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Multimodal Semiotics and Collaborative Design

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Superheroes. Caitlyn, whose needs <strong>and</strong> specifications primarily led the design process, mentions<br />

that one of the principal ideas was to replicate an urban city l<strong>and</strong>scape that is commonplace to the<br />

specified genre:<br />

Caitlyn: [I]t is just a big city with skyscrapers <strong>and</strong> a residential area, <strong>and</strong> a warehouse <strong>and</strong> a<br />

museum <strong>and</strong> a park. It’s got all of your basic urban structures.<br />

The PAL case is different in terms of its visual style. PAL is designed to emphasize the<br />

distinguishing features <strong>and</strong> affordances of virtual places, <strong>and</strong> freedom from certain real-worlds<br />

constraints, such as gravity <strong>and</strong> limitations of bodily presence. The co-designer interviews showed<br />

that the dominant concern in the design of PAL was to be ‘not RL-like’. As the chief designer<br />

AmyLee explains, the emphasis on being unrestricted by so-called real-world constraints was a<br />

definitive factor in shaping of design style:<br />

AmyLee: [T]heres really nothing that looks like RL here, we dont really need to comply with<br />

the rules of building in RL … so we made profit of it 4 .<br />

On the other h<strong>and</strong>, the workshop projects followed the stylistic <strong>and</strong> narrative logic of Metrotopia as<br />

they were fictional designs to be presented in the virtual city, while they were smaller in size <strong>and</strong><br />

simpler in structure.<br />

The analysis continues with comparative presentation of each design project within each analytical<br />

theme, borrowing <strong>and</strong> synthesizing certain concepts from the matrix. Each sub-chapter will focus<br />

on one particular meta-function, <strong>and</strong> discuss the findings from the three case-studies in reference<br />

to the design elements on various scales. The analysis of each meta-function also aims to discuss<br />

the relations between different meta-functions by exemplifying the various situations, in which<br />

these design elements are crated to fulfill multiple functions. Findings on the various scales, such<br />

as layout of the places, organization of functional areas, or use of textures <strong>and</strong> animations as design<br />

elements aim to support the analysis by providing insights on the semiotic <strong>and</strong> structural relations<br />

among various scales. Therefore, the categorization of the data within the systemic functional<br />

matrix also aims to transgress the boundaries of meta-functions or rank-scales, <strong>and</strong> emphasize the<br />

fluidity of concepts in the framing of the overall semiotic experience. I begin with presentation of<br />

data on functionalities <strong>and</strong> the perceived affordances in each design project <strong>and</strong> see these as<br />

experiential components. The second part of the analysis outlines the interpersonal meta-function,<br />

<strong>and</strong> includes the co-designers’ descriptions about their rhetorical intentions <strong>and</strong> the ways in which<br />

they formed the multimodal semiotic resources to communicate particular messages, amplify<br />

4<br />

As I explained in Chapter 7, AmyLee is deaf. Therefore, she requested our interview to be based on text-chat, after<br />

which I sent her a follow-up survey with open-ended questions. I use her original messages as data, thus some<br />

grammatical mistakes may appear here <strong>and</strong> there.<br />

195

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