Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
Multimodal Semiotics and Collaborative Design
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see, <strong>and</strong> work asynchronously on different parts of the design. In both Metrotopia <strong>and</strong> PAL<br />
projects, the co-designers used separate locations for design <strong>and</strong> experimentation, mainly for the<br />
purpose of being alone <strong>and</strong> uninterrupted by r<strong>and</strong>om visitors, as well as fellow builders. In the<br />
Workshop project, the Metrotopia S<strong>and</strong>box was a location for collaborative design, although the<br />
limited space of the s<strong>and</strong>box presented various problems. In terms of the experiential perspective,<br />
these can refer to both the spaciousness of SL, as it constructs a relative field for interaction, <strong>and</strong><br />
the place-ness of SL, as it develops a sense of place through use <strong>and</strong> appropriation.<br />
In all three cases, several participants met in both physical <strong>and</strong> virtual places for different purposes<br />
during the process. In Metrotopia, the physical meetings were used for concept generation <strong>and</strong><br />
project development, which included tasks such as map-making. The entire PAL team has never<br />
met in person, <strong>and</strong> all of their collective decision-making processes are organized in SL. On the<br />
other h<strong>and</strong>, physical presence was a commonly used method for the workshop students, who used<br />
their avatars mostly to collect resources <strong>and</strong> generate objects in the s<strong>and</strong>box. Therefore, my<br />
analysis focused on the physical locations in which participants meet <strong>and</strong> work together in person,<br />
the inworld locations where avatars meet, as well as certain sites on the Internet.<br />
It is also important to note that these design teams generate their multimodal discourses by resemiotizing<br />
<strong>and</strong> appropriating the socially available semiotic resources. The prim system, which<br />
provides the basic building blocks for producing virtual objects in SL, represents a specific set of<br />
tools <strong>and</strong> interfaces such as the object-texture-script model. The co-designers used these tools <strong>and</strong><br />
interfaces for their own communicative purposes, often transforming the intended functionalities<br />
into new meaning <strong>and</strong> action potentials. The co-designers often used of various other tools <strong>and</strong><br />
resources in cases where SL could not accommodate their choices or in cases where they have prior<br />
experience <strong>and</strong> better skills with another content generation tool. Although some digital formats<br />
can be imported to SL, not every kind of data is allowed in. Drawing on this observation, it is<br />
possible to relate the use of these other graphic design <strong>and</strong> 3D modeling software as semiotic<br />
resources for the nexus of collaborative design practices. The ways in which semiotic <strong>and</strong> material<br />
resources are collected <strong>and</strong> used (or not used) can become a design strategy that affects the<br />
contents, forms <strong>and</strong> methods of designing.<br />
The collaborative practices in <strong>and</strong> with Second Life<br />
For the social semiotic analysis, the collaborative aspect of design activities in three case studies<br />
illustrate how discourses on design <strong>and</strong> representation are negotiated, evolved <strong>and</strong> often<br />
transformed to new meaning potentials through time <strong>and</strong> collaborative action. Rhetorical<br />
intentions of the social actors diverge, <strong>and</strong> formations of social groups, or design teams, are often<br />
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