As I have started to gather documents for my research, I realize that everything I’ve read has some level of influence on my opinion moving forward. I figured it would be good to put down some thoughts based not on the reading I will be doing, but the experiences I have already had. Call it instincts or call it ignorance, but either way I am going to document it as a point of departure.
Orientation
Nongaming tasks in 3D virtual environments should avoid the terrain model used in typical gaming environments. Losing your sense of location can be fundamental to gaming applications (leads to exploration), but it can be detrimental in nongaming virtual environments. The potential to get lost is directly related to the complexity of the environment.

In developing collaborative virtual environments, designers should look more at existing models for working in 3D, such as CAD or 3D animation, and less at 3D environments designed for playing, such as gaming environments. Development should be task driven, not technology driven.

Perceived benefits of a virtual collaborative environment must outweigh the learning curve. Allowing users to develop personal profiles increases engagement and the willingness to traverse a complex learning curve. (Facebook, Blogging, Wii, etc.) Requiring a potential user to download new software or purchase and learn new hardware for an application with an undefined benefit is the kiss of death.

Collaboration should not be limited to 3D virtual environments, but also include video, text, and audio interface. Forcing the user to take a hammer to a screw may cause them to give up on the hammer altogether.

In a 3D virtual environment, realism/mimesis or suspension of disbelief are not required for user engagement and productivity. As with 2D, stylized imagery is often a better choice for communicating a more concise message. Poor imagery is not limited to the simple or complex; either can fail to communicate the intended message.

Avatars should be minimal in design. Complexity should be added only when benefits in communication are made from additional detail or functionality. The real-time modeling and mapping of 3D faces is inherently complex. In situations where facial expression adds to communication (Avatars), video will always be more robust.