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Multimodal Semiotics and Collaborative Design

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uilders, because when you build a lot you have your own habits.” Curiza, who describes himself<br />

as a very active networker, mentions a “very simple little thing” that required him to change his<br />

working methods as: “when you work like I do in there, <strong>and</strong> you have a friend list with a few<br />

hundred people (…) And it’s often maybe only 3 persons that I really need to talk to. I can’t find<br />

out who are online, <strong>and</strong> when. Are they online now” For builders like Shaggy, AmyLee <strong>and</strong><br />

Xavier, such conventions <strong>and</strong> habits provide a solution space for the design problems they are<br />

facing, <strong>and</strong> such changes could mean investing more time <strong>and</strong> effort into learning than into<br />

building. Use of the viewer show variations from user to user, <strong>and</strong> differences between a builder’s<br />

perspective <strong>and</strong> a non-builder’s perspective on the changes would depend on their specific needs<br />

<strong>and</strong> expectations from the interface. As AmyLee expresses: “there is no SL without the viewer, the<br />

limitations of SL reflects in the viewer, that's all.”<br />

Tools for content generation <strong>and</strong> their affordances<br />

In order to become a content generator in SL, users have to interact with another (relatively more<br />

complicated) part of the viewer interface, which could be found under the “build” menu. Through<br />

the use of this particular interface, users of SL are allowed to design virtual objects 10 (the smallest<br />

structural unit of which is called a prim), apply textures <strong>and</strong> scripts to the prims, <strong>and</strong> modify<br />

objects in virtual space through either numerical entries or manual comm<strong>and</strong>s.<br />

Although several other types of content generation practices exist in SL 11 , a fundamental<br />

component of the building affordances is the primitive system. In the official SL Wiki 12 a primitive,<br />

or prim, is defined as a “single-part object” which is “represented by a set of parameters,<br />

including shape/type, position, scale/size, rotation, cut, hollow, twist, shear, etc.” Prims consist of<br />

st<strong>and</strong>ard three-dimensional geometric shapes, such as cube, sphere, cylinder or cone. In figure 2,<br />

pictograms of st<strong>and</strong>ard prims can be seen on the upper right corner, with each shape representing<br />

a particular type of prim. Similar to the overall GUI, the design interface of the viewer reflects a<br />

multimodal organization of forms <strong>and</strong> functions: textual, numerical <strong>and</strong> graphical elements are<br />

used to differentiate various forms of information. Colors <strong>and</strong> shapes of functional areas are<br />

designed to present close proximity in relation to their hierarchies. As mentioned before, prims are<br />

the primary geometric units of construction that enable the users (as designers/builders) to create<br />

simple virtual objects, which can later be transformed into complex artifacts <strong>and</strong> places through<br />

10<br />

Although it is possible for any ‘newbie’ to begin generating content in designated places (s<strong>and</strong>boxes) <strong>and</strong> save a copy of<br />

their creations to share with others, it should also be noted that advanced level builder-ship in SL requires certain<br />

investments, such as owning a l<strong>and</strong>/sim on which one’s creations can be placed for others to use.<br />

11<br />

Such as script <strong>and</strong> texture making, <strong>and</strong> integration of new building technologies such as sculpted prims <strong>and</strong> Mesh file<br />

imports, in addition to the default prim system. However, these other techniques were not used as a part of the design in<br />

the three projects, therefore, I discuss the co-designers’ reasons for their exclusion rather than detailing their<br />

affordances.<br />

12<br />

http://wiki.secondlife.com/wiki/Primitive<br />

160

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