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.

Figure 7.13. SL ‘World Map’ screenshot (Metrotopia <strong>and</strong> surroundings)<br />

The figure above shows Metrotopia on the grid. The northern side of Metrotopia faces two other<br />

sims, which were created for Aspen for different reasons. When Aspen describes organization of<br />

Metrotopia’s design features, he mentions how “Metrotopia is not alone in the universe” <strong>and</strong> “they<br />

have neighbors.” The visual goal was to “draw a line between Metrotopia <strong>and</strong> the neighbors”<br />

which made the design team to find solutions in order to keep Caitlyn’s research participants inside<br />

the city.<br />

Shaggy (PAL) also mentions a similar issue of ‘not having neighbors’ as an opportunity to design<br />

freely in an open space, without visual or social obstruction. In fact, both Shaggy <strong>and</strong> Xavier from<br />

the PAL design team reflect on the issue of environment’s role in shaping the overall idea <strong>and</strong><br />

structure of design, though the two co- designers emphasize two different (but interrelated) aspects<br />

of affordances. For Shaggy, the surrounding environmental elements such as water or ground are<br />

also possible resources that could be used to add metaphorical realism <strong>and</strong> aesthetic quality. He<br />

says he did not use SL’s terra-formed ground as a design element but “water is something that<br />

really looks good in SL”, thus PAL’s design includes some open locations in the sim to see the<br />

water, a beach, <strong>and</strong> a stage which is separated from the audience by water. On the other h<strong>and</strong>,<br />

Xavier compares his experiences with designing buildings in real-life (RL 25 ) <strong>and</strong> mentions a<br />

canonical concept on phenomenology of architecture: “Genius Loci” (by quoting Norberg-Schulz<br />

1980) to describe how building architectural places in SL has a different set of environmental<br />

contexts than the location-sensitive logic of RL architecture. Xavier mentions how he began to”<br />

think like a traditional architect” at first, <strong>and</strong> then how ideas changed when he realized that “all<br />

kinds of normal stuff you use as an architect” such as gravity <strong>and</strong> scale do not apply VWs.<br />

25<br />

I use the abbreviation RL to refer to the so-called real-life, in contrast to SL, which is the Second Life. Although it is a<br />

very vague distinction, I choose to include this term as it is a common notion among the designers <strong>and</strong> other residents of<br />

SL.<br />

178

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

Saved successfully!

Ooh no, something went wrong!