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Multimodal Semiotics and Collaborative Design

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4.3. <strong>Collaborative</strong> design, user-driven innovation <strong>and</strong> social<br />

creativity<br />

<strong>Collaborative</strong> design tasks involve complex design problems, the necessary knowledge on which is<br />

usually distributed among various stakeholders (Arias et al. 2000). A share underst<strong>and</strong>ing of the<br />

problem space, as well as development of potential solution spaces, depends on their capacity <strong>and</strong><br />

efficacy for working <strong>and</strong> thinking together through mediational means. Collaboration in design<br />

activities refers to the idea of ‘distributed cognition’ ,which emphasizes that the “heart of intelligent<br />

human performance is not the individual human mind in isolation but the interaction of the mind<br />

with tools <strong>and</strong> artifacts as well as groups of minds in interaction with each other” (Arias et al 2000:<br />

88). The distributed cognition approach aims to provide platforms <strong>and</strong> tools consumers in order to<br />

allow them to express themselves, <strong>and</strong> develop a design culture based on people’s meaningful<br />

interactions with each other through objects <strong>and</strong> spaces. As Ernesto Arias <strong>and</strong> his colleagues<br />

describe: “[n]ew media that allow owners of problems to contribute to framing <strong>and</strong> resolving<br />

complex design problems can extend the power of the individual human mind” (Arias et al. 2000:<br />

84).<br />

A relevant example of fields of study here is the user-centric <strong>and</strong> participatory approaches to<br />

product design, <strong>and</strong> particularly user-driven innovation (i.e. von Hippel 1976, 2001. Jeppesen <strong>and</strong><br />

Molin 2003, De Moor et. al. 2010). A central notion in user-driven innovation approaches is the<br />

transition from the idea of ‘isolated innovators’ to ‘communities of user-innovators’, where a great<br />

deal of knowledge sharing <strong>and</strong> learning take place within the interactions of users (Baldwin et. al.<br />

2006). Within the theoretical framework presented here, community-authored virtual worlds, such<br />

as SL, are considered as socio-technical environments for the users to explore their innovative<br />

potentials, <strong>and</strong> experiment with different modes of co-design in a shared virtual environment. The<br />

users interact in different contexts, by gathering different data <strong>and</strong> using different tools, <strong>and</strong><br />

experiencing different pressures on a design problem (Jeppesen <strong>and</strong> Molin 2003). Therefore,<br />

creating <strong>and</strong> managing user-driven innovation is shaped by the proper motivation <strong>and</strong><br />

coordination of people to develop <strong>and</strong> implement new ideas through various forms of social<br />

relationships (Van de Ven <strong>and</strong> Poole 1990). As the creative users explore the possible design spaces<br />

within the provided solution space, they generate various possible design solutions <strong>and</strong> methods,<br />

while generating a detailed ‘mapping’ of the solution space. Until the solution space gets ‘mined<br />

out’, users continue to produce <strong>and</strong> share knowledge among ‘communities of user innovators’, <strong>and</strong><br />

try to exp<strong>and</strong> the possible space. (Baldwin et. al. 2006, von Hippel 2001) The creative integration<br />

of the users can be enhanced by organizing <strong>and</strong> designing appropriate toolkits for them to work<br />

with. With potentially innovative toolkits provided by the platform developers; users can develop<br />

new technical ideas, new products <strong>and</strong> new methods; some of which can later be developed into<br />

94

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