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Multimodal Semiotics and Collaborative Design

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<strong>Multimodal</strong> place-making <strong>and</strong> the nexus analysis framework<br />

The multimodal approach provides a systemic model for social semiotic analysis of virtual places<br />

as multimodal texts; while a socio-cultural perspective presents the embedded rhetorical processes<br />

within the designed messages by reviewing designers’ reflections on how <strong>and</strong> why they made<br />

particular design decisions. Within the multimodal analysis of virtual places <strong>and</strong> artifacts, I<br />

systematically outline specific experiential, interpersonal <strong>and</strong> textual features of designs to<br />

compare <strong>and</strong> discuss the modal configurations <strong>and</strong> affordances in relation to their rhetorical<br />

contents. On the other h<strong>and</strong>, modes <strong>and</strong> their meta-functions should not be considered in isolation,<br />

as the overall aim of the multimodal analysis is to reveal the patterns of semiotic cohesion <strong>and</strong><br />

study the dynamic interplay between semiotic resources <strong>and</strong> their social functions.<br />

If virtual places are framed as multimodal sign systems, then making virtual places should be<br />

considered semiotic work. But, as Krippendorff (1990) claims, designing place in SL is not merely<br />

producing signs, but it involves producing useful <strong>and</strong> usable artifacts as multimodal arrangements.<br />

In this view, SL can illustrate a complex socio-semiotic network of actors, places <strong>and</strong> practices that<br />

lead to particular multimodal arrangements in the products of collaborative design. While a social<br />

semiotic optic alone may not be sufficient to explain how <strong>and</strong> why individuals combine various<br />

semiotic resources in certain arrangements, the poststructuralist socio-cultural approach (Poynton<br />

1993) to systemic functional analysis develops our underst<strong>and</strong>ing of the contexts in which people<br />

use the mediational means <strong>and</strong> the resources for the production of semiotic phenomena.<br />

However, the conventional dichotomy of media producers <strong>and</strong> users cannot explain the complex<br />

social relations of co-production in SL, <strong>and</strong> that these relations form dynamic nexuses of designerly<br />

practices. In the case of user-driven development of SL, the platform affords its users’ participation<br />

through not only idea-generation <strong>and</strong> feedback, but also content generation <strong>and</strong> distribution.<br />

Therefore, designers in SL are not only brain-workers who generate concepts <strong>and</strong> the specifications<br />

for production, but they are also builders who make things for other people to experience. In doing<br />

so, they not only conceptualize their ideas by representing them but also build functional models in<br />

which other avatars can interact. In this respect, SL also differs from the user-toolkit approach in<br />

user-driven innovation studies (von Hippel 1976, 2001). As I have shown in the analysis, the codesigners<br />

in SL are usually also the makers of the objects. Even if a member of the design team<br />

chooses not to actively create prims, textures or scripts, the collaborative projects in SL are<br />

organized in certain ways that would allow the individuals to contribute in other ways, including<br />

resource collection, idea generation <strong>and</strong> testing.<br />

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