Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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design. Although the design idea <strong>and</strong> the overall concept were determined by Caitlyn’s research<br />
questions <strong>and</strong> personal experience, she says once the main idea was generated <strong>and</strong> the team<br />
“started underst<strong>and</strong>ing what we could do in SL, the idea had to be changed.” On the other h<strong>and</strong>,<br />
visitor feedback or Caitlyn’s observations with research participants has not gone into changing any<br />
aspects of the place.<br />
The issue of synchronous <strong>and</strong> asynchronous collaboration was also a topic of discussion in the PAL<br />
case. Since the co-designers were from different parts of the world, they have been living in<br />
different time-zones, working <strong>and</strong> living in different life-worlds. The whole team has never met in<br />
person, but Curiza <strong>and</strong> Xavier met a few times in Denmark. According to Shaggy, it was often hard<br />
to get the whole team together in a certain (inworld) location <strong>and</strong> this situation shaped the design<br />
process profoundly because “people will come here when they want to, <strong>and</strong> if they’re not here then<br />
they’re just not here.” Shaggy adds: “this is probably because SL is not a priority for no one here.<br />
You go to SL just to have fun. It’s not a job. So you do it when you have time, <strong>and</strong> you meet people<br />
when they are online.” The process of PAL’s design was not much different in terms of the codesigners’<br />
working methods. On the other h<strong>and</strong>, the evolution of PAL’s general design idea <strong>and</strong> the<br />
role of feedback from various social actors (including visitors) have specificities. Back in 2008, subdividing<br />
the l<strong>and</strong> for streaming media was a new development in SL; which instigated Curiza’s<br />
creative thinking. Thus, Curiza explains his initial purposes in generating the PAL idea as to “find<br />
out what [they] can do in here, in 3D worlds.” Consequently, Curiza’s idea was supported by a<br />
fellow Danish radio show, which invited its listeners to join in with ideas <strong>and</strong> co-develop the design<br />
idea. Curiza describes how various listeners called in to give ideas, <strong>and</strong> sending requests to be<br />
included in the design of the place. In fact, Curiza <strong>and</strong> Xray met through the radio show, after<br />
which they met in SL <strong>and</strong> became acquaintances. The idea of using unevenly distributed cubes, was<br />
generated by Shaggy <strong>and</strong> developed by him <strong>and</strong> AmyLee for the most recent version of PAL. Shaggy<br />
explains how he generated the cubes idea as “just trying to close my eyes <strong>and</strong> say ‘ok, I’m<br />
teleporting to PAL, what should be around me What should it look like’”, after which he<br />
generated several ideas. The overall idea to produce the ground plane by 600+ cubes came as a<br />
surprise to Curiza, who says he never mentioned such a design concept to AmyLee before. In fact,<br />
the way Shaggy describes how the idea was generated refers to Curiza’s initial design principles,<br />
<strong>and</strong> the perceived constraints of the design context. Shaggy describes these initial design principles<br />
as “‘do’s <strong>and</strong> don’ts’” of the project. Such constraints in PAL’s design included having an open<br />
space in which avatars can easily navigate, underst<strong>and</strong> the overall concept, <strong>and</strong> be able to<br />
experience music within four listening areas. For instance, Shaggy explains why “having the 4<br />
listening areas pretty close to each other” was a design strategy to make it “convenient for people<br />
to walk from one to another.” User feedback has a much more central role in the evolution of<br />
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