uninterested in learning how a computer operating system works--a user who just wishes the computer to perform a function--such technical learning is seen as an impediment to use, something so arcane that it is to be feared. Thus in the history of computer interface, the command line moved very quickly to menu-based systems and then to more intuitive graphical user interfaces such as Microsoft Windows or the Macintosh OS. As Ziegler, Vossen, and Hoppe (1990) surmise, "Since the early 1980s a new generation of office workstations has become available...which are trying to solve...usability problems by introducing a highly visualized, object-oriented interaction style between user and system" (27). Such systems, termed "direct manipulation" by Shneiderman (1982), allow the user to more efficiently complete tasks since "The more the functionality of a system is broadened, the more the ease of learning is determined by the degree of consistency of use between the different functional domains" (Ziegler, Vossen, & Hoppe 1990).

To compare text-only MOO interfaces to command line interfaces, then, is not too drastic a step. Like command line interfaces, a text-only MOO requires the user to learn many commands and unfamiliar MOO concepts before she can "function," or to put it more appropriately, before she can communicate and exist in the virtual world. Not only must the user grasp basic commands such as speaking (with either "say" or a quotation mark preceding their statement), looking at the space they are in (with the command "look"), or manipulating object in that space (through a variety of commands), but they must also read the text interface thoroughly to derive visual space cues, and intuit from the interface how to get to other rooms. In order to get to a new space, the user must type in the "exit" name. All the while the only "physical" cuing is the descriptive text proved to the reader/user (see figure 1).

Figure 1. A "bare Telnet" client accessing the Virtual Trojan Center MOO (VTCMOO) (telnet://alpha.dsu.edu:7777). All text, including descriptions, exit signifiers, and conversation sent from the MOO server scrolls up the screen and eventually disappears. Users must type in all movement and manipulation commands. Note the "Obvious exits" list, which requires the user to type in the exit name that is in the braces.

While one might argue that making the MOO a completely text-based world forces its users to become better readers (as we believed when we first started writing for MOOs), based on our experience, requiring the user to learn a set of obtuse commands and to grasp even more foreign proto-physical concepts is a waste of time. Many of us would like students to learn to program a MOO; however, most of the students we have encountered do not want to go that deep into the environment. Most want to get into the MOO, participate in a conversation, and, perhaps, manipulate objects that someone else has created. Such behavior does not limit a student’s use of the MOO, any more than any computer usage is limited because a user does not know how to program, but makes use of programs already existent on the system. Granted, if a user learns to program the computer she will tap into a resource that she has not previously used, but requiring programming knowledge would be like saying all car users should learn how to rebuild their car engines so that they can get better performance.

In either case, command line or text-only MOO, the obtuse interface takes a great deal of time to learn and to be comfortable with, more time than many instructors can allow. Like her colleagues, Tiffany Rousculp, an instructor at SLCC, initially attempted to make use of the VWCMOO because she was very interested in the use of computers as learning tools and communication environments. At the time, VWCMOO was completely text based. Although the maintainers had attempted to make the MOO as readable as possible, Tiffany encountered problems which she later described:

Aside from broad problems with synchronous computer mediated communication (the benefits of formulating ideas in writing are not accomplished in the quick, short, and rapid discourse found in the MOOs that I've experienced,) a main concern was that the MOO (at least when I was doing it) is too cumbersome to learn, and ...[students] become easily frustrated. (Rousculp 1998) As one can see from Tiffany's statements, the novice MOO user is several steps removed from "direct manipulation" of the MOO environment and, because it is unlike anything she has experienced before--both in her "real world" life and in her experience with computers, the new user encounters difficulty and frustration. The lack of "direct manipulation" exposes novices to a high order of complexity that becomes threatening, and users often are intimidated to the point of never wishing to return to the MOO, much in the way that many users who encountered the command line interface of the first personal computers fled from them and went right back to their typewriters.

The Solution: Graphical Interface and a sense of presence

Researchers in human-computer interactions (HCI) have discussed how to design interfaces to be more user-friendly. Basing their claims in cognitive and hypertext theory, they seem to agree that a sense of presence is primary in helping users negotiate the interface and the program. With a sense of presence, the interface becomes transparent AS an interface, leading the user by association to grasp the conceptual framework of the environment.

Theory of interfaces

The first issue when discussing interfaces is to define what an interface is. The simple definition of interface as where two different worlds meet is common. However, the actual way that the worlds meet has raised debate. In her book, Computer as Theater (1991), Brenda Laurel tries to negotiate the conflicting views into a terse phrase: "how humans and computers interact." The interface, in Laurel’s terms, "is that which joins human and computer, conforming to the needs of each." Theirry Bardini (1997) furthers Laurel’s definition by asking how each player in the game (user and computer) "understands" the other. He claims that in understanding the user, "the computer represents the designer. In other words, the computer might get to learn about the user from the representation of the user that the designer of the interface embodies in his/her design." Bardini thus defines the interface as "the representational space where user and designer meet."

Taking a theatrical notion from Laurel, Bardini sees the user, designer, and computer as actors in a narrative of interactivity. He proposes that

character such as desktop icons or interface agents in general similarly define, and are defined by, the theatrical frame of the interface as a whole. The efficacy of the computer interface as actant depends on developing convincing "characters" in the "narrative" of the user-interface. If their negotiation is successful, user and designer reach a consensus on the competence of the agent to perform a task (an action), and the medium (computer) disappears in the process. With his definition, Bardini moves discussions of interface design to a user-oriented approach.

What causes a user-oriented interface to succeed? This second question involves the theoretical elements of interface design. Most HCI theorists bring in notions of hypertext at this point, particularly association and connection theory. The association theory of hypertext began with Vannevar Bush’s 1945 articles "As We May Think," with the popular quote:

The human mind . . . operates by association. With one item in its grasp, it snaps instantly to the next that is suggested by the association of thoughts, in accordance with some intricate web of trails carried by the cells of the brain (Bush, 1991, 101). Connection theory argues for a controlled association, as articulated by Benjamin Whorf (1927): "Connection" is important from a linguistic standpoint because it is bound up with the communication of ideas. One of the necessary criteria of a connection is that it be intelligible to others, and therefore the individuality of the subject cannot enter to the extent that it does in free association, while a correspondingly greater part is played by the stock of conceptions common to people (Whorf 37). By combining the notions of association and connection, hypertext theorists like Randall H. Trigg (1991) characterized hypertext systems and interfaces as network-based, as associative links between nodes of information. A successful interface, then, negotiates between user and designer to construct the hypertextual space of activity.

Having defined the interface, and described the hypertextual concepts that underlie it, the next step is to provide the cognitive characteristic of a successful user-oriented interface that operates through connective associations. Much current research on cognitive issues in HCI investigates the World Wide Web and web site construction. John Eklund (1997) focuses on cognitive mapping through interface ergonomics. He argues that providing users with a variety of navigational tools, or cues alleviates the feeling of disorientation, or "getting lost" in hyperspace. In another discussion of cognitive issues relating to hypermedia, Samuel Ebersole (1997) examines cognitive issues for the users of the interface Netscape Navigator. In doing so, he posits that the key issues include "local and global coherence and cognitive overhead." Cognitive overhead, as Ebersole defines it, involves the user’s attempts to maintain an understanding of location in the unfamiliar interfaced environment. "In summary," he writes, "minimizing the distractions of disorientation and unfamiliarity will enhance comprehension."

To accommodate these cognitive needs in the user, theorists suggest several key aspects of interface design:

Each of these elements has different applications depending on the environment in which the interface exists (application programs, informational hyperlinks, or virtual reality), but together they work to provide what theorists and researchers term a "sense of presence."

According to Lombard and Ditton (1997), the concept of presence is "at the heart of it all." As suggested above, a diverse group of people is interested in presence, how to create it, how to use it effectively, and how it mediates or generates a variety of responses. In reviewing relevant research, Lombard and Ditton (1997) find six interrelated but distinct conceptualizations of presence:

  1. Presence as social richness -- is the extent to which an environment is perceived as sociable, sensitive, intimate, or immediate when it is used to interact with other people.
  2. Presence as realism -- concerns the degree to which an environment can produce seemingly accurate representations of objects, events, and people -- representations that look, sound, and/or feel like the "real" thing. Presence is examined for either social realism or perceptual realism.
  3. Presence as transportation -- involves two distinct types of transportation: "You are there," also termed "virtual presence," in which the user is transported to another place; and "We are together," known as "telepresence" in which two (or more) communicators are transported together to a place that they share.
  4. Presence as immersion -- emphasizes the idea of perceptual and psychological immersion through the interface, moving in the direction of "direct manipulation" and multi-sensory experience.
  5. Presence as social actor within medium – focuses on users responding to social cues presented by persons they encounter within an environment even if it is illogical and even inappropriate to do so. A primary example of this conception is when people interact with television personalities as an interactive social actor.
  6. Presence as medium as social actor -- involves social responses of interface users not to entities (people or computer characters) within an environment, but to cues provided by the interface itself, in a sense anthropomorphizing the computer. (Lombard & Ditton 1997)
Lombard and Ditton synthesize these conceptualizations into a formal definition of presence: the perceptual illusion of nonmediation. The term "perceptual" indicates that this phenomenon involves continuous (real time) responses of the human sensory, cognitive, and affective processing systems to objects and entities in a person's environment. An "illusion of nonmediation" occurs when a person fails to perceive or acknowledge the existence of a medium in his/her communication environment and responds as he/she would if the medium were not there. Presence, in their definition can be realized in two distinct ways: (a) the interface becomes invisible or transparent, functioning as would a large open window, with the user and the content (objects and entities) sharing the same environment; and (b) the interface is transformed into something other than an interface, a social entity.

This definition of presence can be applied to interface design as primary design objectives. In all the goal is to produce an interface that becomes invisible and produces a perceptual illusion of nonmediation.

  1. The environment should provide rich verbal and nonverbal information for social interaction (presence as social richness);
  2. objects and entities in such an environment should appear perceptually and socially vivid and real (presence as realism);
  3. any border between "this side" and "the other side" of the interface should be removed, so users can perceive that they have moved to the other side, or that they and other users are sharing a real or artificial environment (presence as transportation);
  4. the interface should be directly manipulated and involve multiple senses (presence as immersion);
  5. if there is no possibility of true social interaction with people and entities in the environment, users should be encouraged to respond to social cues they provide just as we would in nonmediated communication (presence as social actor within medium).
  6. when the interface or environment themselves present the user with social cues normally reserved for human-human interaction, the user should perceive it not as an interface or environment but as an independent social entity, a transformed medium (presence as medium as social actor).
Presence in the MOO

Moving from a general theory of interface design to examine MOOs particularly, we find that our formulation of terms and concepts for interface design provides insight. As of yet, there has been minimal study of MOO presence beyond anecdotal information (Towell, Hansen, Mercer, Leach, Rubin, Prisulksy, and Glusman 1995; Towell and Towell, 1995, 1997). For the most part, every discussion of "sense of presence" in MOOs has privileged one conception of presence over others: telepresence. In fact, in the one empirical study of presence in text-based networked virtual environments, the researchers admit that their instruments "were assessing the feelings of ‘being with’ instead of ‘being there’ (Towell and Towell 1997). The bias that seems to limit discussions of presence to social presence or telepresence is symptomatic of the text-based limitations of MOOs. And yet, such boundaries can be crossed through a shift in the interface design, integrating the principles outlined above.

Telepresence, "being with" others through an interface is fairly obvious in MOOs, which operate primarily as communicative environments. Talking, as in the use of the telephone, gives users a simple means of connecting, as the words of the other person’s voice provide social immediacy and intimacy. In addition, MOO communication provides means of communication that are much richer and complex, such as the "emote" that allows users to represent non-verbal communication, or actions, to other users.

On the other hand, a sense of "being there", or virtual presence in text-only MOO"s is next to impossible. Without physical cuing, it is more difficult to interact with others. It takes a great deal of learning and knowledge to imagine the text-only virtual world as a physical space with "real" human events occurring in it. MOOs do attempt to create the illusion that one acts in a physical place, that the user is situated. However, this situating occurs through textual descriptions of the space, textual lists of exits, and textual expressions of actions that occur. As we argued above, presence should suggest more to our human physical reality. Clicking on an object connects the physical act to the virtual as "direct manipulation". If one wishes to take something in the real world, she reaches out and takes it. If she wished to go somewhere, she gets up and goes. If she wishes to look at something she moves her eyes and her head to look at it. In graphically-based MOOs such as we have developed at SLCC and DSU, each of these actions is connected with the physical act of moving the cursor and clicking. Admittedly, it isn't much of a physical movement, but it seems more intuitive than typing a command like "look cup." Thus the visual MOO is far more intuitive since it equates the virtual physical action with a real physical action.

Designing the Pueblo interface

Our response to the problems presented by completely textual interfaces was to program a "graphical user interface" for our MOOs, taking into account the context, needs, and goals of the user. Our initial efforts centered around creation of rudimentary web pages which the MOO server could serve to traditional web browsing software, but our focus soon shifted to a freeware program Pueblo (see http://www.chaco.com/). Pueblo allowed us to present our MOOs in an easy-to-use graphical manner that allows users to "point and click" their way around (see figure 2). While we have not abandoned the use of web pages and our research into other visually-based interfaces to make VWCMOO and VTCMOO more accessible, Pueblo has been the main focus of our programming efforts. It allows programmers to design the interface with the previous outlined principles in mind.

According to its manufacturers, Pueblo allows MOO developers "to create immerse virtual worlds, with sound, hypertext, 2D and 3D graphics" (Chaco 1995). While accessing the same features of the MOO as traditional non-graphical Telnet clients, Pueblo can display graphics, support HTML tags, play sounds and other multimedia files, offer hypertext links to outside documents, and provide "clickable" links to commands and "rooms" on the MOO. In all, Pueblo has many of the same attributes of a web browser. Pueblo’s clickable links look similar and perform similar functions as a web brewer’s links while providing for synchronous communication. Most users learn to use web browsers rather quickly, since they offer intuitive cues as to how to read other documents.

Figure 2. Pueblo graphical interface accessing VWCMOO. The screen is subdivided into three sections: a reading pane, a movement (exits) pane, a command bar, and a typing pane. Note the use of graphics in the reading window to help the MOO user place themselves inside the virtual world. The "Exits" list allows users to click on the places listed to go to them. Like the Web, items can be made into hyper links to materials on the Internet or within the MOO.

In the Pueblo program (see figure 2), the MOO user sees a reading window, a movement bar with special functions buttons, and a space to type in what they would like to say. The reading window provides information about what is in the room. We use distinctive graphics in each room to give the user a visual cue as to where she is in the "virtual space." In figure 2, the reader sees an image of an Italian plaza and a description that places them in the virtual world. The plaza represents the central room of VWCMOO and is the first room that most users enter when the log in. The MOO also tells the reader who is in the room with them. If another user speaks, her conversation is placed after the description and the images. Thus, after a time, the room description information scrolls away, being replaced by the conversation. The user can either use the scroll bars to review conversation or click on the "Look" button to redisplay the room information. Since conversation scrolls away as with non-graphical clients, we have also implemented "room recorders" that students can use to review the classroom discussion. These "class logs" appear in a separate window in the Pueblo environment, thus allowing to read the past conversation and participate in it at the same time (see figure 3).

Figure 3. Pueblo with a "pop up" window showing the past conversation in the room. The window allows the user to read the previous conversation, thus lessening the impact of a quick-paced conversation.

To move to the different rooms in the MOOs, users simply select from a list of places shown in the "Exits" bar. Because the users can click on the exit, they do not need to type it in, or remember the exit name as they would in a non-graphical client.

We have also made several other objects on the MOOs such as virtual notebooks that allow users to share their writing from a word processing program more easily. Separate "pop up" windows have been liberating for the interface, in that they allow students to have multiple windows open, much like having a book open while discussing it in class (see figure 4).

Figure 4. Pueblo with a "pop up" window. These separate windows allow the user to have several documents open, yet continue to share in a conversation.

Furthermore, Pueblo's ability to display web pages that exist outside the MOOs, makes it possible for instructors to include webbed resources. For example, users can make links to outside readings on the web, class syllabi, or other such documents. Likewise since Pueblo is based around a Web browser-concept, users can implement Netscape "plug ins" to expand Pueblo’s capabilities. For instance, a Microsoft PowerPoint user could use a plug in to show their presentation to multiple users on the MOO.

The graphical interfaces allowed us to create these useful program objects that make understanding and using the MOOs easier. Setting up the interfaces and experimenting with other ways of using the MOOs were essential to our efforts to make the MOOs accessible to novice users.

Limitations of Pueblo

Even though we found that Pueblo is a highly effective and useful client, the program does have one serious limitation: it can only be used on Microsoft Windows systems. While this limitation did not matter so much at SLCC and DSU where virtually all the computers students use are Windows-based, we did find that users outside the institutions using non-Windows systems were stuck with traditional text-only clients. In essence, this operating system block left them with no interface solution.

To answer this limitation, we began to explore non-system dependant clients that were based on the same graphical-interface principals we have applied in Pueblo. These interfaces include developing an interface that uses the user’s web browser. Since most operating systems have web browsers written for them, we reasoned that users with different operating systems could take advantage of a graphical interface as a Pueblo user could.

Last year I spoke about the WOO, or web version of the MOO. The limitations of this Web page version of the MOO became quickly obvious: the real time interactivity was lost. To allow for real-time communication from the WOO, VTCMOO and VWCMOO are accessible through Java-enabled web browsers. Using an applet named CupOmud (Stewart 1997), developed by Alex Stewart, users may log-in to the MOO from the web, and view the corresponding web page in a frame above the applet (http://diana.dsu.edu/vtc/java/cupovtc.html). As a result, users don't need to get a telnet client to gain the synchronous aspects of the MOO--they can view the graphics in the WOO frame, and interact with other players in the applet frame. Therefore, for those who do not have access Pueblo, the Java applet provides similar access.

Effects of the Graphical Interfaces

Developing these diverse interfaces had positive effects on how users participate in our MOOs. For example, when first implemented the Pueblo interface cut the learning time of students in SLCC’s online courses drastically, since the students did not need to know as many MOO commands as they did with bare Telnet, and did not have to read the MOO as intently to understand what "room" they were in at any given time. Instructors discovered that students were getting online much more quickly, were able to move about the MOO with little confusion, could manipulate objects on the MOO without trouble, and started discussions more readily than they were in the non-graphical interface. Instead of taking two weeks to train students in using the MOO for SLCC’s Online English 101, the training for new MOO users has dropped too less than 20 minutes. Most students have shown that they have very little difficulty remembering how to get on the MOO, move around, and begin discussions with their colleagues.

Like the web, the graphical interface is also more enticing, and we have seen more people interested in learning more about MOOs and MOOing than previously. Instead of being called "old fashioned" or "out of date," a graphically enhanced MOO appeals to more current sensibilities and desires of users. The graphical interface permits the user to explore leading edge technologies. In this exploration, the user shares in the development and expansion of the MOO project. In other words, rather than being consigned to the past as an "old fashioned" type of "chat room", the graphically enhanced MOO dances along the leading edge.

Conclusion

The overall effect of these graphical interfaces was that our MOOs became more user friendly. New and old users alike found participaton in the MOOs easier or less cumbersome. Since the interfaces are either based in a Web browser context or share many attributes with Web browsers, users found them simple to master, and much more appealing than their text-only counterpart. The appeal of the new interfaces has encouraged many new MOO users to become involved in design and programming, and has revived interest in MOOs for users who stopped using MOOs after other Web-based CMC environments were developed. A fortunate side effect of research in graphical MOO interfaces is that they help to insure that MOOs do not disappear as CMC environments. Because of their new-found relevency to current notions of human-computer interaction (HCI), MOOs with graphical interfaces push the perceived limits of the MOOs text-only origins. Continued research , design, and experimention with other different types of interfaces for MOOs is essential to assure that MOOs remain accessible to users, and that MOOs do not become out-dated, unused communication environments.


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Dr. Mark Haas
Assistant Professor of English, Director of Center for Documentation Research
Dakota State University
Madison, SD 57042
haasm@columbia.dsu.edu
http://homepages.dsu.edu/haasm/

Clinton Gardner
Instructor, Writing Center Instructional Support Coordinator
Salt Lake Community College
cgardner@englab.slcc.edu


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