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Multimodal Semiotics and Collaborative Design

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ackdrop for the underst<strong>and</strong>ing of user practices in mediated places, I specifically focus on coproduction<br />

of meaning potentials through collaborative design.<br />

Research on design collaboration in virtual worlds<br />

The user-generated VWs afford a shared virtual environment for synchronous design collaboration,<br />

where “designers are physically remote but virtually co-located as avatars within their design<br />

representation in the form of a 3D model” (Gu et al. 2011: 270). Therefore, such 3D worlds are<br />

thought to facilitate higher levels of design communication <strong>and</strong> representation, mainly because of<br />

their multimodal communication cues that produce an awareness of the nearby designer(s) <strong>and</strong><br />

their actions in three-dimensional space. The digital technology enables co-designers to perceive<br />

<strong>and</strong> use shared design representations through new interactions with the digital models (Gu et al.<br />

2011). As mentioned above, such collaborative actions may require new ways of spatial thinking<br />

<strong>and</strong> behavior (i.e. use of avatars <strong>and</strong> navigating via interfaces), especially when designers have<br />

different preferences <strong>and</strong> responses to different modes of design representations (i.e. 2D sketching<br />

<strong>and</strong> 3D modeling).<br />

Interaction design researchers Greg Wadley <strong>and</strong> Nicolas Ducheneaut (2009) focus on the<br />

mechanics of user collaboration via avatars in virtual space, <strong>and</strong> on how a group of virtual world<br />

users communicate <strong>and</strong> collaboratively create required geometries by given components. They<br />

classify the two levels of the sense presence in Second Life as ‘in-avatar’ <strong>and</strong> ‘in-camera’, which<br />

points to an important characteristic of the VW; <strong>and</strong> results in new challenges such as not being<br />

able to underst<strong>and</strong> where your group member’s camera is focused <strong>and</strong> not being able to<br />

communicate on specific objects/parts because of disorientation. Their work also reveals the role of<br />

the detachable camera in user experience <strong>and</strong> orientation in collaborative working. By providing<br />

designers with modular components of a pre-designed form to re-assemble, Wadley <strong>and</strong><br />

Ducheneaut (2009) exclude the extensive use of the inventory, collection of resources from various<br />

platforms. While their findings are significant for showing how verbal <strong>and</strong> non-verbal references<br />

(i.e. visually marking positions, pointing with editing functions, marking places with avatars) are<br />

used for spatial functions such as navigation <strong>and</strong> orientation, they choose to single out a limited<br />

part of the design process, <strong>and</strong> do not involve the social aspects.<br />

I intend to broaden the context of inquiry to include how users collaboratively generate content by<br />

involving the variety of socially available resources during the process. Unlike Wadley <strong>and</strong><br />

Ducheneaut, my focus is not only on how user-designers perform given tasks, but how they<br />

collaboratively generate ideas, <strong>and</strong> produce virtual places <strong>and</strong> artifacts as emerging meaning<br />

systems. This perspective includes the mechanics of collaboration as an important element, for<br />

which Wadley <strong>and</strong> Ducheneaut’s study is a valuable resource. On the other h<strong>and</strong> my main purpose<br />

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