07.01.2015 Views

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

Multimodal Semiotics and Collaborative Design

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

projects in each case of study show similarities in terms of their environments <strong>and</strong> tools for<br />

content-generation, but also differences in terms of the contexts <strong>and</strong> products of designing. The<br />

collaborative practice is an important criterion for the selection of cases. The three case studies are:<br />

- Metrotopia: participant observation of the multidisciplinary design process of a virtual<br />

laboratory (Metrotopia) <strong>and</strong> interviews with co-designers.<br />

- Pop Art Lab (PAL): observations <strong>and</strong> in-depth interviews with the co-designers of a<br />

streaming music sim in SL funded by a Danish national cross-library organization<br />

- Student workshop: Communication <strong>and</strong> <strong>Design</strong> in VW: teaching, observations <strong>and</strong> focus<br />

group interviews with fifteen international students<br />

The participants are often referred to as designers, co-designers <strong>and</strong> builders throughout the text.<br />

This difference in classification results from their context-bounded roles within the overall process<br />

of semiosis; in that, designer is used to describe a participant engaging in an individual content<br />

generation activity, whereas co-designers connote all direct contributors of collaborative projects<br />

whether they create objects or only ideas. Builder is the native term, which is used by contentgenerating<br />

residents of SL to connote builders of 3D objects. This term is often used in the<br />

interviews in order to communicate with appropriate terminologies.<br />

A range of data collection methods has been used depending on the context <strong>and</strong> availability of<br />

observable participant practices <strong>and</strong> their experiences. The mixed methodological approach has<br />

provided an overall analytical mapping of how residents make sense of affordances for co-creating<br />

content. The mixed methods data collection has enabled me to observe instances of ideageneration,<br />

problem-solving <strong>and</strong> knowledge sharing while concurrently questioning how designers<br />

make sense of these processes with relation to their general virtual world experience. In-depth<br />

interviews have served this purpose.<br />

Interventions <strong>and</strong> re-assessment of empirical categories, as well as methods of triangulation <strong>and</strong><br />

participation are considered during different stages of the process. Follow-up interviews <strong>and</strong> longterm<br />

partnerships with some of the participants have allowed me to access cases during various<br />

‘moments’ of collaboration. Furthermore, by participating in collaborative design <strong>and</strong> learning<br />

activities, it has been possible to gain first-h<strong>and</strong> experience with building, during simultaneous<br />

observations of SL builders <strong>and</strong> builder communities in their cultural contexts. Participant<br />

observation throughout the design process also enabled me to examine the changing roles of<br />

various actors during several inworld <strong>and</strong> offline stages of the process (Hine 2005, Deacon et al.<br />

2007). Also, in-depth interviews with expert designers <strong>and</strong> novice users (or students) offered the<br />

chance to initiate discussions about the past experiences <strong>and</strong> reflections.<br />

10

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!