Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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7.1. The social actors <strong>and</strong> configurations of the design teams<br />
One general aim of this chapter is to present the findings on social contexts of the collaborative<br />
design projects. Therefore, the first part of the analysis focuses on the social actors, who contribute<br />
to co-production practices. First, I outline the profiles actors in the three case-studies by<br />
particularly focusing on their purposes <strong>and</strong> motivations for engaging in collaborative design<br />
projects, <strong>and</strong> the competences that they find relevant in shaping their experiences. In some cases,<br />
these competences refer to the past experiences with MMORPGs or 3D modeling software; whereas<br />
for some designers, their meaning-makings are shaped by their professional identities. I also<br />
discuss the possible semiotic relations between these individual conditions of engaging <strong>and</strong> the<br />
ways in which the co-designers make sense of the potential affordances <strong>and</strong> constraints of different<br />
platforms. The discussion of findings for each case study continues with the findings on the social<br />
organization of co-design teams, particularly focusing on the power relations <strong>and</strong> the division of<br />
tasks among the co-designers.<br />
Metrotopia <strong>and</strong> interdisciplinary collaboration in design of a virtual laboratory<br />
The Metrotopia project includes the design <strong>and</strong> building processes of a virtual laboratory in SL,<br />
which was created to facilitate both research <strong>and</strong> education activities on virtual worlds, design,<br />
communication <strong>and</strong> media studies. The project team in the Metrotopia case includes two<br />
interdisciplinary groups contributing in different stages <strong>and</strong> levels of the design process: the<br />
research team, who often met at the university in person to discuss the general purposes <strong>and</strong><br />
requirements; <strong>and</strong> the design team, who generated, evaluated <strong>and</strong> modified the design of the<br />
virtual city. The two teams shared members, although their processes were not necessarily always<br />
synchronized.<br />
The process was initiated by a professional contract between the research team <strong>and</strong> Aspen, who<br />
was the head of design. Roles <strong>and</strong> responsibilities of the actors, requirements of the design project<br />
<strong>and</strong> several deadlines for different tasks <strong>and</strong> the overall project were described in detail in this<br />
official document. According to the contract, Caitlyn was the client of the design which would be<br />
run in the sim owned by the research project, <strong>and</strong> Aspen was the chief designer in charge. Since<br />
this project began in 2009, which was the beginning of my first year in PhD, I was both<br />
participating in simple building tasks, finding alternative design resources from the Web for Aspen<br />
<strong>and</strong> Caitlyn to evaluate, <strong>and</strong> learning how to use various tools by the help of Aspen.<br />
Caitlyn is an American post-doc researcher who was working in Denmark for the time being, <strong>and</strong><br />
conducting research on virtual worlds, computer <strong>and</strong> video games with a methodological focus on<br />
people’s sense-makings in their engagements with various technologies. Caitlyn’s first introduction<br />
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