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Multimodal Semiotics and Collaborative Design

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<strong>and</strong> Curiza mention, new coming avatars often spend little time in a place if it does not make sense<br />

to them, whereas visitors who invest time <strong>and</strong> effort will seek to comprehend what lies beneath the<br />

surface level:<br />

AmyLee: We know that the weakness for now is the information to visitors, <strong>and</strong> the way we<br />

deal with the first 10 sec on the sim (some people leave in 5 to 10 sec as they don't see the<br />

point!)<br />

Here, AmyLee <strong>and</strong> Curiza reflect on their experience <strong>and</strong> learning in SL, as they acknowledge the<br />

interpretive <strong>and</strong> transformative agency of their users.<br />

Curiza: It’s like having a book; <strong>and</strong> if you read the first 10 pages, it’s not really exciting. But if<br />

you get hooked on it, then you get much more out of it. So that’s how I see many sims in SL;<br />

that is, if you invest some time in it, you also get paid back in rich experience. But if you just<br />

look around <strong>and</strong> say “Oh there is no people”, then you don’t get anything.<br />

Even though the overall design includes several alternative solutions to welcome the guests, to help<br />

them underst<strong>and</strong> the isl<strong>and</strong> <strong>and</strong> learn what PAL is about, some visitors do not underst<strong>and</strong> the main<br />

concept. Curiza relates this to the various conditions in which different visitors may engage in PAL.<br />

Curiza: So now, we kind of said “Ok, our visitors are very diverse.” Some come because they<br />

search in Music, or in some style, some genre. And they get us. Other people come because<br />

they have heard that the design is nice. And then other people just come by accident, or<br />

because they find us on the ‘Destination Guide’ <strong>and</strong> want to check it out.<br />

To sum up thus far, the analysis shows that the design of PAL has also been affected by the<br />

construction of its experiential meaning potentials by the co-designers, <strong>and</strong> the relations of these<br />

semiotic potentials are closely interrelated with the interpersonal <strong>and</strong> textual components of the<br />

meta-functional framework. According to the co-designers, the visual language of the exterior of<br />

PAL reflects its primary function, <strong>and</strong> aims to exclude certain types of semiotic associations by not<br />

including certain features. The analysis also points to the relations between the affordances of<br />

design elements <strong>and</strong> the potential social activities are important in construction of the experiential<br />

semiotics of the virtual place. On the other h<strong>and</strong>, the co-designers are aware of the diversity in the<br />

potential visitors’ conditions of engagement; thus, they generate design solutions in order to<br />

communicate more efficiently with newcomers. As one significant example of this, the entry point<br />

to PAL is also mentioned as a significant feature in its design:<br />

Curiza: The TP is very important, you know, where you place the TP. We could’ve sent them<br />

directly into ‘Rock’ music dome, or whatever, but we kind of let them fall down (smile). So I<br />

would say we force people to explore.<br />

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