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Multimodal Semiotics and Collaborative Design

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artifacts. In other words, the co-designers of places shaped the places that they design in certain<br />

ways that their imagined users, or visitors, would experience. The experienced designers often<br />

watch <strong>and</strong> learn from the reactions of the visitors, <strong>and</strong> develop new strategies to communicate the<br />

affordances better. On the other h<strong>and</strong>, some designers were more interested in experimenting with<br />

the affordances <strong>and</strong> test the boundaries of limitations.<br />

As demonstrated by Xavier’s comments, who is a professional Danish architect working in both VW<br />

<strong>and</strong> RL, SL may present particularly convenient affordances to resist norms <strong>and</strong> conventions in the<br />

so-called RL for design, <strong>and</strong> exp<strong>and</strong> the boundaries of their imaginations. Several factors –<br />

including lack of gravity <strong>and</strong> other physical constraints on bodies <strong>and</strong> the prim system that allows<br />

complex forms to be comprised of geometric units – contribute to the visual representation of the<br />

notion of virtuality. On the other h<strong>and</strong>, in both Metrotopia <strong>and</strong> PAL cases, co-designers also refer<br />

to the use of particular signs of realism mainly to accommodate the experiential <strong>and</strong> interpersonal<br />

meta-functions, such as the urban l<strong>and</strong>scape of Metrotopia with streets <strong>and</strong> high-rise buildings<br />

(Caitlyn) or the use of ‘natural’ colors on cubes that form PAL’s ground plane (Curiza). The<br />

analysis of such metaphorical systems invites a socio-semiotic reconsideration of how designers<br />

conceptualize the interpersonal effects of modality in virtual places.<br />

The final designs emphasized certain ideas, notions or concepts that the co-designers generate<br />

during the process, either individually or by collective effort. The focus of analysis here was the<br />

ways in which semiotic meaning potentials were co-produced by the co-designers, <strong>and</strong> the<br />

motivations of the co-designers which made them to collaboratively give shape to SL’s places <strong>and</strong><br />

artifacts. The analysis of data from the three cases points to the relations between semiotic metafunctions<br />

<strong>and</strong> design features: Experiential meta-functions correspond to the features of movement<br />

<strong>and</strong> functionality, interpersonal meta-functions correspond to the features of visual language <strong>and</strong><br />

representation of social presence, <strong>and</strong> the textual meta-functions correspond to the features of<br />

structure, organization <strong>and</strong> multimodal orchestration.<br />

9.2. Implications for theory, methodology <strong>and</strong> practice<br />

The findings point towards a complex nexus in co-production practices, <strong>and</strong> a semiotic flux in the<br />

social negotiations of meta-functions, as well as identities, places, tools, affordances <strong>and</strong> methods,<br />

which are also co-produced along the process. People with different backgrounds, skills, interests<br />

<strong>and</strong> purposes get together through complex mediated relations; configure design teams according<br />

to their interests <strong>and</strong> competences to design multimodal virtual places <strong>and</strong> artifacts. The three<br />

cases show that the social <strong>and</strong> material environments in which the design activities take place affect<br />

designers’ decisions; thus, contribute to the meaning potentials of the final products.<br />

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