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Multimodal Semiotics and Collaborative Design

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as multimodal orchestrations of these various discursive <strong>and</strong> material relations through the coproduction<br />

practices in social contexts. Various modes are transformed, translated <strong>and</strong><br />

orchestrated as semiotic resources, the multimodal arrangements of which form the products of<br />

designing. The representation of bodily experience is translated <strong>and</strong> simulated by the mediation of<br />

avatars, which in turn affects the ways in which places <strong>and</strong> artifacts are constructed. The ways in<br />

which the co-designers reflect on the issue of virtuality is important because their perspective can<br />

provide insights on their semiotic processes, <strong>and</strong> their ways of interpreting the context of situation.<br />

The analysis shows that the discourses on the signs of realism <strong>and</strong> virtuality are often interrelated,<br />

<strong>and</strong> there is a dynamic semiotic interplay between the meaning potentials of specific modes in<br />

design <strong>and</strong> their makers’ rhetorical intentions.<br />

One particularly interesting way, in which the participants make sense of constructing virtual<br />

places <strong>and</strong> artifacts –<strong>and</strong> in general, being present in a virtual world –, is reflected in their<br />

comparisons with the physical reality. As mentioned in the previous analytical chapters, the codesigners<br />

often generate particular discourses on how their avatars mediate their communications<br />

in virtual places <strong>and</strong> allow them to perform actions that would otherwise be impossible, or rather<br />

unfeasible. Often times during the interviews, the designers mention how being in a virtual<br />

environment is different, both in terms of being unrestricted by physical (so-called RL) constraints<br />

<strong>and</strong> finding genuine affordances to design multimodal communication environments. Caitlyn<br />

mentions how SL affords the design team to experiment with forms <strong>and</strong> functions as they want<br />

because the team is not restricted by material limitations, such as logistics, construction costs of<br />

building models or waste of materials. In PAL case, AmyLee <strong>and</strong> others consistently mention how<br />

they aimed at a virtual place that would look ‘SL-like’, both in terms of its visual form <strong>and</strong> its<br />

affordances to accommodate avatar interaction. Their explanations <strong>and</strong> descriptions of places <strong>and</strong><br />

artifacts often refer to their more general comments on being in a specific type of environment<br />

where people (both designers <strong>and</strong> users) can exp<strong>and</strong> the limitations of their imagination <strong>and</strong><br />

experience things that are ‘not possible in RL’. In such cases, the so called ‘hyper-real’ physics of SL<br />

(Santos 2009) provides new affordances <strong>and</strong> constraints for the designers of places, <strong>and</strong> they build<br />

their multimodal discourses upon these metaphorical frames. I also relate such remarks to the<br />

conceptual separation of the virtual world from the so-called real to Rol<strong>and</strong> Barthes’ (2009 [1957])<br />

idea of the myth as semiotic construct, through which the connotations of virtual <strong>and</strong> real can be<br />

explained as second-order significations in design concepts.<br />

The social semiotic framework considers the construction of discourses on reality <strong>and</strong> signs of<br />

realism as social processes based on constant negotiation of power relations <strong>and</strong> social control<br />

(Kress <strong>and</strong> van Leeuwen 2001). In this perspective, participants of the communication process seek<br />

to impose their personal definitions <strong>and</strong> use their interpretations as ‘semiotic navigational devices’<br />

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