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Multimodal Semiotics and Collaborative Design

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Although Metrotopia was specifically designed for the participants of Caitlyn’s research, the design<br />

team was also considering SL’s social affordances, which would allow the virtual city to be<br />

populated by various other avatars; thus the team chose to make Metrotopia a public location <strong>and</strong><br />

to allow other visitors in. Caitlyn expresses later that she “wasn’t thinking about other people,<br />

other visitors” <strong>and</strong> first design principles were determined “just for the participants of the study.”<br />

In our interview, Caitlyn mentioned that Metrotopia “existed primarily to bring people to for a<br />

specific reason” <strong>and</strong> her research participants are a “different type of audience than the audience<br />

you hope to get just by existing.” However, particular design elements have also been placed in the<br />

overall design to accommodate the variety of visitor profiles, including r<strong>and</strong>om visitors <strong>and</strong> guests<br />

for various inworld events. After Caitlyn’s research study - when the primary purpose of the design<br />

was accomplished – Metrotopia was introduced to public <strong>and</strong> several events were organized to<br />

“market” the city, including a Machinima contest <strong>and</strong> an opening night with live concerts.<br />

Therefore, the design of Metrotopia’s experiential meaning potentials reflect this situation, <strong>and</strong> the<br />

organization of various design elements aim to accommodate different visitor experiences.<br />

Although specific interactive places were designed <strong>and</strong> built within Metrotopia to represent<br />

particular types of interaction (i.e. information gathering, costume <strong>and</strong> avatar modification,<br />

fighting <strong>and</strong> exercising), certain locations did not satisfy the initial research expectations of Caitlyn.<br />

She believes that the design didn’t involve enough ‘questions’ to get participants more engaged:<br />

Caitlyn: It is this idea of the questionings that go on in a situation. First question is ‘what is<br />

this place’, <strong>and</strong> then you get that question answered but you do not have any questions after<br />

that, you are not going to stick around. (…) But then as a designer, of the content at least, you<br />

CAN structure questions in. I mean, that is what happens with narrative text. There are a lot<br />

of questions as you go along. So, we didn’t structure enough questions into the city to make it<br />

interesting enough to stay.<br />

In her comment above, Caitlyn relates the questionings of the users, or visitors, to the decisions<br />

that are made by the designers. Here, she explains why she thinks her experience with the research<br />

participants was not as successful as she thought, by referring to both the experiential potentials<br />

for movement <strong>and</strong> the interpersonal potentials for engagement. On the one h<strong>and</strong>, it is the visitors<br />

who would make sense of the place; therefore their questionings about the possible affordances<br />

<strong>and</strong>/or constraints was the primary steering force behind the design of certain elements. On the<br />

other h<strong>and</strong>, Caitlyn claims that designers’ task is to shape the users’ environment in such a way that<br />

would make them want to ask more questions <strong>and</strong> therefore have prolonged interaction.<br />

In Metrotopia, the co-designers present experiential meaning potentials by organizing the<br />

affordances <strong>and</strong> constraints of various design elements within specific locations in the city. Each of<br />

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