Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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Analytical<br />
category/case<br />
Intended practical<br />
functionality<br />
METROTOPIA PAL WORKSHOP<br />
Research<br />
Sharing music<br />
Narrative construction<br />
Education<br />
Art communities<br />
Symbolic representation<br />
Public events<br />
Public events<br />
Limited functionality<br />
<strong>Design</strong> of meeting<br />
places<br />
Activity-oriented<br />
Divisions of a city<br />
Genre+activity oriented<br />
Division by color <strong>and</strong> form<br />
i.e. Dance floor<br />
Open <strong>and</strong> closed<br />
spaces<br />
Open areas for events,<br />
gatherings <strong>and</strong> s<strong>and</strong>box<br />
Closed areas: museum, fight<br />
club, gym<br />
Open l<strong>and</strong>scape design<br />
Closed pods for intimacy<br />
Underground club for parties<br />
Essentially open shapes,<br />
characterized by largescale<br />
virtual artifacts<br />
Chronotope <strong>and</strong><br />
flow/path of<br />
movement<br />
Division by streets <strong>and</strong><br />
blocks of buildings<br />
Walk, teleport, fly<br />
Entry Point<br />
Sense of direction<br />
Orange pathway<br />
Walk, teleport, fly<br />
Entry Point<br />
Sense of direction<br />
Limited space for avatar<br />
movement<br />
Sense of Direction<br />
Movement in relation to<br />
the rhetorical message<br />
Use of prims <strong>and</strong><br />
other textual<br />
elements<br />
Prims (plus collected objects<br />
<strong>and</strong> sculpted prims from SL)<br />
Prims (authentic creation, no<br />
sculpted prims<br />
Prims (authentic creation,<br />
no sculpted prims)<br />
Text<br />
Text<br />
Text<br />
Modes <strong>and</strong><br />
multimodal<br />
arrangements<br />
Image/video<br />
Sound <strong>and</strong> music<br />
Color <strong>and</strong> texture<br />
Layout <strong>and</strong> spatiality<br />
Image/video<br />
Sound <strong>and</strong> music<br />
Color <strong>and</strong> texture<br />
Layout <strong>and</strong> spatiality<br />
Image/video<br />
Sound <strong>and</strong> music<br />
Color <strong>and</strong> texture<br />
Layout <strong>and</strong> spatiality<br />
Interactivity<br />
Interactivity<br />
Interactivity (limited)<br />
Genre <strong>and</strong> Visual<br />
Language<br />
Superhero, comic books<br />
Urban structure Divisions,<br />
streets <strong>and</strong> activity-places<br />
SL-like<br />
Pixel/Digital L<strong>and</strong>scape<br />
Futuristic , Non-human<br />
Iteration of geometric units<br />
Following the Metrotopia<br />
narrative<br />
Appropriated in relation to<br />
group story<br />
User feedback <strong>and</strong><br />
revisions of design<br />
<strong>Design</strong> was not changed<br />
until experiment was over<br />
Additions were made for<br />
new use-contexts<br />
Research team’s needs were<br />
primary<br />
<strong>Design</strong> evolved since 2008, 4<br />
major stages of design were<br />
observed<br />
User feedback (club idea, seating<br />
units etc.) was influential<br />
<strong>Design</strong>s were not changed<br />
after final presentation<br />
Students were challenged<br />
by the audience<br />
Table 8.3 Summary of findings from multimodal analysis in relation to the 3 case studies<br />
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