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Multimodal Semiotics and Collaborative Design

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Figure 8.28 Air-view of the PAL sim, <strong>and</strong> light-paths for walking between upper-level listening pods<br />

These variations lead to an emphasis on the experiential function, as the textual organization of<br />

cubes produce the ground plane <strong>and</strong> signify pathways to follow. Finally, the metaphorical<br />

associations to potential (real-world) places lead the co-designers to derive an interpersonal<br />

meaning potential, which was described by Xavier <strong>and</strong> Shaggy as a ‘pixel’ or ‘digital’ l<strong>and</strong>scape:<br />

Shaggy: Basically the idea … was … an array of cubes with different heights like a digital<br />

l<strong>and</strong>scape. (…) And when I had the sim filled with these cubes, I’ve done hills <strong>and</strong> valleys<br />

Xavier: The design is very abstract. It’s like a l<strong>and</strong>scape but it’s made out of boxes. So it’s like a<br />

“pixel-l<strong>and</strong>scape”, I think we can call it that. And that was the main idea.<br />

Furthermore, these interpersonal relations, such as Shaggy’s metaphorization of ‘hills <strong>and</strong> valleys’,<br />

lead Xavier to imagine it as a real-world l<strong>and</strong>scape:<br />

Xavier: AmyLee built the l<strong>and</strong>scape <strong>and</strong> she said “Come look, what do you think about it.”<br />

And I said “This is Scotl<strong>and</strong>!”, we have a valley <strong>and</strong> a river in the bottom down at the valley,<br />

the stage that is one side of the mountain, <strong>and</strong> all the audience is on the other side when you<br />

look across the valley.<br />

Xavier, AmyLee <strong>and</strong> Curiza also comment on the later development of the ‘pixel l<strong>and</strong>scape’<br />

concept, especially in relation to the orange pathway that was designed to guide the visitor<br />

chronotopes toward various multimodal interaction spaces. Similar to the avenues <strong>and</strong> streets<br />

designed in Metrotopia to guide movement, PAL’s open-space layout also affords visual clues to<br />

particular directions embedded as textual elements. On the other h<strong>and</strong>, this orange pathway was<br />

the subject of another discussion between the co-designers: while Xavier aimed at a pure<br />

abstraction of the ‘pixel l<strong>and</strong>scape’ concept, Emily’s intention was to guide the movements of<br />

visitors. Here, the decision making processes <strong>and</strong> the power relations within groups are also<br />

relevant in the analysis of a virtual place’s semiotic potentials form a sign-maker’s point of view.<br />

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