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Multimodal Semiotics and Collaborative Design

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in flux in inworld collaborative design activities. The design methods that co-designers applied<br />

show variations depending on the structure of design teams <strong>and</strong> preferences of each individual codesigner.<br />

Similarities also exist in terms of collaborative evaluation <strong>and</strong> modification of designs,<br />

<strong>and</strong> the ways in which the co-designers conceptualize the needs for avatar interaction.<br />

In Metrotopia, mutually agreed roles of each participant were performed in a more structured way,<br />

<strong>and</strong> within a strict time-schedule, because the research schedule had priority. Caitlyn’s researchoriented<br />

needs formed the first design principles, <strong>and</strong> formed a relatively strict framework for codesigners<br />

to formulate rhetorical strategies. Not only the process <strong>and</strong> time-schedule were<br />

organized according to her experiment, but also the form <strong>and</strong> content of various interaction spaces<br />

<strong>and</strong> their multimodal organizations were evaluated <strong>and</strong> confirmed in relation to her<br />

methodological requirements. However, in the PAL project, the design team was formed through<br />

inworld relations <strong>and</strong> the project was initiated by Curiza’s personal <strong>and</strong> professional interests.<br />

Therefore, PAL’s time schedule <strong>and</strong> division of tasks within the project were more flexible. This<br />

allowed each co-designer to generate ideas, test <strong>and</strong> evaluate these with other co-designers, <strong>and</strong><br />

build their designs in various locations within PAL. Each member of the team was given more<br />

freedom to create their own styles. PAL’s design process also differs in terms of its evolution <strong>and</strong><br />

transformation throughout the years. In the workshop case, the students had limited time to learn<br />

<strong>and</strong> perform content-creation in SL, <strong>and</strong> their capacity to represent their messages was restricted<br />

by the learning process. The students divided the tasks by their individual interests <strong>and</strong> the ways in<br />

which they thought they could contribute more efficiently. Their interests were also led by their<br />

prior experiences with similar software –3D modeling tools or game-worlds – <strong>and</strong> their capacities<br />

to employ these tools/platforms to their group activities. In these three case studies, most of the<br />

actors had different motivations for being in SL <strong>and</strong> creating content, as well as participating in the<br />

specific design projects. Their access to <strong>and</strong> competence in socially available (semiotic <strong>and</strong><br />

material) resources were related to their interests <strong>and</strong> past experiences in SL.<br />

The design solutions can change, conform, adopt or resist to codes <strong>and</strong> conventions, such as the<br />

visual <strong>and</strong> experiential norms of simulating the real-world physics. In fact, the analysis shows that<br />

these meaning potentials result from a constant semiotic flux between the social actors, <strong>and</strong> the<br />

negotiations of their rhetorical intentions. The collective design decisions that are made during the<br />

inworld meetings, in which the avatars of co-designers meet in SL <strong>and</strong> co-produce the content<br />

together, are good examples of these emergent processes. During such meetings, the co-designers<br />

collectively encode the meaning potentials through multimodal channels, while the visitors’ actual<br />

semiotic experiences may possibly be different than what the designers intended. Although for new<br />

users it may be harder to imagine how potential visitors will react, the more experienced content<br />

creators in the design team can have insights about how people navigate, interact <strong>and</strong> socialize in a<br />

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