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Multimodal Semiotics and Collaborative Design

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creative activities <strong>and</strong> reduce the potentials for interdisciplinary collaboration offered by social<br />

affordances of a VW platform such as SL.<br />

Finally, while embedding potential affordances <strong>and</strong> constraints, the platform developers should<br />

consider how some VW designers can (<strong>and</strong> often are willing to) resist, challenge <strong>and</strong> test the<br />

platform to its limits. Modes <strong>and</strong> meaning resources in the tools of design can also differ from<br />

context to context, <strong>and</strong> are partly shaped by the VW’s inherent capabilities. The experiential,<br />

interpersonal <strong>and</strong> textual meta-functions apply not only for the designed places <strong>and</strong> artifacts but<br />

also for the tools, resources <strong>and</strong> platforms in which the co-designers generate the social functions<br />

of the virtual places <strong>and</strong> artifacts as semiotic resources.<br />

Implications for <strong>Design</strong>ers<br />

Co-production of virtual places <strong>and</strong> artifacts in SL illustrates innovative potentials of digital<br />

technologies for the participatory design of multimodal interactive experiences. As I have argued,<br />

the virtual places in SL present tools <strong>and</strong> affordances as a collaborative tool for real-time design<br />

<strong>and</strong> testing, synchronous <strong>and</strong> asynchronous collaboration, <strong>and</strong> places to generate, build <strong>and</strong><br />

evaluate the designs together.<br />

The spatial characteristics of virtual places <strong>and</strong> avatar interaction also present affordances for<br />

professional design projects, which could be affective in collaborative processes of not only<br />

architects, but also product or game designers. The analysis shows that the prim system provides<br />

the designers with a simple but comprehensive modular toolkit to produce complex geometries<br />

from simple geometric units. The st<strong>and</strong>ard object generation method <strong>and</strong> the object-texture-script<br />

model 2 in prims provide a wide solution space for creative experimentation <strong>and</strong> problem-solving. I<br />

consider this method of using simple modular units for multimodal expression also a helpful<br />

approach for design education, where students are often motivated to work in groups to generate<br />

ideas, build mock-ups <strong>and</strong> models <strong>and</strong> test out their designs through renders, simulations or<br />

sketches. It is also possible to develop potential solution spaces for designing in SL by<br />

incorporating other tools <strong>and</strong> resources, such as external design software <strong>and</strong> online resources. As<br />

the socio-technical environment develops by co-production of content <strong>and</strong> tools, so does the codesigners’<br />

search for more complex methods <strong>and</strong> tools. On the other h<strong>and</strong>, inclusiveness in tools<br />

<strong>and</strong> resources brings a considerable amount of complexity, thus presents a significant learning<br />

requirement for the beginners. The experience of social affordances differs when a person uses<br />

either a VW to design in a shared virtual space or a professional 3D modeling tool. On the other<br />

h<strong>and</strong>, the potentials <strong>and</strong> pitfalls of the VW technology for the context of professional design<br />

2<br />

The method of producing virtual artifacts by applying textures <strong>and</strong> scripts on primitive geometric units (prims).<br />

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