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Multimodal Semiotics and Collaborative Design

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have been participating in various social events, meeting with inworld designers <strong>and</strong> following<br />

collaborative design activities in SL for more than 3 years, during which I have conducted three<br />

structured case-studies by mobilizing the inworld <strong>and</strong> offline (RL) social networks that I<br />

established. My intentions in presenting such a framework is particularly to stress the emergent<br />

epistemological <strong>and</strong> methodological convergence in relation to social semiotics <strong>and</strong> design,<br />

especially in the light of growing dominance of multimodal expression in contemporary digital<br />

media platforms such as VWs. In my analytical framework, SL represents this socio-technical<br />

convergence in both tools <strong>and</strong> practices, <strong>and</strong> the three case studies illustrate various situations of<br />

virtual place-making as nexus of multimodal socio-semiotic practices. This methodological<br />

perspective requires a reflexive account of collaborative design as a communicative social action in<br />

which signs are continuously constructed <strong>and</strong> reconstructed as social semiotic resources through<br />

mediational means.<br />

Although I frame the co-design of virtual places as social practices, one problematic issue about<br />

observing design processes in VWs is the flexible <strong>and</strong> vague boundaries of their social contexts. In<br />

collaborative virtual environments where users share virtual places <strong>and</strong> interact via avatars, it is<br />

possible to build <strong>and</strong> test the designs, <strong>and</strong> evaluate them by the feedback given by the community.<br />

When individuals do not have necessary knowledge or expertise, or required resources for idea<br />

generation <strong>and</strong> building, they consult the collective knowledge resources of the VW community. By<br />

using available media tools, they interact, seek <strong>and</strong>/or provide help, evaluate <strong>and</strong> develop each<br />

other’s creations <strong>and</strong> reinforce collaboration in co-design <strong>and</strong> co-production processes. SL also<br />

contains various libraries, locations <strong>and</strong> archives of commonly used construction elements<br />

(textures, objects, effects, etc.), which support users to start exploring with resources at h<strong>and</strong>;<br />

therefore, improving opportunities for creativity <strong>and</strong> participation. Collective problem-solving,<br />

therefore, becomes an issue of interest <strong>and</strong> social investment; which is not only defined by<br />

membership <strong>and</strong> presence in an established group, but also by the time <strong>and</strong> energy participants<br />

commit to forming new types of social groups <strong>and</strong> collectives (Hargadon <strong>and</strong> Beckhy 2006). The<br />

social actors, therefore, become parts of a wider <strong>and</strong> more complex network of social relations <strong>and</strong><br />

interactions with human <strong>and</strong> non-human elements that contribute to the making of sign systems.<br />

Material semiotics <strong>and</strong> the perspective of Actor-Network Theory<br />

A relevant epistemological <strong>and</strong> empirical perspective has been put forward by the ’material<br />

semiotic’ (Law 1992, 2009) approach of actor-network theory (ANT) (Latour 1997, 2005), which<br />

aims to unravel the formation of ’the social’ construction of meaning by tracking the networks <strong>and</strong><br />

meaningful associations between both human <strong>and</strong> non-human actors in technologically mediated<br />

action (Lemke 2000). The actor-network approach provides a ‘family of material-semiotic tools,<br />

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