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Multimodal Semiotics and Collaborative Design

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than make overall statements <strong>and</strong> generalizations about SL usage. The issue of representativeness<br />

is also related with strategies of sampling <strong>and</strong> access to resources. In the case studies, one of the<br />

important determining factors for selecting collaborative co-design processes to observe was the<br />

availability of the VWs Research Group’s already-existing partnerships to institutions, residents<br />

<strong>and</strong> builders. The establishment of these academic <strong>and</strong> professional partnerships, before <strong>and</strong><br />

during the PhD project, enabled me with a wide variety of knowledge resources, which, in turn,<br />

might have limited the scope of the project in terms of sampling of data resources. However, I<br />

believe my approach legitimizes the validity <strong>and</strong> reliability of its fundamental participatory<br />

ethnographic framework by triangulation of the knowledge resources, utilization of multiple<br />

methods <strong>and</strong> resources of data produced from multiple case studies <strong>and</strong> the focus on designer’s<br />

discourses to be emphasized.<br />

On the other h<strong>and</strong>, no matter how variously multiple these data resources were, they were still<br />

mostly virtual. There are both negative <strong>and</strong> positive aspects of conducting qualitative research in<br />

virtual environments, most of which are documented by previous research 9 . In this study, several<br />

virtual methods were applied in combination with more traditional methods, including avatarbased<br />

participatory design observation, inworld voice/text chat, Skype <strong>and</strong> e-mail interviews with<br />

designers, collecting virtual objects <strong>and</strong> travelling with avatars, etc. Major limitations of these<br />

methods were the anonymity caused by the avatar-based presence, lack of face-to-face cues during<br />

interviews <strong>and</strong> observations, <strong>and</strong> needs for technical infrastructure, as well as complex<br />

coordination <strong>and</strong> communication skills in VEs. While some participants provided me with the RL<br />

names, some preferred to use only their avatar names with limited personal information 10 . The<br />

problem of anonymity was not a major one for the design of this research study, mainly because I<br />

had personal (either offline or online) access to most participants, while others, who I know only as<br />

avatars, were already working in these projects for a long time <strong>and</strong> had their avatars’ name<br />

recognized by others. Participants were all able to confirm each other’s participation during the<br />

interviews, which helped resolving these considerations on anonymity <strong>and</strong> credibility. On the other<br />

h<strong>and</strong>, the lack of physical presence is replaced with the potential to overcome geographic <strong>and</strong><br />

physical barriers <strong>and</strong> meeting participants in a shared virtual environment in real-time interaction<br />

with their avatars. This aspect of SL offers freedom to navigate, move/modify <strong>and</strong> create virtual<br />

objects <strong>and</strong> multimodal demonstration of discussion issues. Considering the fact that these inworld<br />

interviewees included a hearing-impaired British university student, or an engineer from France<br />

who w<strong>and</strong>ers the sims of SL as a builder for the last 3 years, this decentralized, multimodal <strong>and</strong><br />

9 For instance, see Jensen (2012a, 2012b) for detailed discussions of avatar-watching <strong>and</strong> video interviews combining<br />

both real <strong>and</strong> virtual environments.<br />

10 In my analysis, I changed each participant’s name to a pseudo-nickname, usually inspired by the names that they<br />

have provided me.<br />

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