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Multimodal Semiotics and Collaborative Design

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three case studies. This chapter also includes the construction of the conceptual matrix that I have<br />

produced in order to categorize <strong>and</strong> theorize the findings from multimodal analysis. Finally, the<br />

chapter on methodologies presents my perspective on issues concerning reflexivity, limitations <strong>and</strong><br />

the intended methodological contributions of this analysis.<br />

In the following two chapters, which form the Analysis section, I present <strong>and</strong> analyze findings from<br />

the three case studies <strong>and</strong> focus on certain analytical categories to guide the overall discussions in<br />

the final chapter.<br />

The seventh chapter presents findings on the social contexts of collaborative design projects. Here,<br />

I focus on three aspects: the social actors who participate in or contribute to the collaborative<br />

design projects, the mediational means that are utilized by the co-designers to contribute to their<br />

processes, <strong>and</strong> the processes by which virtual places <strong>and</strong> artifacts are materialized in SL. First, I<br />

outline the personal profiles of the co-designers, <strong>and</strong> my observations on the power relations in<br />

collaborative design teams. With reference to the analysis of the three cases, I exemplify my<br />

arguments by discussing how professional researchers <strong>and</strong> inworld 5 designers worked together in<br />

the building of a virtual laboratory, how students with no previous experience from virtual worlds<br />

learned how to use SL together, <strong>and</strong> how avatar-based anonymous friendships in SL turned into a<br />

team of builders working together for many years. The analysis of the mediational means deals<br />

with the perceived affordances <strong>and</strong> constraints of SL, <strong>and</strong> its socially available tools for<br />

collaborative design, to systematically analyze the ways in which they affect the collaborative<br />

design processes <strong>and</strong> the products of design. Here, I analyze the graphical user interfaces <strong>and</strong> the<br />

specific tools for content generation in SL, as well as the semiotic <strong>and</strong> material resources that are<br />

socially available. My purpose in including the role of tools <strong>and</strong> resources in the analysis is to<br />

employ the ‘place semiotics’ perspective (Scollon <strong>and</strong> Scollon 2003) <strong>and</strong> review the meaning<br />

potentials in relation to the socio-technical contexts of their co-production. In the third sub-section<br />

of this chapter, the findings about the collaborative design processes are presented <strong>and</strong> analyzed. I<br />

present the social organizations of collaborative projects in all three case studies, <strong>and</strong> analyze the<br />

ways in which the co-designers chose to work together, by organizing their movements in time <strong>and</strong><br />

space. I often refer to Jay Lemke’s (2005, 2009a, 2009b) use of the notions ‘chronotope’ <strong>and</strong><br />

‘heterochrony’ to explain how collaborative practices are performed as movement between socially<br />

meaningful places <strong>and</strong> in heterogeneous time-scales. The empirical examples present the<br />

observations <strong>and</strong> interview-responses on several stages of the process, including the generation of<br />

5<br />

Inworld is a term that is widely used in virtual worlds literature (<strong>and</strong> practice) to denote activities that takes place<br />

within the virtual worlds of SL. I often use this term to differentiate these activities from the online ones, which would<br />

include use of Web browsers or other software instead of SL’s viewer GUI.<br />

13

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