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Multimodal Semiotics and Collaborative Design

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constituents of the nexus analysis. Here I analyze the ways in which the co-designers in different<br />

cases execute different stages of the overall co-design project, organize their actions in real <strong>and</strong><br />

virtual spaces either synchronously or asynchronously. The conclusion to this section also serves<br />

the function as an analytical bridge to the following chapter, where I will discuss findings of the<br />

multimodal analysis of virtual places <strong>and</strong> artifacts that are co-designed <strong>and</strong> co-produced as a result<br />

of these collaborative practices.<br />

Second Life as place, <strong>and</strong> avatars as spatial mediators<br />

Two significant visual semiotic functions of avatar-mediated presence in virtual were observed<br />

within collaborative design: (1) providing users with a visual representation of their interests in<br />

participating in the world (interpersonal function), <strong>and</strong> (2) providing visual information about the<br />

sizes, scales, positions <strong>and</strong> actions of the actors in relation to each other <strong>and</strong> the virtual space<br />

(experiential function). The experiential function of avatars is related to their role in occupying a<br />

definite volume of the representational space <strong>and</strong> being able to change positions/locations with<br />

relation to other objects <strong>and</strong> the space itself. This way, SL affords a particular type of visual<br />

reference, in which visual characteristics of participants matter because of their respective<br />

positions in 3D virtual space <strong>and</strong> their interactions with objects <strong>and</strong>/or avatars that occupy the<br />

space. Importance of the interpersonal functions of avatars in shaping the user experience was<br />

mostly a topic of discussion with inexperienced users, whereas experienced designers mention<br />

generally on the experiential functions of avatars during the content generation process.<br />

Figure 7.9. (left) Metrotopia design team <strong>and</strong> other members in an inworld meeting<br />

Figure 7.10. (right) A group of workshop students using Metrotopia S<strong>and</strong>box for building<br />

In a typical inworld meeting during the Metrotopia project, as illustrated in Figure 9, participants<br />

meet in virtual places for collaborative working <strong>and</strong> use their avatars to travel (walk <strong>and</strong>/or fly)<br />

around the objects of design. They discuss the ideas <strong>and</strong> comments on each other’s’ work by using<br />

several channels of communication, including text <strong>and</strong> voice. The snapshot above is taken from an<br />

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