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Multimodal Semiotics and Collaborative Design

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The final chapter presents an informed point of view in concluding the analysis. The conclusions<br />

begin with the synthesis of the findings <strong>and</strong> discussions, <strong>and</strong> reflect on the overall research<br />

framework <strong>and</strong> the research question. I will also propose alternative considerations <strong>and</strong> further<br />

research directions for the study of virtual places <strong>and</strong> artifacts as multimodal digital phenomena.<br />

The social actors <strong>and</strong> power relations in groups<br />

In the three case studies, design tasks were divided among participants <strong>and</strong> the products were<br />

assembled into their final forms as a collaborative effort through evaluations <strong>and</strong> modification<br />

efforts of the team members. Both Metrotopia <strong>and</strong> PAL design teams had specific clients <strong>and</strong> chief<br />

designers. In Metrotopia’s design, the roles <strong>and</strong> responsibilities of the participants, as well as the<br />

provisional schedules for various design tasks, were agreed upon <strong>and</strong> documented by a contract.<br />

However, in PAL’s design team, being a relevant RL professional was not the major determinant in<br />

the configuration of social roles. The PAL team actually had a team leader, AmyLee, but this was<br />

the result of a more organic process, which developed throughout years of friendship <strong>and</strong><br />

collaboration in SL. The 4-year-long evolution of the PAL design team gradually led Curiza to<br />

organize the team, <strong>and</strong> assign a ‘chief of design’, while he also mentions that he wants the team to<br />

keep its amateur spirit. In time, decision-making in PAL’s co-production became more<br />

systematized, <strong>and</strong> roles in the team became more hierarchical. The changes in the team hierarchy<br />

<strong>and</strong> the decision-making process had certain consequences about the final visual language of the<br />

design. In fact, a main issue of dispute was about the ‘RL-like’ness of the proposed design style.<br />

<strong>Collaborative</strong>ly designing comprehensive virtual places such as Metrotopia or PAL does not<br />

necessarily require the design teams to be formed by professional acquaintances; neither does it<br />

necessarily limit participation to only designers. Furthermore, as I have shown above, social roles<br />

can change in time <strong>and</strong> from situation to situation. In my findings of these design cases,<br />

participation is shaped by social relations, <strong>and</strong> the internal power dynamics <strong>and</strong> decision-making<br />

patterns of design teams show variations in relation to the participants’ conditions of <strong>and</strong> interests<br />

in engaging.<br />

In workshop projects, the context was rather different. While fifteen international students formed<br />

four r<strong>and</strong>om groups with no apparent hierarchy, certain power relations also marked the process;<br />

particularly the fact that students were also learning how to use SL for these purposes, for which<br />

they needed constant supervision <strong>and</strong> tutoring. Therefore, the educational contexts brought forth<br />

new relations <strong>and</strong> considerations about power. The students were equally responsible towards each<br />

other within the group, but they were ultimately bound by the schedule <strong>and</strong> the requirements of the<br />

course. In many aspects, the effects of these contextual differences, the motivations for engagement<br />

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