07.01.2015 Views

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

For Curiza, the hardest part of being the boss in a collaborative project was to “h<strong>and</strong>le 4 egos.” So,<br />

it was easier for him “to say ‘Emily, you are the boss’.” He describes the motivations for his<br />

decision as: “Emily was the girl who have invested most of the time, who have helped me so<br />

much, so it was also kind of a way for me to thank her <strong>and</strong> show her the respect she deserved.”<br />

He also explains why he prefers not to create any new content in his own sim before getting<br />

AmyLee’s approval. Again, Curiza builds his discourse on a metaphor based on art, comparing the<br />

creation to “painting a picture” where “you don’t want to paint a picture <strong>and</strong> then call a new<br />

artist to paint it over.” For Xavier <strong>and</strong> Shaggy, the problem with the initial process configuration<br />

was ‘having too many voices’ at the same time, trying to create <strong>and</strong> have a say in the general<br />

formation of the design. For Xavier, who is a RL-professional architect, this leads to a self-inquiry<br />

about his social identity as a builder in SL. He reflects on his condition in this new social context as<br />

“[m]aybe I’m a professional, but my idea doesn’t rule over somebody else’s, because I might be<br />

professional in RL, but in SL everybody’s equal.” For Shaggy, the challenge with involving too<br />

many people in collaborative design is based on their ability to produce constructive criticisms <strong>and</strong><br />

“motivated reasons.” He claims that the effective approach is to include people “who wouldn’t say<br />

‘oh it’s great’, but would say ‘I like this <strong>and</strong> this <strong>and</strong> this’ <strong>and</strong> ‘here’s why I like this work’ or ‘ here’s<br />

why I don’t like it this way’.”<br />

As seen in the comments above, PAL co-designers Xavier <strong>and</strong> Shaggy believe that having too<br />

many uncoordinated creators <strong>and</strong> styles would eventually lead the design to conflict. In PAL’s<br />

design, division of tasks was mostly decided upon by individual conditions <strong>and</strong> interests of the codesigners.<br />

Specific locations <strong>and</strong> design elements were produced by each designer, such as the club<br />

interior by Xavier or the seating units by AmyLee. Therefore, there are stylistic differences in<br />

particular elements, as the final designs were evaluated by all members, <strong>and</strong> decided upon<br />

primarily by AmyLee <strong>and</strong> Curiza. In terms of organization of individual design processes of design<br />

elements <strong>and</strong> collaborative evaluation of ideas <strong>and</strong> designs, the PAL case also shows resemblances<br />

to the Metrotopia project.<br />

The virtual worlds workshop <strong>and</strong> learning through collaborative design<br />

The ‘Communication <strong>and</strong> <strong>Design</strong> in Virtual Worlds’ Workshop was organized in Roskilde<br />

University in September 2009 as a part of the bachelor track in Communication, including 15<br />

international exchange students. The teaching language was English <strong>and</strong> all students were visiting<br />

from other European universities. Therefore, the participant profiles in this case-study show quite<br />

a variant social trajectory, which was also influential in the variety of their meaning-makings on SL.<br />

There was one common characteristic among all students: all of the fifteen students were female.<br />

153

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!