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Multimodal Semiotics and Collaborative Design

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particular use-contexts. Therefore, it is important to support the analysis of semiotic texts with the<br />

contextual data provided by observations of sign-makers <strong>and</strong> their reflections on their experiences<br />

with generating ideas, developing solutions <strong>and</strong> imagining potential use-contexts.<br />

As discussed above, the co-designers’ individual discourses on representations of virtuality <strong>and</strong><br />

reality affect the ways in which they negotiate the affordances of forms <strong>and</strong> functions. Mediation of<br />

presence with avatars is among the most influential specificities of this kind. SL differentiates from<br />

conventional 3D modeling applications with regard to this particular characteristic, combined with<br />

the affordances of a multi-user virtual environment <strong>and</strong> multimodal channels of digital<br />

communication that provide both synchronous <strong>and</strong> asynchronous interaction. While avatars in<br />

virtual space afford designing by walking around – navigating in 3D space with visual reference to<br />

the objects <strong>and</strong> actors of design - virtual places are designed for avatars who can “fly” <strong>and</strong> who<br />

“cannot be hurt” unlike human bodies in physical spaces.<br />

As the analysis shows the designers try to underst<strong>and</strong> <strong>and</strong> imagine why the users make certain<br />

decisions, such as using the seating elements while it is also convenient for avatars to st<strong>and</strong> up for<br />

long times. The sign-makers’ interests result from their intentions to accommodate potential user<br />

behaviors. However, views on affordances <strong>and</strong> constraints are also subjective, such as AmyLee’s<br />

comments on absence of voice chat before 2007, or AmyLee <strong>and</strong> Shaggy’s comments on<br />

technological development. The ways in which different co-designers experience SL as a<br />

collaborative platform is related to their conditions of engaging with SL, as well as their preferred<br />

roles in the design process.<br />

The sign-makers’ rhetorical interests are translated into potential affordances <strong>and</strong> constraints in<br />

making of objects, <strong>and</strong> they are actualized by the visitor’s engagement <strong>and</strong> transformative agency.<br />

Both content generators <strong>and</strong> users learn the norms of communicating through objects in this<br />

particular realm by investing time <strong>and</strong> mental effort. Perhaps the best example for the learning<br />

aspect of the affordance perspective is the process of the Workshop students, <strong>and</strong> how they<br />

practiced content-generation in an intense 3-week session. Therefore affordances <strong>and</strong> constraints<br />

are not only understood as visual signifiers, but they are purposefully designed to facilitate certain<br />

types of mediated action.<br />

The balance of professionalization <strong>and</strong> amateur participation to user-generated content activities is<br />

also relevant to how affordances <strong>and</strong> constraints are perceived <strong>and</strong> negotiated by designers. A good<br />

example of this inclusion issue was expressed by AmyLee <strong>and</strong> Shaggy, both of whom do not want<br />

SL to change so rapidly that it would make their existing skills obsolete, especially with the<br />

introduction of Mesh modeling technology. On the other h<strong>and</strong>, RL professional Xavier mentions<br />

that he misses his tools <strong>and</strong> skills he gained from his education <strong>and</strong> professional experience,<br />

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