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Multimodal Semiotics and Collaborative Design

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Corbit’s methodology includes participatory design analyzes <strong>and</strong> a pilot group of teenaged<br />

participants. Interactive media studies researcher Michele Dickey (2005) analyzes 2 exploratory<br />

case-studies on distance education using Active Worlds in order to explore unique affordances <strong>and</strong><br />

potentials of AW for spatial distant learning. Dickey reports on her findings from participatory<br />

observation, formal <strong>and</strong> informal interviews with faculty, design team, students <strong>and</strong> staff, <strong>and</strong> she<br />

provides empirical evidence on specific affordances for distance learning. Rhetoric <strong>and</strong><br />

communication researcher Scott Graham <strong>and</strong> graphic designer Br<strong>and</strong>on Whalen (2008) propose<br />

an ethnographic case study on professional practices of a new-media designer, which explores a<br />

range of issues in genre theory <strong>and</strong> how to coordinate with new-media design process. They define<br />

their methods as ethnography, in-depth interview, collaborative authoring, <strong>and</strong> their aims as<br />

proposing ‘a theoretical model on hybridity of modes, meanings <strong>and</strong> genres in new media design’.<br />

However, their methodology includes monitoring a single designer’s social practices, <strong>and</strong> it is<br />

limited in terms of inclusivity of various discourses, practices <strong>and</strong> perspectives on design. Jensen<br />

(2008) describes two cases of user-driven innovation, knowledge construction <strong>and</strong> communication<br />

forms, exemplified in a ‘library-hangouts’ projects <strong>and</strong> organization of an inworld talk-show. The<br />

question Jensen asks is ‘how do creators of the projects deal with possible issues <strong>and</strong> bridge the<br />

gaps in the process of innovation’ Jensen uses participatory observation, in-depth <strong>and</strong> RL video<br />

interviews, <strong>and</strong> archival data to produce reflections on user-driven innovative practices <strong>and</strong><br />

methods of co-design in SL. In a business-oriented study, Thomas Kohler et al. (2009) report eight<br />

case studies with commercial firms who want to interact with users for new product development.<br />

Their methodological aim is to explore the opportunities virtual worlds offer for real-world<br />

innovations. Through participant observation (world) <strong>and</strong> semi-structured interviews with<br />

managers <strong>and</strong> customers, they offer theoretical <strong>and</strong> practical implications for avatar-based<br />

innovation.<br />

These examples illustrate the variety of approaches – in terms of research contexts, research<br />

questions, participants <strong>and</strong> methods of inference. What characterizes the above-exemplified cases<br />

is that each study includes one or several participants who are generating content in CVEs; whereas<br />

the different researchers produce their data to emphasize different aspects of user-designer-system<br />

interaction. It is also possible to categorize these studies in terms of their purposes, research<br />

contexts, <strong>and</strong> the nature of interaction between the observer <strong>and</strong> the observed. Nonetheless, the<br />

outcomes, <strong>and</strong> interpretations of the findings show considerable variations in relation to these<br />

epistemological <strong>and</strong> methodological factors. My analytical framework differs from the<br />

aforementioned studies in that; I am particularly interested in the multimodal meaning-making<br />

processes of designers through the socio-cultural <strong>and</strong> systemic-functional lenses of social<br />

semiotics. Although the knowledge on co-presence <strong>and</strong> collaborative practices provide a theoretical<br />

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