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Multimodal Semiotics and Collaborative Design

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ecognition. On the other h<strong>and</strong>, he also mentions the challenge of conflicting egos, especially in<br />

collaborative design projects. For Curiza, it is important “from the start on [to] find out who’s the<br />

best for this build.”<br />

For AmyLee <strong>and</strong> Xavier, current design of PAL contains elements about which they both feel<br />

partial. However, both co-designers try to anticipate each other’s’ perspectives <strong>and</strong> leave the<br />

specific design decisions to the actual designer of the particular places within PAL. AmyLee<br />

mentions that when she sees another person building, she usually thinks “I would not have<br />

thought doing it that way, but it’s cool.” Xavier believes he <strong>and</strong> AmyLee had “two approaches” to<br />

the overall form, <strong>and</strong> he was more focused on “emphasizing the l<strong>and</strong>scape.” However for AmyLee,<br />

providing walkways for easy access was a more important consideration. Xavier also mentions the<br />

importance of “respect” to someone else’s ideas in collaboration. Respecting other designers’<br />

efforts <strong>and</strong> collaborating on separate design tasks generally affects the ways in which<br />

the<br />

co-designers work together, divide the tasks, <strong>and</strong> develop design concepts. The co-designers<br />

usually do not change the design of an element without consulting the others, as permanence of<br />

their contributions depend on how such changes are applied. Xavier’s <strong>and</strong> Shaggy’s comments<br />

often refer to the risks of improper organization of collaborative practices, where too many voices<br />

cause chaos <strong>and</strong> instability in co-production of designs. Both Xavier <strong>and</strong> Curiza describes the<br />

unorganized design processes –where everybody is able to build <strong>and</strong> change others’ builds – as<br />

“anarchistic” experiences, which had to be changed due to growing problems in their group. This<br />

was especially a problem during the earlier stages of PAL’s design, when a member of the original<br />

team was expelled because of these personal conflicts between the co-designers. According to<br />

Curiza, the girl was “kicked out” because of a stylistic conflict based on “replicating RL<br />

architecture.”<br />

For the current project, Curiza decided to make AmyLee responsible for the final calls, <strong>and</strong> treat<br />

her decisions with respect. In his comment below, Curiza describes why he chose AmyLee to lead<br />

the project, <strong>and</strong> how he reacted to some people’s critiques on his selection of AmyLee instead of<br />

Xavier, who is a professional architect in RL <strong>and</strong> an advanced builder in SL. For Curiza, his<br />

previous ‘anarchistic’ method did not work any longer, as too many voices from too many creative<br />

minds would eventually lead to ‘ego conflicts’. On the other h<strong>and</strong>, he also mentions how giving<br />

designers “total freedom” can result in successful “magic builds.”<br />

Curiza: Builders, they really have huge egos about their stuff. And really, you could compare it<br />

to being in a music b<strong>and</strong> where you also have a bass, <strong>and</strong> a guitar <strong>and</strong> a drummer <strong>and</strong> a singer.<br />

And you have to be able to create the magic; you have to be able to let everyone play.<br />

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