Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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Shaggy, who recommends designers to “underst<strong>and</strong> those constraints <strong>and</strong> how you can use them;<br />
not fight against them but live with them”, several constraints shaped the overall design, including<br />
the maximum number of prims (‘prim-limit’), <strong>and</strong> requirements to produce a “fast rez-ing” place<br />
with few textures <strong>and</strong> simple objects.<br />
Unlike Shaggy or Curiza, Xavier has professional experience with game-design <strong>and</strong> necessary<br />
competences with the game creation tools such as Unity <strong>and</strong> Unreal engines. He mentions how his<br />
professional team asked the question ‘Can you make a real computer game in SL’ <strong>and</strong> found out<br />
that it was not as easy. As to Xavier, one of the main differences between creating a game in SL<br />
than in other specialized software is the limitation of changing, modifying <strong>and</strong> affecting other<br />
people’s avatars <strong>and</strong> possessions, <strong>and</strong> adding satisfactory interactive affordances to the designed<br />
places/artifacts. On the other h<strong>and</strong>, the pros of SL for Xavier are the ability to work <strong>and</strong> build<br />
together, <strong>and</strong> being able to use the world’s socio-cultural resources as semiotic resources in design<br />
processes.<br />
As professional users cannot find their tools, or use them the way they are used to, <strong>and</strong> get<br />
frustrated. On the other h<strong>and</strong>, builders also feel frustrated when they feel like they do not have the<br />
necessary knowledge <strong>and</strong> skills to keep up with the pace of technological advances; they seem to<br />
develop a sense of resistance to change <strong>and</strong> improvement. In the case of PAL, both Shaggy <strong>and</strong><br />
AmyLee comment on the effect of limitations of participation in relation to technological<br />
development of SL’s infrastructure (such as introduction of sculpted prims) <strong>and</strong> their social<br />
consequences (such as less venues <strong>and</strong> chance for amateurs to create <strong>and</strong> compete). AmyLee claims<br />
that “SL shows a lot of examples where amateurs are more creative than established<br />
professionals” <strong>and</strong> this is why she wishes “things would stay like this.” For Shaggy, “if the creation<br />
process becomes technically more difficult, it would be more difficult for newcomers to build.”<br />
Finally, he undecidedly adds: “If I was coming to SL now, maybe I wouldn’t start building because<br />
it would all appear so complex.”<br />
For the workshop students, the initial solution spaces <strong>and</strong> potential resources depended on the<br />
structure of supervision, as they lacked the necessary first-h<strong>and</strong> experience. Within the progression<br />
of the course, students had the chance to learn the tools <strong>and</strong> try to develop techniques for more<br />
effective processes, whereas they still needed frequent support. For the students, a major challenge<br />
in the building process was to create a desired shape that they have sketched, imagined or found<br />
before with prims in 3D space. Students often conformed to the next best thing, by appropriating<br />
their designs to what was conceived as possible by resources accessible/usable by them.<br />
Students who had little or no experiences with SL’s controls for navigating the avatar <strong>and</strong> the<br />
camera mentioned how their content creation activities were hindered by their inability to properly<br />
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