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Remzi Ateş Gürşimşek
  Public defense of research for the degree of Doctor of Philosophy
Department of Communication, Business and Information Technologies
                 Roskilde University, Denmark 2012
1. Introduction
2. Theoretical framework
     Virtual worlds, social semiotics, design research
3. Methodology and Analytical Framework
     Case-studies, data production, analysis
4. The Analysis
     Social contexts and multimodal semiotics
5. Conclusions and Discussions
     Implications, limitations, further directions
Second Life provides its users with




virtual places and artifacts as a virtual world.
BUT..
How can the world’s residents communicate by designing?

What do these
                         (Mediated)       (Representation of)
      • 3D               Presence         Space

                         (Avatar-based)   (Sense of)
      • Social           Co-presence      Place
                         (Content)        (Design)
      • User-generated   Co-production    Tools

                   virtual worlds mean to their makers?
BUT..
How can the world’s residents communicate by designing?

What do these
                       (Mediated)       (Representation of)
      • 3D             Presence         Space

                       (Avatar-based)   (Sense of)
      • Social         Co-presence      Place
                       (Content)        (Design)
      • User-generated Co-production
                SO BEGAN MY QUEST FORTools

                  virtual worlds mean to their makers?
VIRTUAL
        WORLDS




  SOCIAL       DESIGN
SEMIOTICS     RESEARCH
Virtual Worlds as
                           Places
Avatars, Presence &                         Co-design and
   Co-presence          VIRTUAL           Co-creation in VWs
                        WORLDS




                 SOCIAL           DESIGN
               SEMIOTICS         RESEARCH
VIRTUAL
Semiotic resources        WORLDS
Context of Situation
Meaning Potentials


                    SOCIAL           DESIGN
                  SEMIOTICS         RESEARCH


 Multimodality and            Mediated Discourse
Multimodal Discourse               Analysis
VIRTUAL
              WORLDS
                              Affordances and
                            constraints in design


     SOCIAL            DESIGN
   SEMIOTICS          RESEARCH



The (collaborative)          Designerly ways of
  design process             knowing and doing
How do the VW users co-produce
multimodal    meaning     potentials   in
virtual places and artifacts through
collaborative design, as exemplified by
the social semiotic analysis of the three
case studies in SL?
 Avatars, presence and co-presence
(Bartle 2004, Gordon 2008, Damer 1998, 2009,
Schroeder 1995, 2006, 2011)


 Spatial practices and space/place models in
   design of collaborative virtual systems
(Dourish 2006, Schroeder 2011).


 Spatial technologies of representation,
  verbal and non-verbal communication
(Ondrejka 2005, Boellstoff 2008, Damer 1998, 2009)


 Place metaphors, and representation of
  sense of place in VWs
(Bartle 2004, Prasolova-Førland 2008, Taylor 2009).
 Phenomenology and the experiential perspective:
  Place as ”organized world of meaning”
(Tuan 1977, Turner and Turner 2004)


 Space and place are built on social relations which
  frame interactive behavior in collaborative virtual
  environments
(Harrison and Dourish 1996)


 Design of a virtual place as architectural problem
(Bridges and Charitos 1997)


 Architectural space and cognitive/perceptual and
  physical characteristics of sense of place in built
  space
(Rasmussen 1959, O’Toole 1994, 2004, Najafi et al 2011)
 Social semiotics focuses on sign systems and semiotic
  resources in particular contexts of situation, through
  which they present various semiotic potentials for social
  interaction (Hodge & Kress 1988, van Leeuwen 2005).


 Semiotic Resources:
         systems of meaning at people’s disposal
 Context of Situation:
         social interactions and relations in specific contexts
         in which modes are shaped
 Meaning Potentials:
         resourcefulness and aptness of the modes in
         relation to the semiotic requirements of the
         context of situation.
 Mode: socially and culturally shaped semiotic
  resources for meaning-making

 Multimodal cohesion: orchestration of sign
  systems as multimodal arrangements to present
  meaning potentials

 The critique of multimodal approach says:
    •   Modes are neither pre-determined set of rules nor they can be
        framed by the 5 senses (Pink 2011)
    •   Nature of the social is dynamic and problematic (Latour 2005)
    •   Power, social roles and agency defines the post-modernist view
        of signs (Poynton 1993)
 Design translates rhetor’s intentions into
  semiotically shaped material

 Discourse shapes the choice of design, but
  choice of design in turn shapes the discourse
(Kress 2010)

 Design = de + signare
(Krippendorff 1998)

 Design as a basic human activity to shape and
  bring relational order to the lived environment
(Papanek 1984, Buchanan 2001a, Heskett 2002)

 Affordances as meaning and action potentials
  that are co-contructed through interactions of
  people and objects
(McGenere and Ho 2000, Chemero 2003, Norman 2008)
 Design as a ”a reflective conversation with the situation”
(Cross 2007 [1990])


 Role of intuition, emotion and aesthetic judgement in design decisions
(Simonsen et al 2010)


 ”lll-defined” or ”wicked” problems of design thinking
(Cross 2007 [1982], Buchanan 1992)


 The problem and the solution in design as ”mutually constructive”,
  ”emergent” notions
(Wisser 2006)
 ”Individual insights” and ”momentary collective
  processes”
(Hargadon and Becky 2006)


 Emergence of innovative solutions or unexpected
  outcomes as dialogic process
(Grossen 2008, 2010)


 A ”problem-processing activity” with complex
  problems and distributed knowledge
(Arias et al. 2000, Julier 2008)


 ”Thinking together apart” and”objects to think
  with” in distributed design environments
(Larsson 2003)
 Co-presence and connected presence in computer-supported
   collaborative design
(Schroeder 2011, Koutsabatsis et al. 2012)

 Physically remote but virtually co-located avatars in virtual design
  studios turn space to inhabitated place
(Maher and Simoff 2000, Reffat et al. 2008, Weiley and Pisan 2008, Gu et al. 2011)


 The social creativity of residents as user-generated content , co-creation ,
  and user-driven innovation and as exploitation of voluntary labor
(Ondrejka 2005, Pearce 2006, Fischer and Giaccardi 2007, Bonsu and Darmody 2008,
Kohler et al. 2009)
Virtual words
Avatars, co-presence and collaborative place-making in a 3D virtual studio
                  environment with distributed actors



               Social semiotics and multimodality
  Social construction of meaning potentials by using modes as semiotic
                     resources in a particular context



                           Design research
  Designing affordances for both meaningful and functional places as a
                        communicative practice
   Virtual places and artifacts in SL as multimodal data
       Participatory design observation
       Ethnographic observations with co-designers
       Interviews and focus groups

Images of 3D environments and video captures of designer interactions in SL, interview
transcripts , field notes and online archives
• The three meta-functions in multimodal theory of
  space and place (Stenglin 2008, 2009, O’Toole 1994,
  2004) describe the:

    Experiential
    Interpersonal
    Textual

   meaning potentials..

                     Nathan Winters, Architecture Is Elementary, Salt Lake City, UT: Peregrine Smith Books, 1986
The “nexus analysis” or MDA perspective to social semiotics considers:


        The social actors and relations
        The mediational means and affordances
        The collaborative design processes
        Multimodal semiotics in places and artifacts

    As analytical units..

      Multimodal Analysis and Mediated Discourse Analysis
      Analyzing both the products and the social contexts of co-design
 Capturing power and agency with multimodal analysis

 Interpreting the analysis of contexts and contents of
  design through multiple viewpoints on meaning

 Generalizations from case study findings

 Questions about identity, truthfulness and participation
 A design team and a        An organic ally formed    Four design teams, 15
  research team               group as design team       students
 Professional and           Team and hierarchy        Educational context and
  amateur participants        based on inworld           student responsibilities
 A professional contract     friendship                Amateur and first-timer
 Roles and relations        Professional and          Roles and relations
  defined                     amateur participants       evolved by learning and
 Decision –making based     Roles and relations        interest
  on research priorities      evolved over time
 Backgrounds, skills and purposes of the co-
  designers (i.e. Experience, motivation)

 Professionalism, the amateur spirit and
  being a ”builder” in SL (i.e. Outsourcing)

 Individual participations and the social
  context (i.e. Access to resources)

 Power relations, organization, decision-
  making and hierarchy in group formation
  (i.e. Being the ”chief” of design)
 Movements of humans and avatars in
  real and virtual places, as well as online
  and offline media (i.e. Google, Blender,
  Paper)

 Affordances and contraints of Second
  Life determine interactions with both:
     The user-interface and design tools
     Social affordances of the world


 The socio-technical environment of
  semiotic resources shapes not only the
  processes but also the products of design
  (i.e. Prim-based thinking)
Second Life   Collaboration
              Tools
                                          (Co-)design
                            External

MEDIATIONAL      Avatars                   3D Objects
  MEANS
                            Material      Scripts, textures

         Resources
                                           Inspiration
                              Form
                                         Visual language
 Division of tasks and collaborative
  place-making in groups (i.e. Seats)

 Heterochronous, real-time or
  asynchronous, collaboration (i.e. The
  workshop groups)

 Collective practices or working
  alone (i.e. Costume bazaar and the
  ‘pixel landscape’)
 Both inworld and offline    Mostly inworld             Both inworld and offline
  processes                    processes                   processes
 Both real-time and          Both real-time and         Both real-time and
  asynchronous working         asynchronous working        asynchronous working
 Tasks are divided or        Tasks are divided as       Tasks are divided by
  outsourced                   parts of design             interest and skill
                              In another sim for         Metrotopia’s Sandbox
 On a workplace 900mt
                               building
  above Metrotopia                                        Via various other online
                              Via e-mail and Google’s     media, including e-mail
 Via e-mail and file          collaboration platform      and MSN Messenger
  transfer
Rank-scale/ Function   EXPERIENTIAL                               INTERPERSONAL                                               TEXTUAL
                       Practical Functions:
                                                                  Genre and Style
                       (research/education/content-
                                                                  Metaphoricity                                               Modes as textual elements
                       sharing/community-building)
                                                                  Social Presence                                             Textures and colors
                       Imagined use-contexts
SIM AS                                                            Size and Ratio (Avatars in Virtual Space)                   Light and shadows
                       Public/Private Spaces
                                                                  Direction: Verticality                                      Opacity/Visibility
VIRTUAL PLACE          Entry Point
                                                                  Mood                                                        Rhythm and contrast in shapes and forms –
                       Map/Layout
(Building)                                                        Modality                                                    Division/organization of space
                       Flow of Movement
                                                                  Color                                                       Open/closed spaces
                       (Open or Closed spaces)
                                                                  Cues for Navigation/Orientation Field of Vision /           Relation to environment Relation to neighbors
                       Functional and non-functional areas
                                                                  Visibility Intertextuality (reference/mimicry/contrast)
                       Orientation

                                                                  Height
ELEVATIONS &           Sub-functions                                                                                          Elevations in relation to each other
                                                                  Spaciousness
                       Access                                                                                                 Elevations in relation to ground-plane
DIVISIONS                                                         Materials/Texture
                       Functional elevations                                                                                  Color and texture
                                                                  Separation of Groups (Privacy) Visibility / Accessibility
(Floor)                Movements between levels                                                                               Degree and permanence of spatial Organization
                                                                  Visual Links between floors/areas

                                                                                                                              Setting/layout
                       Functions of specific places
INTERACTION                                                       Modality                                                    Scale
                       Types of interaction (user-object, user-
                                                                  Color                                                       Open/closed spaces
SPACES                 user)
                                                                  Foregrounding of functions Orientation                      Relation to outside and other spaces
                       Type of places (activity, community or
(Room)                                                            Social Presence                                             Spatial connectors
                       content oriented)
                                                                                                                              Focus of attention
                                                                  Style
                       Interactivity
                                                                  Modality                                                    Structural elements (prims)
                       Functions of virtual objects:
ARTIFACTS                                                         Color                                                       Textures/maps
                       Providing information
(Element)                                                         Relevance to environment                                    Scripts and Animations
                       Social interaction
                                                                  Affordances                                                 Positioning
                       Decoration
                                                                  Stylistic coherence

INFORMATION            Interactivity                              Modality
                       Functions of surfaces                      Relevance                                                   Information as texture
SURFACES
                       Types of information: (still image,        Affordances                                                 Placement of surfaces Interaction with surfaces
 The analysis of Experiential meaning
  potentials focuses on presence, movement
  and practical functionality in virtual places.


METROTOPIA                     PAL             WORKSHOP

Research and            A social news         Narrative
teaching purposes       channel for music     construction

                                              Design hasn’t
Design concept and      Design has changed
                                              changed after
function defined        throught the years
                                              submission
Sim designed as a       Sim designed as       Small-scale objects
city with interactive   open space with       and interactive
buildings               music zones           areas
                        Visitors are guided
Sim divided into
                        by the orange         ---
regions by streets
                        pathway
 The analysis of Interpersonal meaning
  potentials focuses on the visual language
  and representation of social presence.


METROTOPIA                   PAL            WORKSHOP

Superhero genre                            Based on
                     ”SL-like”
conventions                                superheroines

Tropes in an urban
metropolitan         ”Pixel-landscape”     Mixture of narrative
landscape

Consistency with     Visualizing music     Mythologies and
movies and games     and rhythm            popular culture


Sandbox and Fight    Seating areas, the
                                           The dance floor
Club Dojo            club and live stage
 The analysis of Textual meaning potentials
  focuses on structure, organization and
  multimodal orchestration in design.


METROTOPIA                      PAL           WORKSHOP

Divided into streets,   Divided by zones
                                             Elevated design
elevated by             and pathways,
                                             elements
buildings               elevated ”Sl-like”
                        Prims and texture
Prims and textures                           Prims and textures
                        based modular
to signify buildings                         for signification
                        concept
Logo, notecards,        Logo, notecards,
posters, maps,          posters, maps,       Logo and posters
teleportation           teleportation


Interactivity           Sound                Metaphor
3D representations       Users as co-designers of SL
                                                                   Design and
of space, and                                                      build
experiential                                                       together
semiotics of place

               How do the VW users co-produce
                                                                     In particular
               multimodal      meaning           potentials   in     contexts, by
                                                                     using the
               virtual places and artifacts through                  semiotic
                                                                     resources
               collaborative design, as exemplified by
               the social semiotic analysis of the three
               case studies in SL?                                 As design
In a virtual                                                       elements,
design                                                             including
studio,                  As a user-driven platform for             objects,
by using                 co-design of interconnected               textures and
avatars                  virtual places.                           scripts.
 Analyzing virtual worlds as places




    Meaning potentials in virtual places are defined by not only visual
characteristics, but also experiential potentials and affordances for avatar
                                 interaction.
 Analyzing virtual worlds as places
 Analysis of multimodal design with nexus analysis framework




    Meaning as multimodal texts places are defined by not onlyaction
      Places potentials in virtual + place-making as mediated visual
characteristics, but also experiential potentials and affordances for avatar
                                 interaction.
                 Content                      Context + relations
 Analyzing virtual worlds as places
 Analysis of multimodal design with nexus analysis framework
 Design as construction of a sense of place




    Meaning as multimodal texts places are defined by not onlyaction
      Places potentials in virtual + place-making as mediated visual
characteristics, but also experiential potentials and affordances for avatar
  Designers use the available material and semiotic resources in SL to signify
                                 interaction.
mediated presence in three dimensional space and co-presence in virtual places.
                 Content                      Context + relations
   Analyzing virtual worlds as places
   Analysis of multimodal design with nexus analysis framework
   Design as construction of a sense of place
   Affordances in virtual places and artifacts



    Meaning as multimodal texts places are defined by not onlyaction
      Places potentials in virtual + place-making as mediated visual
characteristics, but also experiential potentials and affordances for avatar
  Designers use the available materialform semiotic resources in SL experience.
  Design in SL orchestrates meaning, and and function for avatar to signify
                                 interaction.
mediated presence the socio-technical environmentco-presence in virtual places.
                 in in three dimensional space and facilitates co-production of
   AffordancesContent                         Context + relations
                      virtual places as multimodal discourses.
 Implications for platform and content developers




         Affordances for multimodal design
         Collaboration is not always “working together”
         Allow movement between media
         Expect various actors and contexts
         Balance ‘complexity of tools’ vs. ‘freedom to create’
         Know that limitations are open-ended, give people some space.
 Implications for platform and content developers
 Implications for designers




       Affordances for multimodal design
       Collaboration is not always “working together”
        Real-time testing and evaluation of ideas
       Allow movement between media
        Design by walking around
       Expect various actors and contexts
        Social affordances
       Balance ‘complexity of tools’ vs. ‘freedom to create’
        Potentials for participatory design and hands-on learning
       Know that limitations are open-ended, give people some space.
        Professional limitations and the learning curve
 New technologies
    Emerging virtual world platforms
    VR and mobile augmented reality
    3D content on the Web
 New social contexts
    Semiotic analysis of visitor experience
    Specific user groups, i.e. professional designers/architects
 New methods and perspectives
    Participatory design and user-driven innovation
Virtual World Design Research

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Virtual World Design Research

  • 1. Remzi Ateş Gürşimşek Public defense of research for the degree of Doctor of Philosophy Department of Communication, Business and Information Technologies Roskilde University, Denmark 2012
  • 2. 1. Introduction 2. Theoretical framework Virtual worlds, social semiotics, design research 3. Methodology and Analytical Framework Case-studies, data production, analysis 4. The Analysis Social contexts and multimodal semiotics 5. Conclusions and Discussions Implications, limitations, further directions
  • 3. Second Life provides its users with virtual places and artifacts as a virtual world.
  • 4. BUT.. How can the world’s residents communicate by designing? What do these (Mediated) (Representation of) • 3D Presence Space (Avatar-based) (Sense of) • Social Co-presence Place (Content) (Design) • User-generated Co-production Tools virtual worlds mean to their makers?
  • 5. BUT.. How can the world’s residents communicate by designing? What do these (Mediated) (Representation of) • 3D Presence Space (Avatar-based) (Sense of) • Social Co-presence Place (Content) (Design) • User-generated Co-production SO BEGAN MY QUEST FORTools virtual worlds mean to their makers?
  • 6. VIRTUAL WORLDS SOCIAL DESIGN SEMIOTICS RESEARCH
  • 7. Virtual Worlds as Places Avatars, Presence & Co-design and Co-presence VIRTUAL Co-creation in VWs WORLDS SOCIAL DESIGN SEMIOTICS RESEARCH
  • 8. VIRTUAL Semiotic resources WORLDS Context of Situation Meaning Potentials SOCIAL DESIGN SEMIOTICS RESEARCH Multimodality and Mediated Discourse Multimodal Discourse Analysis
  • 9. VIRTUAL WORLDS Affordances and constraints in design SOCIAL DESIGN SEMIOTICS RESEARCH The (collaborative) Designerly ways of design process knowing and doing
  • 10. How do the VW users co-produce multimodal meaning potentials in virtual places and artifacts through collaborative design, as exemplified by the social semiotic analysis of the three case studies in SL?
  • 11.  Avatars, presence and co-presence (Bartle 2004, Gordon 2008, Damer 1998, 2009, Schroeder 1995, 2006, 2011)  Spatial practices and space/place models in design of collaborative virtual systems (Dourish 2006, Schroeder 2011).  Spatial technologies of representation, verbal and non-verbal communication (Ondrejka 2005, Boellstoff 2008, Damer 1998, 2009)  Place metaphors, and representation of sense of place in VWs (Bartle 2004, Prasolova-Førland 2008, Taylor 2009).
  • 12.  Phenomenology and the experiential perspective: Place as ”organized world of meaning” (Tuan 1977, Turner and Turner 2004)  Space and place are built on social relations which frame interactive behavior in collaborative virtual environments (Harrison and Dourish 1996)  Design of a virtual place as architectural problem (Bridges and Charitos 1997)  Architectural space and cognitive/perceptual and physical characteristics of sense of place in built space (Rasmussen 1959, O’Toole 1994, 2004, Najafi et al 2011)
  • 13.  Social semiotics focuses on sign systems and semiotic resources in particular contexts of situation, through which they present various semiotic potentials for social interaction (Hodge & Kress 1988, van Leeuwen 2005).  Semiotic Resources: systems of meaning at people’s disposal  Context of Situation: social interactions and relations in specific contexts in which modes are shaped  Meaning Potentials: resourcefulness and aptness of the modes in relation to the semiotic requirements of the context of situation.
  • 14.  Mode: socially and culturally shaped semiotic resources for meaning-making  Multimodal cohesion: orchestration of sign systems as multimodal arrangements to present meaning potentials  The critique of multimodal approach says: • Modes are neither pre-determined set of rules nor they can be framed by the 5 senses (Pink 2011) • Nature of the social is dynamic and problematic (Latour 2005) • Power, social roles and agency defines the post-modernist view of signs (Poynton 1993)
  • 15.  Design translates rhetor’s intentions into semiotically shaped material  Discourse shapes the choice of design, but choice of design in turn shapes the discourse (Kress 2010)  Design = de + signare (Krippendorff 1998)  Design as a basic human activity to shape and bring relational order to the lived environment (Papanek 1984, Buchanan 2001a, Heskett 2002)  Affordances as meaning and action potentials that are co-contructed through interactions of people and objects (McGenere and Ho 2000, Chemero 2003, Norman 2008)
  • 16.  Design as a ”a reflective conversation with the situation” (Cross 2007 [1990])  Role of intuition, emotion and aesthetic judgement in design decisions (Simonsen et al 2010)  ”lll-defined” or ”wicked” problems of design thinking (Cross 2007 [1982], Buchanan 1992)  The problem and the solution in design as ”mutually constructive”, ”emergent” notions (Wisser 2006)
  • 17.  ”Individual insights” and ”momentary collective processes” (Hargadon and Becky 2006)  Emergence of innovative solutions or unexpected outcomes as dialogic process (Grossen 2008, 2010)  A ”problem-processing activity” with complex problems and distributed knowledge (Arias et al. 2000, Julier 2008)  ”Thinking together apart” and”objects to think with” in distributed design environments (Larsson 2003)
  • 18.  Co-presence and connected presence in computer-supported collaborative design (Schroeder 2011, Koutsabatsis et al. 2012)  Physically remote but virtually co-located avatars in virtual design studios turn space to inhabitated place (Maher and Simoff 2000, Reffat et al. 2008, Weiley and Pisan 2008, Gu et al. 2011)  The social creativity of residents as user-generated content , co-creation , and user-driven innovation and as exploitation of voluntary labor (Ondrejka 2005, Pearce 2006, Fischer and Giaccardi 2007, Bonsu and Darmody 2008, Kohler et al. 2009)
  • 19. Virtual words Avatars, co-presence and collaborative place-making in a 3D virtual studio environment with distributed actors Social semiotics and multimodality Social construction of meaning potentials by using modes as semiotic resources in a particular context Design research Designing affordances for both meaningful and functional places as a communicative practice
  • 20.
  • 21. Virtual places and artifacts in SL as multimodal data  Participatory design observation  Ethnographic observations with co-designers  Interviews and focus groups Images of 3D environments and video captures of designer interactions in SL, interview transcripts , field notes and online archives
  • 22. • The three meta-functions in multimodal theory of space and place (Stenglin 2008, 2009, O’Toole 1994, 2004) describe the:  Experiential  Interpersonal  Textual meaning potentials.. Nathan Winters, Architecture Is Elementary, Salt Lake City, UT: Peregrine Smith Books, 1986
  • 23. The “nexus analysis” or MDA perspective to social semiotics considers: The social actors and relations The mediational means and affordances The collaborative design processes Multimodal semiotics in places and artifacts As analytical units.. Multimodal Analysis and Mediated Discourse Analysis Analyzing both the products and the social contexts of co-design
  • 24.  Capturing power and agency with multimodal analysis  Interpreting the analysis of contexts and contents of design through multiple viewpoints on meaning  Generalizations from case study findings  Questions about identity, truthfulness and participation
  • 25.  A design team and a  An organic ally formed  Four design teams, 15 research team group as design team students  Professional and  Team and hierarchy  Educational context and amateur participants based on inworld student responsibilities  A professional contract friendship  Amateur and first-timer  Roles and relations  Professional and  Roles and relations defined amateur participants evolved by learning and  Decision –making based  Roles and relations interest on research priorities evolved over time
  • 26.  Backgrounds, skills and purposes of the co- designers (i.e. Experience, motivation)  Professionalism, the amateur spirit and being a ”builder” in SL (i.e. Outsourcing)  Individual participations and the social context (i.e. Access to resources)  Power relations, organization, decision- making and hierarchy in group formation (i.e. Being the ”chief” of design)
  • 27.  Movements of humans and avatars in real and virtual places, as well as online and offline media (i.e. Google, Blender, Paper)  Affordances and contraints of Second Life determine interactions with both:  The user-interface and design tools  Social affordances of the world  The socio-technical environment of semiotic resources shapes not only the processes but also the products of design (i.e. Prim-based thinking)
  • 28. Second Life Collaboration Tools (Co-)design External MEDIATIONAL Avatars 3D Objects MEANS Material Scripts, textures Resources Inspiration Form Visual language
  • 29.  Division of tasks and collaborative place-making in groups (i.e. Seats)  Heterochronous, real-time or asynchronous, collaboration (i.e. The workshop groups)  Collective practices or working alone (i.e. Costume bazaar and the ‘pixel landscape’)
  • 30.  Both inworld and offline  Mostly inworld  Both inworld and offline processes processes processes  Both real-time and  Both real-time and  Both real-time and asynchronous working asynchronous working asynchronous working  Tasks are divided or  Tasks are divided as  Tasks are divided by outsourced parts of design interest and skill  In another sim for  Metrotopia’s Sandbox  On a workplace 900mt building above Metrotopia  Via various other online  Via e-mail and Google’s media, including e-mail  Via e-mail and file collaboration platform and MSN Messenger transfer
  • 31. Rank-scale/ Function EXPERIENTIAL INTERPERSONAL TEXTUAL Practical Functions: Genre and Style (research/education/content- Metaphoricity Modes as textual elements sharing/community-building) Social Presence Textures and colors Imagined use-contexts SIM AS Size and Ratio (Avatars in Virtual Space) Light and shadows Public/Private Spaces Direction: Verticality Opacity/Visibility VIRTUAL PLACE Entry Point Mood Rhythm and contrast in shapes and forms – Map/Layout (Building) Modality Division/organization of space Flow of Movement Color Open/closed spaces (Open or Closed spaces) Cues for Navigation/Orientation Field of Vision / Relation to environment Relation to neighbors Functional and non-functional areas Visibility Intertextuality (reference/mimicry/contrast) Orientation Height ELEVATIONS & Sub-functions Elevations in relation to each other Spaciousness Access Elevations in relation to ground-plane DIVISIONS Materials/Texture Functional elevations Color and texture Separation of Groups (Privacy) Visibility / Accessibility (Floor) Movements between levels Degree and permanence of spatial Organization Visual Links between floors/areas Setting/layout Functions of specific places INTERACTION Modality Scale Types of interaction (user-object, user- Color Open/closed spaces SPACES user) Foregrounding of functions Orientation Relation to outside and other spaces Type of places (activity, community or (Room) Social Presence Spatial connectors content oriented) Focus of attention Style Interactivity Modality Structural elements (prims) Functions of virtual objects: ARTIFACTS Color Textures/maps Providing information (Element) Relevance to environment Scripts and Animations Social interaction Affordances Positioning Decoration Stylistic coherence INFORMATION Interactivity Modality Functions of surfaces Relevance Information as texture SURFACES Types of information: (still image, Affordances Placement of surfaces Interaction with surfaces
  • 32.  The analysis of Experiential meaning potentials focuses on presence, movement and practical functionality in virtual places. METROTOPIA PAL WORKSHOP Research and A social news Narrative teaching purposes channel for music construction Design hasn’t Design concept and Design has changed changed after function defined throught the years submission Sim designed as a Sim designed as Small-scale objects city with interactive open space with and interactive buildings music zones areas Visitors are guided Sim divided into by the orange --- regions by streets pathway
  • 33.  The analysis of Interpersonal meaning potentials focuses on the visual language and representation of social presence. METROTOPIA PAL WORKSHOP Superhero genre Based on ”SL-like” conventions superheroines Tropes in an urban metropolitan ”Pixel-landscape” Mixture of narrative landscape Consistency with Visualizing music Mythologies and movies and games and rhythm popular culture Sandbox and Fight Seating areas, the The dance floor Club Dojo club and live stage
  • 34.  The analysis of Textual meaning potentials focuses on structure, organization and multimodal orchestration in design. METROTOPIA PAL WORKSHOP Divided into streets, Divided by zones Elevated design elevated by and pathways, elements buildings elevated ”Sl-like” Prims and texture Prims and textures Prims and textures based modular to signify buildings for signification concept Logo, notecards, Logo, notecards, posters, maps, posters, maps, Logo and posters teleportation teleportation Interactivity Sound Metaphor
  • 35. 3D representations Users as co-designers of SL Design and of space, and build experiential together semiotics of place How do the VW users co-produce In particular multimodal meaning potentials in contexts, by using the virtual places and artifacts through semiotic resources collaborative design, as exemplified by the social semiotic analysis of the three case studies in SL? As design In a virtual elements, design including studio, As a user-driven platform for objects, by using co-design of interconnected textures and avatars virtual places. scripts.
  • 36.  Analyzing virtual worlds as places Meaning potentials in virtual places are defined by not only visual characteristics, but also experiential potentials and affordances for avatar interaction.
  • 37.  Analyzing virtual worlds as places  Analysis of multimodal design with nexus analysis framework Meaning as multimodal texts places are defined by not onlyaction Places potentials in virtual + place-making as mediated visual characteristics, but also experiential potentials and affordances for avatar interaction. Content Context + relations
  • 38.  Analyzing virtual worlds as places  Analysis of multimodal design with nexus analysis framework  Design as construction of a sense of place Meaning as multimodal texts places are defined by not onlyaction Places potentials in virtual + place-making as mediated visual characteristics, but also experiential potentials and affordances for avatar Designers use the available material and semiotic resources in SL to signify interaction. mediated presence in three dimensional space and co-presence in virtual places. Content Context + relations
  • 39. Analyzing virtual worlds as places  Analysis of multimodal design with nexus analysis framework  Design as construction of a sense of place  Affordances in virtual places and artifacts Meaning as multimodal texts places are defined by not onlyaction Places potentials in virtual + place-making as mediated visual characteristics, but also experiential potentials and affordances for avatar Designers use the available materialform semiotic resources in SL experience. Design in SL orchestrates meaning, and and function for avatar to signify interaction. mediated presence the socio-technical environmentco-presence in virtual places. in in three dimensional space and facilitates co-production of AffordancesContent Context + relations virtual places as multimodal discourses.
  • 40.  Implications for platform and content developers  Affordances for multimodal design  Collaboration is not always “working together”  Allow movement between media  Expect various actors and contexts  Balance ‘complexity of tools’ vs. ‘freedom to create’  Know that limitations are open-ended, give people some space.
  • 41.  Implications for platform and content developers  Implications for designers  Affordances for multimodal design  Collaboration is not always “working together”  Real-time testing and evaluation of ideas  Allow movement between media  Design by walking around  Expect various actors and contexts  Social affordances  Balance ‘complexity of tools’ vs. ‘freedom to create’  Potentials for participatory design and hands-on learning  Know that limitations are open-ended, give people some space.  Professional limitations and the learning curve
  • 42.  New technologies  Emerging virtual world platforms  VR and mobile augmented reality  3D content on the Web  New social contexts  Semiotic analysis of visitor experience  Specific user groups, i.e. professional designers/architects  New methods and perspectives  Participatory design and user-driven innovation