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Multimodal Semiotics and Collaborative Design

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<strong>and</strong> artifact descriptions without underst<strong>and</strong>ing the social situation in which they were created”<br />

(Larsson 2003: 153). In Larsson’s view, members of a design team are in constant negotiation<br />

about vocabularies, objects <strong>and</strong> places of design, through which they shape both the context <strong>and</strong><br />

content of the situation. In collaborative design activities, meaning is collaboratively constructed<br />

through these negotiations <strong>and</strong> discussions between (co-) designers. Therefore, the results of<br />

design activity cannot be separated from its social character.<br />

On the other h<strong>and</strong>, respective roles of actors <strong>and</strong> contexts of collaborative design are often in flux,<br />

being constantly re-constructed through creative practices of individuals <strong>and</strong> their interactions<br />

with others. In collaborative activities, roles are ‘both an outcome of <strong>and</strong> a rationale for’ social<br />

situations, where “[n]egotiating positions, <strong>and</strong> contributions to the negotiations, shift during<br />

conversation as meeting participants collaboratively establish what is to be done <strong>and</strong> how<br />

collectively they will justify what they agree to do” (McDonnell 2009: 49). Therefore, roles of social<br />

actors are ‘assumed’ rather than ‘inherent qualities’; <strong>and</strong> each actor (i.e. designers, customers,<br />

manufacturers) can contribute with their own domain-specific points of view.<br />

To underst<strong>and</strong> the complex web of relationships we need to take account of the social<br />

expectations of all those contributing to a design (McDonnell 2009: 49).<br />

Depending on the context of design activity, the context of creative problem-solving may often shift<br />

from the individual sense-making to the interactions of a collective (Hargadon <strong>and</strong> Becky 2006),<br />

whether these collectives are small groups or large populations of media users. Andrew Hargadon<br />

<strong>and</strong> Beth Becky (2006) develop a model of collective creativity which includes both ‘individual<br />

insights’ <strong>and</strong> ‘momentary collective processes’. Their model identifies four types of social<br />

interaction, which triggers enactment of social roles <strong>and</strong> practices within creative problem-solving<br />

activities as: help seeking, help giving, reflective reframing, <strong>and</strong> reinforcing. Their model<br />

emphasizes the contextual factors by “shifting the emphasis in research <strong>and</strong> management of<br />

creativity from identifying <strong>and</strong> managing creative individuals to underst<strong>and</strong>ing the social context<br />

<strong>and</strong> developing interactive approaches to creativity” (Hargadon <strong>and</strong> Becky 2006: 484). According<br />

to this underst<strong>and</strong>ing, individuals seek collective efforts <strong>and</strong> competences of social groups when<br />

they do not have necessary expertise, ability or motivation to generate creative solutions alone.<br />

Such a reconsideration of collective cognition in combination with creative problem solving in<br />

design activities provides a necessary framework to study moments of collaborative creativity, <strong>and</strong><br />

how design-based discourses are generated, negotiated <strong>and</strong> communicated through both individual<br />

<strong>and</strong> collective insight.<br />

Effective collaboration requires a complex set of conditions, including the interpersonal<br />

relationships among actors, the characteristics of the task, the quality of communication, social <strong>and</strong><br />

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