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Multimodal Semiotics and Collaborative Design

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Caitlyns’s research schedule had priority. On the other h<strong>and</strong>, PAL’s time schedule <strong>and</strong> division of<br />

tasks within the project were more flexible, <strong>and</strong> each participant was given more freedom to create<br />

their own working styles. Workshop students had limited time to learn <strong>and</strong> perform contentcreation<br />

in SL, thus they used what was in their reach to utilize their existing collective potentials;<br />

they organized their tasks according to their individual interests <strong>and</strong> the ways in which they<br />

believed they could contribute most efficiently 6 . Their interests were also led by their prior<br />

experiences with similar software –either 3D modeling or VWs – <strong>and</strong> their capacities to employ<br />

these tools/platforms to their group activities. The three cases showed that the environment in<br />

which design activities take place affect designers’ sense-makings of the affordances <strong>and</strong><br />

limitations of the platform, <strong>and</strong> the final products of designing. At this level, the effects of<br />

professional experience with creative tools, or personal interest in digital content creation, becomes<br />

more apparent, as the co-designers begin to question the affordances <strong>and</strong> constraints in reference<br />

to their existing relevant knowledge.<br />

7.2. The mediational means <strong>and</strong> their affordances for virtual place-making<br />

In the second part of the analysis, the analytical focus shifts to the mediational means, by which<br />

collaborative design activities take place as digitally mediated social actions. Here, the analysis<br />

foregrounds the co-designers’ experiences with the affordances <strong>and</strong> constraints of semiotic<br />

resources within a multiplicity of places/platforms. Here, the focus is on SL <strong>and</strong> other digital media<br />

platforms, as well as the physical places involved in the collaborative processes 7 . One purpose of<br />

this second level of analytical unit is to question the role <strong>and</strong> effects of place semiotics (Scollon <strong>and</strong><br />

Scollon 2003) on the meaning-making processes, <strong>and</strong> attempt to frame places as semiotic<br />

resources for generation of ideas <strong>and</strong> new knowledge in the form of digital content. In Scollon <strong>and</strong><br />

Scollon’s terminology, place semiotics deals with “the meaning systems by which language is<br />

located in the material world” (2003: x). I consider places in relation to the social practices that<br />

take place within them, <strong>and</strong> describe the virtual places of SL as particular nexus of practice (Scollon<br />

<strong>and</strong> Scollon 2004) in which semiotic cohesion of avatar-mediated interaction depends on certain<br />

affordances <strong>and</strong> constraints of the environment. In this respect, this focus of this chapter can be<br />

framed as the analysis of the ‘non-human’ factors in organization of collaborative practices. My<br />

purpose in this part of the analysis is to inquire how the co-designers interpret <strong>and</strong> use these<br />

affordances <strong>and</strong> construct multimodal discourses upon various semiotic <strong>and</strong> material resources<br />

that are socially available in this convergent multimedia nexus. With the help of in-depth<br />

6<br />

Naturally, this suggestion bears the assumption that students participated fully <strong>and</strong> willingly to the assignments in the<br />

course, <strong>and</strong> they were honest about their reflections in the interviews. However, it was also observed that some students<br />

were more willing to participate than others, <strong>and</strong> they have contributed more to the design than those who were hesitant.<br />

7<br />

This focus will shift in the following chapter, where I will analyze the virtual places that are produced by the project<br />

members as multimodal products of design.<br />

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