Second Life Inventory Management Tutorial Illustrates the Fundamental Failings of Second Life's Inventory UI
This is a valuable tutorial for managing your Second Life inventory from the owners of Zoha Islands in SL, but through no fault of their own, it points out the problem with Second Life's inventory user interface: The tutorial is over 1500 words, and involves watching a video over ten minutes long. And it's seriously complex. Here's just a small sample, maybe 10% of the entire tutorial:
Teleport to a clean surface, like a white skybox or a public sandbox. I have a flat platform which is set to Full Bright (neutral lighting), and makes it easiest to see what I’m placing. Drag and drop objects from your “Temp” folder inworld, so they rez and you can see what they really are. This is useful if you have a lot of generically- or identically-named stuff (like lots of objects named “Object”). “No copy” objects are removed from your inventory after being rezzed, so take them back from inworld if you want to keep them. Otherwise, you can delete the inworld instance.
And so on. Again, very useful and practical advice, but crazy-making all the same. No casual SL user could ever be hoped to follow it, and no casual SL user, confronted by the prospect of doing anything like this, could be incentivized to stay. Which is why, again, I think drastic measures are called for:
Charging SLers to keep excess inventory while using the revenue from this to improve inventory UI is a good idea, for reasons I explained here. Because at this point, here's the thing: Long-term use of Second Life actively encourages people to leave Second Life. If a veteran user's inventory grows to become so massive and unmanageable that they'd have to spend hours to keep it trim, they steadily lose their impetus to access it at all.
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