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Multimodal Semiotics and Collaborative Design

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Interview Guide (Metrotopia <strong>and</strong> PAL)<br />

Personal information <strong>and</strong> context of participation<br />

- Personal info <strong>and</strong> demographics (age, occupation, nationality)<br />

- Prior involvement in Second Life<br />

- Prior involvement in gaming, 3D modeling or collaborative design projects<br />

- Learning how to build (motivations, methods, practices)<br />

The design project<br />

- Description of the project in their point of view<br />

o Initiation, idea-generation<br />

o Configurations of the design teams, their involvement in it<br />

o Initial purposes <strong>and</strong> rhetorical intentions<br />

- Affordances of SL that lead the designers to choose the platform<br />

- Development of the design concept from initial purposes<br />

o Concept development<br />

o Changes <strong>and</strong> transformations in design during th eprocess<br />

- Their personal involvement/role in the process (reasons)<br />

- <strong>Design</strong> <strong>and</strong> building methods (Why were these specific methods preferred)<br />

- The most problematic aspects/stages of the design process <strong>and</strong> how they resolved the<br />

situations<br />

- Were the initial expectations met by the final design<br />

- Feedback from the visitors/users, challenges brought by the visitor involvement<br />

Second Life & Virtual Worlds<br />

- Overall impression of SL’s viewer <strong>and</strong> building interfaces (usability, attractiveness,<br />

- Evaluation of SL as a tool for:<br />

o Idea-generation<br />

o <strong>Collaborative</strong> design <strong>and</strong> building<br />

o Access to audiences/dissemination of design<br />

- Potentials for user-driven innovation in Second Life (examples)<br />

- Requirements of development for facilitating collaborative design <strong>and</strong> user-driven<br />

innovation<br />

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