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Multimodal Semiotics and Collaborative Design

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Synthesis of the mediational means <strong>and</strong> places of collaboration<br />

When users download <strong>and</strong> log into SL’s user interface for accessing the VW <strong>and</strong> acting in it, users<br />

engage in a complex interaction with a particular type of software <strong>and</strong> a network of user-generated<br />

virtual places. Being introduced to SL, a new user (now ‘resident’) first needs to learn how to use<br />

the GUI 19 to create <strong>and</strong> use an avatar, in order to navigate in virtual places <strong>and</strong> interact with the<br />

world. Therefore, learning how to modify <strong>and</strong> operate an avatar is a useful introduction to learning<br />

how to use SL. The capabilities of the avatar (combined with other objects in the spatial<br />

representation <strong>and</strong> the GUI) reflect the affordances <strong>and</strong> constraints of user interaction in SL.<br />

On the other h<strong>and</strong>, the co- designers often bring their prior knowledge <strong>and</strong> experience on various<br />

other digital tools. During the participant observations <strong>and</strong> interviews with the co-designers, one<br />

recurring topic for analysis was the use of supplementary software <strong>and</strong>/or platforms to conduct the<br />

individual <strong>and</strong> collaborative tasks. Therefore, I aimed to explore <strong>and</strong> discuss the need for using<br />

multiple platforms to support the collaborative design work, to see which platforms are preferred<br />

during the process, <strong>and</strong> for what reasons. The commonly discussed issues were the use of official<br />

<strong>and</strong> third party SL viewers, 3D modeling <strong>and</strong> image-editing software, <strong>and</strong> other platforms the<br />

Internet, which the co-designers found helpful at times.<br />

As outlined in the previous section, the participants of the three case-studies show a significant<br />

variety in terms of their conditions <strong>and</strong> motivations for engaging in SL <strong>and</strong> participating in<br />

collaborative design activities. Therefore, it is possible to argue that possible similarities <strong>and</strong><br />

differences in participants’ semiotic experiences are due to their habitus, <strong>and</strong> their interests in<br />

participation. The participants’ interpretations of the physical <strong>and</strong>/or virtual places they inhabit<br />

have a semiotic effect on the ways in which these places are perceived as affording <strong>and</strong>/or<br />

constraining their motivated collaborative design practices. This relation between the co-designers’<br />

interpretations <strong>and</strong> their design ideas is noticeable in cases such as Metrotopia or PAL, where the<br />

co-designers aim to build larger-scale regions that are filled with networks of interconnected<br />

virtual places.<br />

Another significant factor that shapes the co-designers’ ideas is their opinions of the general<br />

inworld aesthetic norms, or what they would describe as “SL-like.” Whether as a way of conforming<br />

to the SL’s common semiotic norms of representation <strong>and</strong> production 20 , or as resistance against the<br />

norms in order to draw a unique path for semiotization, the co-designers use SL as a semiotic<br />

19<br />

Graphical User Interface<br />

20<br />

The world has been reviewed, <strong>and</strong> often criticized, as to having a too-American outlook, with its sunny beaches, clubs<br />

<strong>and</strong> ideally-shaped avatars that collectively gave way to a particular form of inworld aesthetics. For Xavier, who describes<br />

his first reaction to SL as being “provoked by the very American layout”, the first objective was to “make something that<br />

was in contrast to that.”<br />

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