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Multimodal Semiotics and Collaborative Design

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For Deacon et al. (2007) the researcher <strong>and</strong> the researched can ‘inhabit same universe of discourse’<br />

<strong>and</strong> be in relationship” for continuous objective assessment, since “observation includes a range of<br />

research methods which allow direct access to the social behavior being analyzed” (Deacon et al.<br />

2007: 250). In this perspective, participants are not merely objects of research but they are subjects<br />

with individual <strong>and</strong> social consciousness. Therefore, I consider research activity as a way of<br />

underst<strong>and</strong>ing <strong>and</strong> learning about phenomena, <strong>and</strong> believe that most advanced form of learning<br />

takes place when researchers place themselves within the context (Flyvbjerg 2006). In order to<br />

experience how the virtual places <strong>and</strong> artifacts are co-produced as multimodal semiotic entities by<br />

the users of SL, I also chose to share <strong>and</strong>, to a certain degree, participate in the social practices. My<br />

intention was be aware of the potentials as well as the pitfalls of the technology as they are<br />

experienced by the participants, but still be able to keep an analytical distance. My choice of<br />

participating in the social context as efficiently <strong>and</strong> productively as it was contextually possible<br />

results from of my interest in exploring the social environments for collaborative design in SL, <strong>and</strong><br />

exp<strong>and</strong>ing the scope of research by including insights from all possible forms types of creative<br />

practices within the world.<br />

On the other h<strong>and</strong>, as the nature of participation requests, I had to take part in the cultural<br />

processes personally at times. In some significant stages of development of Metrotopia, for<br />

instance, I had to make decisions as I became more competent with the design culture <strong>and</strong><br />

tool/resource structure of SL. In a sense, my own experiences as an industrial designer with<br />

experience in exhibition space design in RL <strong>and</strong> a ‘newbie’ in SL, offered me a chance to do a pilot<br />

‘ethnography on myself <strong>and</strong> my learning process of SL’. I believe within a multiple-case study<br />

research, <strong>and</strong> as the first of three, Metrotopia project provided a valuable learning opportunity,<br />

which I utilized to increase my analytical competence <strong>and</strong> confidence in the interpretation stage.<br />

Similarly, in the “Communication <strong>and</strong> <strong>Design</strong> in Virtual Worlds” Workshop, my position as the coeducator<br />

required me to teach, monitor, coordinate <strong>and</strong> evaluate student processes. Should have<br />

the students been introduced to building in SL with another approach, maybe their experiences<br />

<strong>and</strong> sense-makings would differ in some unprecedented ways. The first pedagogical <strong>and</strong><br />

methodological solution for this potential problem was to provide students with a variety of<br />

physical, online <strong>and</strong> inworld resources, such as tutorials, exercises, YouTube videos, <strong>and</strong> widen<br />

their perspectives on what can be done in this world. Another methodological decision was to<br />

introduce students to the internal market <strong>and</strong> society of SL, <strong>and</strong> not limiting the design project to<br />

the given resources in a restricted virtual space, but instead, motivating them to explore, find <strong>and</strong><br />

appropriate inworld resources as they learn about the virtual world. As mentioned earlier, I aim to<br />

focus on not only the practical functions <strong>and</strong> affordances of interface tools, but also the social<br />

contexts in which these are used as semiotic resources in design. This particular consideration was<br />

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