Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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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 />
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