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Multimodal Semiotics and Collaborative Design

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process into turmoil within the research project’s limited time-span. As the virtual city was<br />

designed according to Caitlyn’s methodological specifications, she made the final call in most<br />

design related discussions, while Aspen <strong>and</strong> I were creating alternative designs (i.e. buildings,<br />

interiors, open spaces, signs) <strong>and</strong> placing them into the sim for testing <strong>and</strong> evaluation. Some design<br />

tasks, including production of the 20 superhero costumes for the bazaar <strong>and</strong> the video screen in the<br />

museum, were either outsourced to other inworld creators, or they were collected from within the<br />

world’s internal markets. The objects were either created or collected by various members of the<br />

team, but they all had to be transferred to Aspen before they were placed into the city. Aspen<br />

explains that one of SL’s structural constraints is the major reason for this specific practice. In<br />

Aspen’s view, ‘large structures’ such as the Museum in Metrotopia contain many prims, the proper<br />

management of which “prevents things getting messed up with various owners of various parts of<br />

a structure.” Therefore, he explains the “normal way to build” as a form of asynchronous task<br />

division, where each designer builds their ideas <strong>and</strong> then come together to discuss <strong>and</strong> evaluate.<br />

Selection of ideas was mostly done by inworld discussions by avatars, in which participants<br />

gathered in Metrotopia <strong>and</strong> discussed designs while modifying them on the spot.<br />

Metrotopia’s design team is an example of a professionally organized interdisciplinary group,<br />

members of which have different –yet relevant – purposes of being engaged in the collaborative<br />

design process. The relations of hierarchy <strong>and</strong> power among the two teams had significant effects<br />

on the shaping of visual semiotic characteristics of Metrotopia, as the priorities of the researchers<br />

were to be satisfied before any other designerly experimentations were done. On the other h<strong>and</strong>,<br />

the experience <strong>and</strong> domain-specific knowledge of a SL designer can often guide certain decisions,<br />

particularly when potential affordances <strong>and</strong>/or constraints are in question. Therefore, although<br />

several chaotic moments existed, the social organization of the design team presents a relatively<br />

homogeneous formation <strong>and</strong> a well-defined hierarchy that is constructed for a limited time; in<br />

contrast to the fellow co-designers of Pop Art Lab (PAL).<br />

Pop Art Lab <strong>and</strong> the role of inworld relations in collaborative design teams<br />

PAL is a virtual isl<strong>and</strong> - also known in SL as a sim - that is built for streaming popular music in<br />

various genres while offering the visitors virtual places for avatar-to-avatar interaction, <strong>and</strong><br />

multimodal visual, artistic <strong>and</strong> social experiences. In contrast to Metrotopia, the design team of<br />

PAL is established <strong>and</strong> configured by inworld relations, <strong>and</strong> the process is not professionally<br />

contracted. Most members of the PAL design team have been spending time in SL together for<br />

more than three years, <strong>and</strong> few (including Curiza, AmyLee <strong>and</strong> Xavier) participated in design of<br />

several previous versions of PAL. The design process of the current (fourth) version included<br />

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