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Multimodal Semiotics and Collaborative Design

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<strong>and</strong> posters with positive political messages, <strong>and</strong> the multi-colored scripted dance floor. The visual<br />

style essentially refers to a multimodal experience centered on the music <strong>and</strong> the visuals. The<br />

experience is textually supported by the emphasis on the size <strong>and</strong> form of the stereo device - a<br />

visual <strong>and</strong> metaphorical link to the real-world product-, rotating antenna on both sides, <strong>and</strong><br />

respective positioning of the speakers <strong>and</strong> the dance floor, which signifies a direction for the<br />

experience to flow. The co-designers want to attract the attention of avatars, to whom the actual<br />

rhetorical content (political message) is directed, to the meeting place that is provided by the dance<br />

floor. Therefore, unlike PAL, the primary experiential function of this space is not dissemination of<br />

multimodal content. The design has a dominant discursive political agenda to communicate with<br />

its visitors/users. <strong>Multimodal</strong>ity is used as a design resource by which the co-designers semiotize<br />

available communication channels for properly communicating their messages, while offering<br />

users with the affordances for getting engaged in the design.<br />

Interpersonal meaning potentials <strong>and</strong> the transformative agency of visitors<br />

In some situations, the co-designers’ intentions with particular representations do not match with<br />

the actual use-contexts in which the meaning potentials are actualized by the visitors. In other<br />

words, I am interested in specific design cases, in which user feedback challenges the co- designers’<br />

semiotic associations with their objects, <strong>and</strong> possibly leads them to modify their design decisions.<br />

Metrotopia <strong>and</strong> PAL cases show important differences in terms of the visitor feedback aspect,<br />

mainly because of the relatively longer time schedules of these two projects. However, the limited<br />

time period of the workshop projects did not allow other visitors to try out <strong>and</strong> comment on the<br />

designs. Therefore, this section will exemplify the arguments by drawing on the first two cases.<br />

For instance, Caitlyn reviews the research participants’ efficacy of engagement with Metrotopia,<br />

<strong>and</strong> she concludes that the locations which succeeded in getting more traffic were the interaction<br />

places with specific experiential potentials. It is possible to relate Caitlyn’s comment below to the<br />

construction of interpersonal meta-functions in order to capture the attention of visitors.<br />

Caitlyn: The costume bazaar worked really well, because they came up with a lot of interesting<br />

costumes. And the Dojo worked well, lot of people had some interesting interactions with<br />

Sensei Serenity. The rest of the isl<strong>and</strong> didn’t work terribly well, because it wasn’t interactive<br />

enough, it wasn’t alive enough. There wasn’t enough to do. So people would go away, <strong>and</strong> just<br />

go often do explore other parts of SL.<br />

Caitlyn’s observations led her to think that interactivity is an essential feature in design of places, in<br />

order to get people engaged. However, Metrotopia’s design was not changed until observation stage<br />

of Caitlyn’s experiment was over, mainly because of a practical methodological limitation: all<br />

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