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Multimodal Semiotics and Collaborative Design

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8.3. Constructing the interpersonal meta-functions: visual style, social<br />

presence <strong>and</strong> the transformative agency of visitor feedback<br />

I have already mentioned several cases in which the interpersonal meta-functions within the<br />

designed places <strong>and</strong> artifacts are related to their experiential meaning potentials. In this section,<br />

my aim is to discuss the ways of constructing interpersonal semiotic potentials to communicate<br />

with the visitors about particular design concepts, <strong>and</strong> the ways in which the design of virtual<br />

places <strong>and</strong> artifacts mediate communication by emphasizing a sense of social presence. I analyze<br />

how the co-designers of collaborative projects choose to employ some metaphors while avoiding<br />

others, <strong>and</strong> build their discourses in reference to the intertextual visual languages of various<br />

genres; in that, they consider semiotic references to various other sign-systems. Then, my focus<br />

shift to the design of interaction places, <strong>and</strong> how their interpersonal meaning potentials are<br />

constructed in order to facilitate co-presence <strong>and</strong> social interaction. Finally, I will outline some codesigner<br />

comments on how the visitors react to the intended interpersonal potentials, particularly<br />

cases where visitors build inadvertent associations with the place or expectations about its<br />

affordances <strong>and</strong> constraints. In this section <strong>and</strong> onwards, I will structure the analysis in terms of<br />

several analytical concepts <strong>and</strong> discuss the findings from the three cases in reference to each these<br />

concepts in the sub-sections, instead of categorizing the findings for each case study separately.<br />

<strong>Design</strong> of visual styles, genres conventions <strong>and</strong> intertextual metaphors<br />

As mentioned earlier, Metrotopia was designed to fulfill a practical function in Caitlyn’s research<br />

experiment. Her reasoning behind design principles for the sim followed an intertextual path in<br />

relation to her goals in using SL as part of a larger media context for research. Signifiers as design<br />

elements in Metrotopia often refer to major tropes of superhero genre, in accordance with the sim’s<br />

overall design which reflects American metropolitan structures with high-rise buildings, USst<strong>and</strong>ard<br />

street lines <strong>and</strong> English as common language. Although the characteristics of the chosen<br />

genre have common fictional elements (i.e. costumes, superpowers, fighting) with the general<br />

’fantasy’ genre, Caitlyn claims Superheroes were “easier to replicate in SL’ because ‘it has a little bit<br />

more basis in modern world’.<br />

Caitlyn: [T]here are definitely movies that are superhero movies. There are video games that<br />

are superhero games. There are, well at the time there was only one real superhero MMORPG,<br />

there’s a couple more now. But what to do in SL<br />

Next challenge for the co-designers was to find proper semiotic resources <strong>and</strong> appropriate them to<br />

the overall design to reflect it semiotic meta-functions. This part was done as a collaborative effort,<br />

whereas Caitlyn made most of the final decisions as to which tropes relate to the genre style.<br />

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