Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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In our second interview, she explains how the overall American outlook is a result of commonality<br />
<strong>and</strong> familiarity with the visual language. According to Caitlyn, the team decided to “replicate<br />
American metropolitan places, because those are more common for the superhero genre than<br />
European metropolitan places.” Visitors are expected to make sense of the place quickly, by<br />
generating <strong>and</strong> resolving what she describes as ‘questions’ about what the place means <strong>and</strong> what<br />
potential affordances <strong>and</strong> constraints it offers for mediated interaction.<br />
In the PAL case, the co-designers framed their visual language more freely, as they were not<br />
constrained by particular genre conventions. According to the co-designers, their aim was to<br />
emphasize the unique potentials of listening to music while experiencing the virtual place. By most<br />
of its co-designers, PAL’s design was described as “SL-like” (AmyLee <strong>and</strong> Shaggy) or “SL-ish”<br />
(Xavier) rather than being associated with a particular genre. The co-designers indicate a form of<br />
semiotic resistance to norms of RL, <strong>and</strong> the physical constraints that “RL places” present. It was<br />
also mentioned that certain visual references were used in order to familiarize visitors to the<br />
l<strong>and</strong>scape (i.e. “natural” colors <strong>and</strong> layout) while the overall visual expression is built on iteration<br />
of simple geometric forms, extensive use of colors, <strong>and</strong> flying structures that signify the virtuality of<br />
the place.<br />
AmyLee: [I]t was very important, right from the beginning, not to offer a RL replica. We really<br />
wanted to offer people a unique experience, something they can't have anywhere else. (…) I<br />
know some people are almost upset when they don't recognize the place as something they<br />
could see in their everyday life. But, anyway, this choice was natural, we all (Curiza, Shaggy,<br />
Xavier, me) wanted something totally SL.<br />
Shaggy: you’ll have some people who will definitely need SL to be SL <strong>and</strong> some other people<br />
who will need to find in SL what they know in RL. You have all these kinds of people. So,<br />
you’ve got to please everyone.<br />
For Shaggy, properly representing the balance of visual style/form <strong>and</strong> functionality was an<br />
important consideration in design from the beginning:<br />
Shaggy: [J]ust making something that is totally different <strong>and</strong> just the opposite of what you<br />
could see in the real world. But you don’t have to be too much surprising. I mean, people must<br />
underst<strong>and</strong> quickly where they are <strong>and</strong> what this place is about. So there’s a balance to be<br />
found, at some point.<br />
Curiza explains his original intentions as being ‘futuristic’, which lead to the first ‘walk through<br />
sound’ design of the virtual place:<br />
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