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Multimodal Semiotics and Collaborative Design

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On the other h<strong>and</strong>, Shaggy also describes the collaborative design process in SL as a “sequential<br />

process”, in which they “haven’t been really working together as you could underst<strong>and</strong> it in real<br />

world, like being all 3 of us [Shaggy, AmyLee <strong>and</strong> Xavier] around a table.” Similarly, AmyLee<br />

mentions the notion of real-time building affordances, but immediately adds that it is not the norm<br />

here. For her, collaboration in “large-scale constructions” is “more a matter of sharing the tasks<br />

(this or that part of the sim, prims for one <strong>and</strong> texture for the other, etc.)” According to AmyLee,<br />

the co-designers build at their own paces <strong>and</strong> places, as they “don’t necessarily have the same<br />

hours.” Therefore they “mutually visit the other's build <strong>and</strong> make comments through IM.” She<br />

says her preference of working alone also has personal reasons; as she doesn’t like people see her<br />

building, especially when she needs to “test things, stop it, think about it, come back to it, etc.”<br />

Shaggy explains that they “built another place just to be quiet <strong>and</strong> not be bothered by visitors that<br />

are lost in PAL”, so that they could work “[d]iscreetly, with nobody around.” <strong>Design</strong>, testing <strong>and</strong><br />

evaluation of initial design concepts, as well as forms <strong>and</strong> functions were done in this other sim 26 .<br />

In this way, it was also possible to keep the actual PAL sim running, while they worked on the new<br />

design without intrusion. Another reason for keeping the work as a secret was Curiza’s plans to<br />

make an opening ceremony, <strong>and</strong> surprise visitors with the new design.<br />

For Xavier, an important advantage of SL is the availability of immediate feedback. Xavier’s<br />

professional perspective leads him to compare the SL processes to real-world ones, in which a<br />

designer does “sketching something, send an e-mail, wait 2-3 days, then you get feedback, maybe<br />

you have RL meeting saying “Ok, next week we will look at these possibilities” <strong>and</strong> another week<br />

before you meet again.” For him, collaborative design in SL requires a certain “kind of a dialogue”<br />

because “it’s not like RL, you have to sketch it all first <strong>and</strong> then you build it. In SL, you can build,<br />

then discuss <strong>and</strong> then change it.” According to AmyLee, “when you work with someone, you can<br />

show how an idea looks like, not by telling or describing, but by building” because “thats the base<br />

in sl, its so easy to build, test, destroy <strong>and</strong> try again.” Therefore trial-<strong>and</strong>-error is an important<br />

part of the design process. This is also how the cubic l<strong>and</strong>scape was designed. As Shaggy already<br />

had the overall idea of “cubes with different heights like a digital l<strong>and</strong>scape”, he <strong>and</strong> AmyLee had<br />

to improvise <strong>and</strong> imagine “what it would feel like being there.” However, another reason of the<br />

trial <strong>and</strong> error method is the challenges posed by the constraints, such as the aforementioned<br />

permission options. No matter how experienced <strong>and</strong> skilled designers can be, certain constraints of<br />

SL effect all content-generators, especially the ones about permissions for object modification <strong>and</strong><br />

transfer, which Xavier claims to have “some very American limitations” in SL. Objects cannot be<br />

26 During Metrotopia’s design process, a similar platform was built 900 mt above the original sim for testing <strong>and</strong><br />

building purposes. The successful builds were then being transferred into Metrotopia <strong>and</strong> placed in their planned<br />

locations by Aspen.<br />

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