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Multimodal Semiotics and Collaborative Design

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of collaboration. Participant observation throughout the design process also provides insights on<br />

the changing roles of various actors during several inworld <strong>and</strong> offline stages of the process (Hine<br />

2005, Deacon et al. 2007). Furthermore, by participating in collaborative design <strong>and</strong> learning<br />

activities, it is possible to gain first-h<strong>and</strong> experience on content design, while conducting<br />

ethnographical observations of SL builders <strong>and</strong> builder communities in their cultural contexts. On<br />

the other h<strong>and</strong>, I aim to initiate discussions on the past experiences <strong>and</strong> reflections on ‘how it could<br />

have been done better’ by in-depth interviews with expert designers <strong>and</strong> novice users (students)<br />

after the design process, when the designs are open for testing <strong>and</strong> evaluation. Especially during<br />

the focus group interviews with students after the workshop design process, participants establish<br />

unprecedented relations between SL’s affordances <strong>and</strong> their experiences, <strong>and</strong> generated a number<br />

of ideas on how building tools <strong>and</strong> resources should have been developed.<br />

The selection of the three cases also depends on the contextual variations of collaborative design<br />

projects <strong>and</strong> the characteristics of the social actors who participate in their making. Similarities <strong>and</strong><br />

differences in how expert designers <strong>and</strong> novice users of SL is particularly of interest for my<br />

analytical purposes. As it was documented in a number of research studies before, creating content<br />

in SL requires a significant amount of knowledge, experience <strong>and</strong> effort. This forms a challenge<br />

especially for beginners who are trying to cope up with this intricate ‘learning-curve’ that is caused<br />

by the complexity of the building tools, as well as the time investment needed to get familiar with<br />

SL’s social norms <strong>and</strong> resources (i.e. Sanchez 2009, Pfeil et al. 2009). Therefore, observing various<br />

interpretations of <strong>and</strong> solutions to the learning-curve supports the analysis, as this perspective<br />

includes how specific affordances <strong>and</strong> limitations are perceived by novice <strong>and</strong> expert users, <strong>and</strong><br />

how these affordances <strong>and</strong> limitations affect their collaborative design processes.<br />

In order to capture the social complexity of collaborative design activities in SL, a wide range of<br />

interconnected interpretive methods are employed during different stages of the research process,<br />

as “no single methods can grasp all the subtle variations in ongoing human experience” (Denzin<br />

<strong>and</strong> Lincoln 2005: 12). The qualitative analysis is based on the multimodal data produced as a<br />

collection of field notes, image <strong>and</strong> video captures, face-to-face <strong>and</strong> online interviews, focus groups,<br />

semi-structured conversations <strong>and</strong> various archives. The data is h<strong>and</strong>led with an abductive <strong>and</strong><br />

grounded theoretical perspective, in which a continuous resonance of empirical findings <strong>and</strong><br />

theoretical categories lead to intensive coding <strong>and</strong> analysis procedures for production of<br />

meaningful conclusions.<br />

In the introduction to their influential h<strong>and</strong>book on qualitative research, Norman Denzin <strong>and</strong><br />

Yvonna Lincoln (2005) describe the research process by using the ‘bricolage’ metaphor, which<br />

defines an approach that crosscuts several disciplines, fields <strong>and</strong> subject matters as well as<br />

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