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Multimodal Semiotics and Collaborative Design

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placement of various interactive locations <strong>and</strong> objects within Metrotopia aimed at helping the<br />

visitors with orientation <strong>and</strong> interaction with the sim. In the interview data, most of the codesigners<br />

relate these decisions to the intended use-contexts of potential visitors <strong>and</strong> users.<br />

An important notion that I emphasized throughout the previous chapters was convergence in<br />

terms of both socially-available semiotic resources <strong>and</strong> mediated practices of social actors using<br />

various media platforms, tools <strong>and</strong> modes. The analysis of the collaborative design processes shows<br />

that using SL as a collaborative platform to design <strong>and</strong> produce content does not necessarily limit<br />

user practices with inherent affordances <strong>and</strong> constraints of SL but converges with a wider<br />

l<strong>and</strong>scape of mediated communication <strong>and</strong> co-production. Co-design practices often involve a<br />

variety of online <strong>and</strong> offline platforms within designers’ reach to work on their ideas <strong>and</strong> search for<br />

shared inspirations, semiotic <strong>and</strong>/or material resources. Therefore, it is possible to discuss all the<br />

aforementioned semiotic dimensions as nexus of practices, <strong>and</strong> use the analytical matrix as<br />

hypertext to choose <strong>and</strong> combine various semiotic associations in making of multimodal<br />

experience.<br />

The overall synthesis of the findings within this section are summarized in Table 8.3. When reading<br />

this table, it is important to remember that the meta-functions operate conjointly. I do not consider<br />

one meta-function without considering its relations to others within the design. Modes operate on<br />

experiential, interpersonal <strong>and</strong> textual dimensions, <strong>and</strong> multimodal coherence of designed objects<br />

<strong>and</strong> places refers to their various arrangements by the co- designers for intended use-contexts,<br />

reflecting the co-designers’ interests in participating in communicating through design. Various<br />

discourses converge <strong>and</strong> diverge in shaping rhetorical intentions as design processes, as the codesigners<br />

<strong>and</strong> (potential) users engage in the design in different conditions <strong>and</strong> situations. <strong>Design</strong><br />

process gives shape to potential affordances <strong>and</strong> constraints, which are actualized by users. The<br />

multimodal analysis of the three collaborative cases in SL shows that there is a dynamic interplay<br />

between the places <strong>and</strong> artifacts in SL, <strong>and</strong> the socio-technical environments in which they are<br />

produced. In the creation of particular semiotic <strong>and</strong> visual functions, the co-designers in<br />

collaborative projects consider not only the affordances of the platform but also the social<br />

environment in which other people will be getting engaged in it <strong>and</strong> experience its semiotic<br />

potentials.<br />

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