Machinima Manifesto: WE Shape our Virtual Buildings
Jon Brouchoud (Keystone Bouchard in Second Life): ”A podcast reflecting some ideas and strategies around virtual architecture, as well as the social, creative and collaborative opportunities afforded by virtual environments.
I start with some basic fundamentals, then discuss how virtual architecture might be considered more like a liquid than a static artifact, and how communities of users can be empowered to co-create the experience, versus the traditional top-down hierarchy of traditional design development. ”
24 October 2008
Here is a summary of the podcast:
- In real life, as Winston Churchill said, “We shape our buildings and afterwards, our buildings shape us” but does that remain true in a virtual environment where the community of people who actually use the buildings are able to modify them at will?
- Second Life is the single, largest collective expression of creativity in a single location the world has ever seen - a cultural renaissance (three times the size of Boston? five times the size of San Francisco? four times the size of Seoul?)
- Realtime object creation, modification and sharing as a game changer - bigger than we can imagine now
- Prototype just about anything you can imagine
- Share those ideas with others, and see what the community thinks about it.
- Barriers to cross disciplinary sharing and innovation eroding
- Social component= glue transforming the creativity component from a solo experience into collaborative
- Inverting the traditional top-down hierarchy of design development - engaging (empowering?) community - employees, or your customers, students, etc.
- Collaborating in virtual space around 2D documents is overrated
- 3D-Wiki technology, build the tools that will help take collaborative innovation to the next level
- VW as arena where Wikinomics and Wisdom of the Crowds principles play out into 3D
- Replicate physical buildings only if they have iconic value, or if you’re building it for training and orientation. Different norms and expectations
- Still need to build on familiar patterns and visual cues - not just floating in space unreferenced (read: ‘On Physical Replication…‘)
- Virtual environments are more like a liquid than a solid artifact (See ‘We Shape our Virtual Buildings…’
- Heavy up-front investment with no community input or subsequent updating leads to failure - don’t blame the platform or the community!
- Lessons and opportunities from web 2.0 being lost in translation from 2D into 3D
- VW feels more like architecture - habit of thinking it’s permanent, inflexible, expensive
- Don’t drag that limitation into virtual worlds. In Second Life, we can shape our virtual buildings and afterwards, we can keep shaping them.
- We’re only dimly aware we are of the potential virtual worlds hold both now and into the future.
- We’re just getting started…