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	<title>Comments on: Second Life Furnishings</title>
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	<pubDate>Sun, 07 Sep 2008 10:09:31 +0000</pubDate>
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		<title>By: Jay Moonah from Uncle Seth</title>
		<link>http://www.christopherspenn.com/2007/03/02/second-life-furnishings/#comment-37</link>
		<dc:creator>Jay Moonah from Uncle Seth</dc:creator>
		<pubDate>Sun, 04 Mar 2007 20:26:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.christopherspenn.com/2007/03/02/second-life-furnishings/#comment-37</guid>
		<description>Hey Chris!  You and I talked about this briefly at crayon but unfortunately I had to split for a client meeting.  I haven't read Timeless Way of Building but I definitely intend to check it out, but I have thought about some of these issues. One of the things that I mentioned that I think is important is the relationship to natural cues as well as man-made ones, even though technically everything in Second Life is man-made.  For instance, one of the points that I was making was that I intentionally placed the conversation and hang out area of the Uncle Seth place on SoHo in SL at the back of the building, because I wanted it to follow the form of a cottage.  Where do you hang out at a cottage?  In the back on the deck, overlooking the water.  In the front, the right side as you enter has the images and links that give people more information about the band, I consider that part of the space to be more like a gallery - no chairs, a relatively low celling, this isn't really meant to be a hang out area.  And the left side looks like a TV room with couches because, in fact, it is a TV room -- our "You Don't Need An iPod" video can be see here if you hit the SL movie control, as explained by the image.  Sit on the couch, watch the video, then walk to the back and grab a beer or jump in the hot tub!  That's the idea.

I'm a pretty novice builder in SL, but I am learning a lot about the ways people interact to and within spaces there, it's really fascinating.

- J.</description>
		<content:encoded><![CDATA[<p>Hey Chris!  You and I talked about this briefly at crayon but unfortunately I had to split for a client meeting.  I haven&#8217;t read Timeless Way of Building but I definitely intend to check it out, but I have thought about some of these issues. One of the things that I mentioned that I think is important is the relationship to natural cues as well as man-made ones, even though technically everything in Second Life is man-made.  For instance, one of the points that I was making was that I intentionally placed the conversation and hang out area of the Uncle Seth place on SoHo in SL at the back of the building, because I wanted it to follow the form of a cottage.  Where do you hang out at a cottage?  In the back on the deck, overlooking the water.  In the front, the right side as you enter has the images and links that give people more information about the band, I consider that part of the space to be more like a gallery - no chairs, a relatively low celling, this isn&#8217;t really meant to be a hang out area.  And the left side looks like a TV room with couches because, in fact, it is a TV room &#8212; our &#8220;You Don&#8217;t Need An iPod&#8221; video can be see here if you hit the SL movie control, as explained by the image.  Sit on the couch, watch the video, then walk to the back and grab a beer or jump in the hot tub!  That&#8217;s the idea.</p>
<p>I&#8217;m a pretty novice builder in SL, but I am learning a lot about the ways people interact to and within spaces there, it&#8217;s really fascinating.</p>
<p>- J.</p>
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