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Multimodal Semiotics and Collaborative Design

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lipstick by available resources. They worked together on the construction of the overall form,<br />

whereas some details (i.e. chairs, animations inside the spaceship) were created separately by<br />

different avatars. However, sharing the tasks presented another serious obstacle. Students often<br />

found themselves dealing with error messages <strong>and</strong> unexpected consequences due to the object<br />

permissions. In fact, the problems caused by the ineffective use of object modification tools in<br />

combination with the sharing options was among the major problems in all student groups. The<br />

groups met in the Metrotopia S<strong>and</strong>box <strong>and</strong> attempted to use their avatars to co-create various<br />

objects <strong>and</strong> parts, after which they realized the importance of certain options, such as the<br />

limitations of assembling or animating collectively produced prims. At this point, the role of<br />

supervision <strong>and</strong> tutorship come in effect, as we both guided the students to use the options<br />

properly <strong>and</strong> intercepted when there was a problem. However, the permission <strong>and</strong> ownership<br />

system of SL’s virtual creations remained to be among the central issues that the Workshop<br />

students had to overcome.<br />

Other challenges were about students’ motivations to produce complex multimodal presentations<br />

by using scripted objects, which was a particular challenge for them because of their limited<br />

experience with the scripting system in SL, <strong>and</strong> programming languages in general. Students tried<br />

to collect <strong>and</strong> re-use free scripts from within SL, most of which caused problems or needed<br />

modification. The collaborative design activities were also learning processes for the students, <strong>and</strong><br />

their collaborations are often resulted from their need for people who could contribute with<br />

different skills, tools <strong>and</strong> resources to exp<strong>and</strong> the scope of their design. Although the co-designers<br />

of Metrotopia <strong>and</strong> PAL were often able to find help from their inworld networks <strong>and</strong><br />

acquaintances, the students lacked the necessary social capital in SL, thus they helped each other to<br />

solve problems, <strong>and</strong> shared knowledge gained from their explorations.<br />

7.4. Synthesis of the nexus of social actors, mediational means <strong>and</strong><br />

collaborative design processes<br />

In the previous chapter, I have discussed the ways in which design teams are formed by individuals<br />

with different purposes <strong>and</strong> varying professional backgrounds, as well as knowledge of <strong>and</strong><br />

experience in VWs. These human actors perform different tasks in different ways by using various<br />

tools <strong>and</strong> resources that are socially available to them. In SL projects, co-designers with different<br />

competences in content-generation often present heterogeneous networks of creative <strong>and</strong><br />

collaborative practices. The fact that every co-designer brings new competences –as well as<br />

resources – to the collaborative project leads to particular configurations in group-formation <strong>and</strong><br />

design methods. I argue that the co-designers co-produce the objects through multiply-discursive<br />

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